Chadaface Posted February 3, 2011 Report Share Posted February 3, 2011 Hey guys Im trying to get my F-16B Vehicle model in game I tried to base it off mschoeldgen Sea Fury Set up but im getting negative results I'll let some shots do the talking from here con file GeometryTemplate.create BundledMesh f16 ObjectTemplate.create Bundle f16 ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator O-B31C24EE38244:O ObjectTemplate.geometry f16 ObjectTemplate.addTemplate F16_aileronL ObjectTemplate.setPosition -1.6799/1.8045/0.0759 ObjectTemplate.addTemplate F16_aileronR ObjectTemplate.setPosition 1.6799/1.8045/0.0759 ObjectTemplate.addTemplate F16_canopy ObjectTemplate.addTemplate F16_elevator ObjectTemplate.setPosition 0.0029/3.7037/0.0881 ObjectTemplate.addTemplate F16_LandingB ObjectTemplate.setPosition -0.0045/-1.2627/-0.3676 ObjectTemplate.addTemplate F16_LandingL ObjectTemplate.setPosition -0.3157/1.6353/-0.0955 ObjectTemplate.setRotation 0/12.1616/0 ObjectTemplate.addTemplate F16_LandingR ObjectTemplate.setPosition 0.3338/1.6353/-0.0955 ObjectTemplate.setRotation 0/12.1616/0 ObjectTemplate.addTemplate F16_rudder ObjectTemplate.setPosition 0/4.3142/1.3672 ObjectTemplate.create RotationalBundle F16_aileronL ObjectTemplate.geometryPart 1 ObjectTemplate.create RotationalBundle F16_aileronR ObjectTemplate.geometryPart 2 ObjectTemplate.create SimpleObject F16_canopy ObjectTemplate.geometryPart 3 ObjectTemplate.create RotationalBundle F16_elevator ObjectTemplate.geometryPart 4 ObjectTemplate.create LandingGear F16_LandingB ObjectTemplate.geometryPart 5 ObjectTemplate.addTemplate F16_whlB ObjectTemplate.setPosition -0.0656/-0.0942/-0.4931 ObjectTemplate.create Spring F16_whlB ObjectTemplate.geometryPart 6 ObjectTemplate.create LandingGear F16_LandingL ObjectTemplate.geometryPart 7 ObjectTemplate.addTemplate F16_whlLF ObjectTemplate.setPosition 0.2457/-0.1629/14.0507 ObjectTemplate.setRotation 0/-90.0000/0 ObjectTemplate.create Spring F16_whlLF ObjectTemplate.geometryPart 8 ObjectTemplate.create LandingGear F16_LandingR ObjectTemplate.geometryPart 9 ObjectTemplate.addTemplate F16_whlLR ObjectTemplate.setPosition -0.4039/-0.1629/14.0507 ObjectTemplate.setRotation 0/-90.0000/0 ObjectTemplate.create Spring F16_whlLR ObjectTemplate.geometryPart 10 ObjectTemplate.create RotationalBundle F16_rudder ObjectTemplate.geometryPart 11 include f16.tweak if there's anything else thats needed,ill post that up Any form of help wouldve greatly appreciated,and thanks in advance Quote Link to comment Share on other sites More sharing options...
clivewil Posted February 3, 2011 Report Share Posted February 3, 2011 you need to do a 'reset xform' on your main mesh, and possibly other parts too. the most painless way would be to unlink everything from the main parent mesh, reset the main's xform, then re-link the other child parts back to the main. otherwise your changed xforms will filter down to the children and they will jump to their new relative positions, which is probably what you DON'T want. be careful with resetting the xforms for any child parts that have unusual pivot rotations (e.g. it's common with aircraft to have ailerons etc. that are angled 3 degrees downward or back to match the wing sweep/dihedral - resetting will change these angles back to 0) if your pivot orientation is out of true and needs resetting, then it's possible your scales might be out on some parts too. select each part while the scale window is open (right-mouse on the Scale button to open it) and look for any value that is NOT 100%. it is very common with jets to find items on one half of the plane with a scale of -100%, which means these bits will turn inside out when reset. it's easy fixed but just something to keep an eye on Reset Xform can be found in the Utilities section of max v7, i assume other versions have it in the same place Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted February 3, 2011 Report Share Posted February 3, 2011 Theres an explanantion about world orientation in the Seafury tutorial. You also have to add the geom1 ( main 3P model) and geom2 ( wreck) mesh structures . A geom0-only model will not work as vehicle. geom0 is the cockpit ( model shown when entered ) and will not need rudders , landing gears or elevators as these are not seen when in the cockpit. Quote Link to comment Share on other sites More sharing options...
clivewil Posted February 3, 2011 Report Share Posted February 3, 2011 A geom0-only model will not work as vehicle. obviously there's no cockpit view, but you can still fly around in a geom0-only vehicle. most of my WIP pics of aircraft/helis/cars buzzing around are geom0-only. this massive unfinished piece of shit in the pic below is geom0-only but still very flyable. when the thing gets destroyed it will just disappear, but the wreck fx are still visible, like in the bottom frame. the reason i mention this is because i don't think i would have ever completed anything if i had to wait for it to be 100% finished before i could use it - being able to whizz around in your creation while you're still building it is good for keeping your interest level up (or in my case anyway) Quote Link to comment Share on other sites More sharing options...
