mschoeldgen[Xww2] Posted July 15, 2006 Author Report Share Posted July 15, 2006 (edited) '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 July 15, 2006 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted July 28, 2006 Author Report Share Posted July 28, 2006 Added a boat hierachy. I didn't think it necessary, but hey for the sake of completeness Quote Link to comment Share on other sites More sharing options...
Me262 Posted July 31, 2006 Report Share Posted July 31, 2006 ' date='Jul 15 2006, 09:52 AM' post='44432']'root_nnnmesh_myobject' - Point Helper Is this necessary?My roots are all dummies...have DICE/EA talked anything about this? Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted August 1, 2006 Author Report Share Posted August 1, 2006 Nope , they never did. It works great for me to have the root as a Point Helper, but a Dummy might work, too. The posted hierarchies are all from working (ingame) Objects so i know this works Quote Link to comment Share on other sites More sharing options...
stinger Posted August 12, 2006 Report Share Posted August 12, 2006 what does the sensor? it have's something with the heat seeker thing? Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted August 15, 2006 Author Report Share Posted August 15, 2006 You're probably referring to the helicopter hierarchy. The sensors are 2 Rotationalbundles on top of each other and are no weapons but adding detail and motion. BEEX possibly lets them either rotate continously or moves them with a targetting control. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted August 17, 2006 Author Report Share Posted August 17, 2006 Added Rotor Hierachy Quote Link to comment Share on other sites More sharing options...
CuddlyColin Posted August 18, 2006 Report Share Posted August 18, 2006 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. Quote Link to comment Share on other sites More sharing options...
[BF:A] Croupier Posted August 18, 2006 Report Share Posted August 18, 2006 Check out Junks vid tute it should answer alot of your questions even if it is geared for importing and animating a weapon. http://bfeditor.org/forums/index.php?showtopic=7081 Quote Link to comment Share on other sites More sharing options...
CuddlyColin Posted August 18, 2006 Report Share Posted August 18, 2006 Croupier' date='Aug 18 2006, 12:38 AM' post='47884']Check out Junks vid tute it should answer alot of your questions even if it is geared for importing and animating a weapon. http://bfeditor.org/forums/index.php?showtopic=7081 Thanks alot, this really is helping Quote Link to comment Share on other sites More sharing options...
Noxon Posted August 31, 2006 Report Share Posted August 31, 2006 May I ask how you imported the bf2 models into 3ds max? Is there a plugin that reads con/tweak files or whatever they are? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
[BF:A] Croupier Posted August 31, 2006 Report Share Posted August 31, 2006 (edited) 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 August 31, 2006 by [BF:A] Croupier Quote Link to comment Share on other sites More sharing options...
Guywithawrench Posted August 31, 2006 Report Share Posted August 31, 2006 I dont know why but my 3dsmax tools can import everything, The mesh, lods, cols, etc. And i got those tools from doomlab. Quote Link to comment Share on other sites More sharing options...
[BF:A] Croupier Posted September 1, 2006 Report Share Posted September 1, 2006 Lods yes col's no I have the same tools and they dont import cols, Guy you must be mistaken, post a screen of the cols if you are adamant that it imports them. Quote Link to comment Share on other sites More sharing options...
aagun Posted September 1, 2006 Report Share Posted September 1, 2006 what is this picture ? there are many objects but i see one object in the viewport im not understanding any think Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted September 8, 2006 Author Report Share Posted September 8, 2006 Added Destroyable Object hierarchy Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted October 17, 2006 Author Report Share Posted October 17, 2006 Bump: Added basic creation and structure help to first post Quote Link to comment Share on other sites More sharing options...
Mavrik347 Posted January 10, 2007 Report Share Posted January 10, 2007 Whats an __Anchor? Noticed it on the static. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted January 10, 2007 Author Report Share Posted January 10, 2007 The __Anchor is a Point Helper aiding mappers to position the StaticObject. Quote Link to comment Share on other sites More sharing options...
Mavrik347 Posted January 10, 2007 Report Share Posted January 10, 2007 Ah, cheers. Quote Link to comment Share on other sites More sharing options...
-Modder- Posted March 11, 2007 Report Share Posted March 11, 2007 (edited) Hi i want to code a mortar and i've already done it like the example with the pak40 but what do i have to do in the edito?? entrypoint etc Edited March 11, 2007 by -Modder- Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 11, 2007 Author Report Share Posted March 11, 2007 You better ask that question in the Object Editor section If you plan to use the mortar basically like one of the stationary MG's, use their code as template (mec_bipod is a good example ). Quote Link to comment Share on other sites More sharing options...
-Modder- Posted March 11, 2007 Report Share Posted March 11, 2007 Maybe you know me i am chillix from fallen times i am working on this mortar the whole day but i don't work i don't even know what i did wrong Quote Link to comment Share on other sites More sharing options...
Rooster3D Posted March 12, 2007 Report Share Posted March 12, 2007 I noticed the tank doesn't have any LOD hierarchy for the wheels and turret. I was wondering what technicalities would arise in making LODs for these... especially for the wheels. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 12, 2007 Author Report Share Posted March 12, 2007 (edited) 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 March 12, 2007 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
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