I'm probably like 15 years late but anyway, here are some tools for importing and exporting Refractor 2 engine asset files for Blender!
- Skeleton (
.ske
) import/export - Animation (
.baf
) import/export - StaticMesh (
.staticMesh
) import/export (including lightmap samples) - SkinnedMesh (
.skinnedMesh
) import/export - BundledMesh (
.bundledMesh
) import/export - CollisionMesh (
.collisionMesh
) import/export - Occlusion Mesh (
.occ
) import/export
- Blender 4.2 or later
- Windows x64, Linux x64 and macOS x64 (Intel). For ARM or other platforms see building instructions at BSP Builder.
Download the latest package from Releases and follow the steps at Installing Add-ons
- Head over to the Documentation for details on how to use this add-on
- SkinnedMeshes using Object Space normal maps will have shading issues when deformed/animated inside of Blender.
- Blender does not allow to import custom tangent data, therefore when re-exporting meshes, vertex tangents always get re-calculated. This may increase the number of unique vertices being exported. Generated tangents may also be totally wrong if the normal map used was not generated using Mikk TSpace method (which Blender uses).
- Many vBF2 skeleton exports have messy bone orientations. Skeleton importer corrects them for
1p_setup.ske
and3p_setup.ske
but other skeletons' bones may appear pointing in random directions. - CollisionMesh exports to a slightly older file format version (9) than 3DsMax exporter (10). Latest file version contains some extra data for drawing debug meshes which is disabled by default in-game anyway. Please report any other issues found!
- rpoxo for the BF2 mesh file parser (MIT License)
- Remdul for guidance and bfmeshview (a lot of the stuff is ported over from there)
- Ason and DeWolfe for testing and feedback