mschoeldgen[Xww2] Posted October 29, 2008 Report Share Posted October 29, 2008 (edited) I'm sorry, this tutorial has been a victim of the forum attacks in 2016 and its much too complicated to restore it here with all the new syntax of the forum software. However, the original version with all the pictures has survived on the BFSP forums: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=14264 Edited November 30, 2016 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
[21CW]PiCkUp Posted September 12, 2009 Report Share Posted September 12, 2009 First up.. Great tut, it helps a lot. second... Is there a limit to how many, moveable control surfaces you can have?. Beside not having any keys left. third... Is there a limit, in how many polys an object can have? Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted September 13, 2009 Author Report Share Posted September 13, 2009 1st: Thanks 2nd: The geometry count in BF2 is limited to 26 parts ( *.con file 'ObjectTemplate.geometryPart N', where N mustn't be greater than 26 ) 3rd: that depends on a limit in the exporter ( newer 3DSMax tools don't seem to have the older 16000-17000 limit ) but the playabilty might suffer as a very high polycount will cause lag in the game. I recently exported a 26000 poly model and the engine eats it. I didn't try anything larger because our mod should be playable. Quote Link to comment Share on other sites More sharing options...
koskok Posted June 22, 2012 Report Share Posted June 22, 2012 (edited) Man can you tell me how to make counter rotating props? I want to model a Tu-95 and i want 8 props,2 on each engine and in each prop pair, the one prop must rotate opposite direction to the other. I dont think i can do it without help so plz could u help? Edited June 23, 2012 by koskok Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted July 1, 2012 Author Report Share Posted July 1, 2012 (edited) Sorry for being late but my focus is elsewhere now Rerversing rotation of an engine is easy. Just put a - (minus) sign in front of the acceleration and rotation: ObjectTemplate.setMinRotation 0/0/5 ObjectTemplate.setMaxRotation 0/0/3000 ObjectTemplate.setMaxSpeed 0/0/3000 ObjectTemplate.setAcceleration 0/0/500 ObjectTemplate.setDeAcceleration 0/0/800 becomes: ObjectTemplate.setMinRotation 0/0/-5 ObjectTemplate.setMaxRotation 0/0/-3000 ObjectTemplate.setMaxSpeed 0/0/3000 ObjectTemplate.setAcceleration 0/0/-500 ObjectTemplate.setDeAcceleration 0/0/-800 Its been a while so bear with me. It could be that one or more of the minus signs are unnecessary. Edited July 1, 2012 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
clivewil Posted July 2, 2012 Report Share Posted July 2, 2012 counter rotating props just make the rearward props' pivot points turned 180 about compared to the front ones. so as far as the plane is concerned, they are mounted on backwards. I want to model a Tu-95 nice. i'd like to have done one of those myself, but never got around to it Quote Link to comment Share on other sites More sharing options...
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