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Old 03-19-2009, 12:09 PM   #1
smee
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Default [?] Bundlemesh export

I have the main object and 4 children to attach. I'm presuming that you select them all and then export as bundlemesh. But when i did it it created only 2 Geom's & 2 lod with 1 copy of objects.

Where do i put the col'. I was suprised to see only 2 geom. Or are you better exporting them all seperately.

I would prefer for ease of BF2 editor to have them all entered in one.

Any tips.

cheers.

3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0


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Old 03-19-2009, 01:14 PM   #2
[R-DEV]ballard_44
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Default Re: [Question, Bundlemesh export ]

Someone with much more knowledge will chime in, but it sounds like you want to export as a Staticmesh that is then 'bundle'd.
Meaning, export all 5 objects separately as staticmeshes, then make your main object a bundle, which gives it the ability to have 'children'.
I believe making it a bundle can be done in the editor or in word/note pad?

Not to be confused with a Bundledmesh export that is usually reserved for PCO's (player controlled objects).

Like I said, wait for an expert
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Old 03-19-2009, 01:36 PM   #3
smee
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Default Re: [Question, Bundlemesh export ]

ok

have seen Rhino's children to statics so suppose that's the root then

http://www.realitymod.com/forum/f189...n-statics.html

makes more sense now you explained what the bundled mesh is for. TA

3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0


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Old 03-19-2009, 01:38 PM   #4
[R-DEV]e-Gor
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Default Re: [Question, Bundlemesh export ]

... I don't really know what you're wanting to do, but why not just attach the objects in max, and export as a single simpleobject?
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Old 03-19-2009, 02:28 PM   #5
smee
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Default Re: [?] Bundlemesh export

I have windows that have to be see through so are going to be a child so can be transparent, 3 doors that would like to be destructible( breachable) so presume they have to be seperate, don't want to destroy the whole building.

Just thought that could bundle it in max and export it. But as ballard has said bundlemesh is for PCO. Which has put me on a better track.

3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0


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Old 03-19-2009, 02:50 PM   #6
[R-DEV]ballard_44
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Default Re: [?] Bundlemesh export

Here you go, man.

2nd pic down should help?
Add the double underscore __bundle after you make it a staticmesh, but before exporting I believe.

3ds/gmax Hierarchy Collection (56k Warning) - Official BF Editor Forums

This will make your main model a 'bundle' so it can pop out some children.
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Old 03-19-2009, 02:59 PM   #7
[R-DEV]ballard_44
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Default Re: [?] Bundlemesh export

When i said 'add' I mean physically type in __bundle
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Old 03-19-2009, 03:13 PM   #8
[R-DEV]Rhino
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Default Re: [?] Bundlemesh export

Quote:
Originally Posted by [R-CON]ballard_44 View Post
Here you go, man.

2nd pic down should help?
Add the double underscore __bundle after you make it a staticmesh, but before exporting I believe.

3ds/gmax Hierarchy Collection (56k Warning) - Official BF Editor Forums

This will make your main model a 'bundle' so it can pop out some children.
no its not as a bundle object he wants to export it as a .bundledmesh which needs to be done to make glass.

smee what you want to do is select your main lod0 mesh and all your cols, then with the POE2 BF2 Max tools I take your using go into utility I think and click bundled mesh or w/e its called (only going from memory so names etc are probably not accurate) and then it will make 2 Geoms, geom0 and geom1, with the cols attached to geom1, what you want to do is unatach the novis_ or w/e its called, what the cols are linked to from the geom1 mesh and then attach it to the geom0/lod0/ mesh then delete all the geom1 stuff, then export it

Also make sure your materials for the glass are not BF2Staticmesh2 and are BF2Bundled mesh or w/e, should only have 3 channels just put in the colour one shouldn't need the bump for glass and then call the material it something like Glass||Alpha thou some other ending might work better but can't remember them off the top of my head.

hope that helps.


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Old 03-19-2009, 03:20 PM   #9
smee
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Default Re: [?] Bundlemesh export

Cheers will give that a go tonight

3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0


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Old 03-19-2009, 04:44 PM   #10
[R-DEV]e-Gor
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Default Re: [?] Bundlemesh export

Quote:
Originally Posted by smee View Post
IBut as ballard has said bundlemesh is for PCO.
Bundledmeshes are for whatever the hell you want them for. No reason why you should restrict them to PCOs.


What Rhino says is correct. Personally I would use a staticmesh for the building itself and perhaps also the destroyable doors, and a bundledmesh for the windows. This is because the bundledmesh shaders have a more advanced handling of transparency, whereas the staticmesh texture layering is much better for buildings.

Export as separate objects, then follow Rhino's tutorial here for how to integrate them into a single object.
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