Chadaface Posted February 3, 2011 Author Report Share Posted February 3, 2011 Interesting,so a geom0 would work out I was thinking how it would turn but clive's example proves it all Thanks I'll do the change's and see how it all shows up. Quote Link to comment Share on other sites More sharing options...
clivewil Posted February 4, 2011 Report Share Posted February 4, 2011 groovy. just remember it's a temporary solution; as mscho said, at some point you will need to add the remaining hierarchy. but at least you can fly around before then Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted February 4, 2011 Report Share Posted February 4, 2011 Ah,i never knew it works. For in-between testing i copied my geom1 to geom0 and geom2 and used that for testing - although i'm mostly patient enough for my models to be fairly complete before i start coding and testing them, hehehe. Thanks for clearing that up, clivewil. I remember the demo ( and early BF2 versions ) crashed when the wreck was missing and the vehicle got destroyed, maybe that caused me to complete the model in my future projects. Quote Link to comment Share on other sites More sharing options...
Chadaface Posted February 4, 2011 Author Report Share Posted February 4, 2011 (edited) Hmmm,i wonder if it's going work if i do this: -Change the mesh from a bund into a PlayerControlObject -Make the parts of the PCO to inherit settings from another aircraft i.e my F-16 aileron will inherit the settings of the F15 flaps,create new child objects (such as 30mm cannons,engines) and make them inherit the respective settings from the F15 It would be nice to know what objects are out right necessary to simply get into the game and flying On a side note i tried to get a debugger up and running,but since i have patch 1.5 it caused my mouse to get stuck on the center of the screen.Is there any quick solution to this other than re-installing? Edited February 4, 2011 by Chadaface Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted February 5, 2011 Report Share Posted February 5, 2011 (edited) On a side note i tried to get a debugger up and running,but since i have patch 1.5 it caused my mouse to get stuck on the center of the screen.Is there any quick solution to this other than re-installing? The debugger destroyed your profile in /My Documents/Battlefield 2/Profiles . Delete/Rename the folder and let the retail game create a new profile ( i hopy you have your account data and key setup handy ). For the future keep in mind to either rename the folder before launching either version or hack your debugger to use a different profile folder. Theres a thread at BFSP about it - maybe i find it. Ahh, here it is: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15303 Edited February 5, 2011 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
clivewil Posted February 6, 2011 Report Share Posted February 6, 2011 It would be nice to know what objects are out right necessary to simply get into the game and flying your quickest route would be to clone, rename and adapt an existing tweak rather than try and create everything anew - all the armour, cameras, engines (delete one) and other stuff will be there. (tweak file only! you do not need anything from the other aircraft's .con) yes there will be a lot of fiddling around, but overall it's far quicker this way Quote Link to comment Share on other sites More sharing options...
Chadaface Posted August 12, 2011 Author Report Share Posted August 12, 2011 Alright,forgive me for reviving this thread again but I'm not giving up just like that. So what I did was adapt the F-15's tweak and layout everything looked fine except for three things 1.The Vehicle keeps going into the ground.It just goes through the surface.I even have a collision mesh but this still keeps happening.Every time i enable physics or place it on a map to test it the thing disappears into the ground. 2.The 3p mesh doesn't appear on startup nor does it appear when i place the object in a map in the editor.I named the 1p mock-up cockpit mesh's respective dummies geom0 and the 3p mesh geom1 yet it still shows just the 1p mesh but with the weapons attached to it.Geom1 only appears in the editor when i select it. 3.The stark difference in the texture of some parts of the plane i.e the wings the nose etc are darker for some reason.Not only that but the normal maps dont show in lighting mode. These images show what it looks like Quote Link to comment Share on other sites More sharing options...
Cassio Posted August 12, 2011 Report Share Posted August 12, 2011 (edited) Check your hierarchy for wrong naming! The geom0 lod0 air_f16 is lacking the __PlayerControlObject Also I don't see any col1 meshes. The nonvis_ for the right wheel is named wrong too: "nonvis_0" No idea what the texture problem is causing but a screen from your material setup would help. Edited August 12, 2011 by Cassio Quote Link to comment Share on other sites More sharing options...
Chadaface Posted August 13, 2011 Author Report Share Posted August 13, 2011 Thanks for the heads-up i did some digging around the forum and i was able to fix the texture map solution and after a little bit of renaming tweak editing i was able to get the collision meshes and the wheels to act right.Really lousy on my part for the bad naming. Now the only thing left that's bugging me badly is that the Geom0 1P mesh is the only one visible in the map and the 3p mesh is nowhere present.Any advice for that? Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted August 14, 2011 Report Share Posted August 14, 2011 (edited) You're missing quite a few designations for your meshes . E.g. a retractable gear consists of a LandingGear with an attached wheel. Here's a simple example: geom1 -lod0 --F16__PlayerControlObject ---nonvis_ ----col0 ----col1 ----col2 ---F16_LeftGearHatchL__LandingGear ---F16_LeftGearHatchR__LandingGear ---F16_LeftGear__LandingGear ----F16_LeftGearWheel__Spring -----nonvis_ ------col0 ------col1 Here only the main body with one landing gear and the closing covers for it ( hatches ) are in the hierachy. Note how the double underscore followed by the designation tells BF2 what the things do. LandingGears basically are RotationalBundles activated automatically by flying heigth and plane speed. To get an idea if your export is correct compare with a similar *.con file from another jet. Springs are the wheels . they need a col1 to interact with the ground. Look again at the seafury tutorial, its all described there. Admittedly i don't have hatches for my landing gears on this plane but thats easy once you understand LandingGears. Also note that untextured objects will not sho in the game. Edited August 15, 2011 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
Cassio Posted August 14, 2011 Report Share Posted August 14, 2011 Ah just rememberd this: Add a geom2 (wreck geometry) to your hierarchy. Make it a copy of your geom1 for a test. This should fix your geom0 problem. Quote Link to comment Share on other sites More sharing options...
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