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3ds/gmax Model Hierarchy Collection (56k Warning)


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'root_nnnmesh_myobject' - Point Helper

'lodX', 'geomX', 'nonvis_' - dummy

'colX' - mesh

'NNN__<BF2Object>' - mesh where <BF2Object> stands for anything like 'PlayerControlObject', 'RotationalBundle', 'SimpleObject', 'GenericFireArm', 'Spring', 'Bundle', 'LandingGear', 'HandFireArm' , etc.....

Edited by mschoeldgen[Xww2]
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  • 2 weeks later...

I'm making a tank and this has been very helpful, but I'm still confused. What is a root? Like physically in model land? a group? a piece of geometery? a dummy?. what is an lod? What is the engine? the whl spring? the nonvis? I can grasp the bone and the colision, that makes sense to me. I'm comming from an unreal engine background and the transition is apparently a rough one. someone please help.

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What BF2 models, there isnt any BF2 models in this topic, all those hierarchies are from user made content.

Importing a BF2 model is possible however it will only serve as a very rough guide to the setup (not even really) and model (lod) poly counts, hierarchies and cols materials ect dont import.

You can find the necessary tools at Doomlab.

Edited by [BF:A] Croupier
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This particular tank is very low poly, so i decided to attach the wheels back to the main PCO even for the closer lod (the first loddistance is set to 90 in the Crusader).

Normally you have the wheels still separate in the hierarchy for lod1 , but they don't need collisionmeshes.

An example for having seperate meshes in a lod1 tree is the BF109 (plane) hierarchy just below the tank

Edited by mschoeldgen[Xww2]
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