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| PR Community Modding : Discussion on PR community mod projects. |
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#1 |
![]() Join Date: Nov 2007
Posts: 127
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[Question] BF2 Object Editor Question
I hope this is the right place for this thread..
Using the BF2 Object Editor, how do I render this ![]() So that it looks like this... ![]() I saw the above image in a thread on another forum, I contacted the person that posted the thread, and they said they got the image from a thread, I assume in this forum.. I play around on the Editor quite a bit never with the object part.. any help is appreciated.. Could someone move this thread to the Community Modding Section |
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Last edited by llPANCHOll; 04-11-2008 at 09:35 PM..
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#2 |
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umm... i think its in the wrong section of the forums... :P
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-Foxxravin-
norsk og vil spille med experter? :P join vår TS: 81.166.173.6 ![]() www.npk-clan.com Clan stats:
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#3 |
![]() Join Date: Aug 2007
NetherlandsLocation: Groningen
Posts: 1,546
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I think it is the wrong forum for it try here
Official BF Editor Forums (Powered by Invision Power Board) |
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#4 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Render -> Toggle Draw Collision Meshes -> Decal Mesh
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#5 |
![]() Join Date: Nov 2007
Posts: 127
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#6 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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No problem. Happy modding!
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#7 |
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PR Operations Lead
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#8 | |
![]() Join Date: Nov 2007
Posts: 127
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Quote:
Well maybee.. I have been trying to learn about Modding a little bit at a time, Ive done some of the Tutorial's, and now I must tell you I have a lot of respect for the guys that do the work.. After reading a post about Tank Tactics and seeing the image above I went to look at the other armor. I know its best to hit the back of the tanks and APC's firstly because they cant see where its coming from, secondly the armor should be weaker there. So I looked at the M1A2 ![]() and the LAV25 ![]() and it occured to me that the Decal Mesh could very well be just that, DECAL.. where you skin the vehicle, and not actually have anything to do with armor at all.. I looked for any posts regarding vehicles in this thread but saw none, could someone give me a breif explaination of how this works.. The Physics Mesh I assume is the one that the engine uses to move the vehicle over terrain and how the soldiers interact with it, ie standing on the vehicle and the like, is the Physics Mesh what takes the hit? PLEASE EXCUSES MY OBVIOUS LACK OF MODDIFICATION | |
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Last edited by llPANCHOll; 04-12-2008 at 12:52 PM..
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#9 |
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PR Developer
![]() ![]() Join Date: Mar 2006
United KingdomLocation: Cambridge, UK
Posts: 3,447
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In general an object will have 4 different meshes:
1) Visual mesh - this is what you see, it's what the texture gets applied to. 2) Projectile collision (or decal) mesh (invisible). This is for collisions with projectiles - bullets, missiles etc. The 'decal' name is because the bullet hole decals are applied according to where the bullet hits - i.e. according to this mesh, not the visual one. 3) Vehicle collision (or physics) mesh (invisible). This is for collisions with vehicles, statics, terrain. 4) Soldier collision mesh (invisible). This is for collisions with players. Some staticobjects may have a 5th - the AI mesh. Afaik, this is for AI pathmapping for enterable buildings. Don't quote me on that though... |
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#10 | |
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PR Operations Lead
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Quote:
I suggest you look though my dev joneral post I made on my static crane I was making (now finished http://www.realitymod.com/forum/f204...tml#post630046 has lots of info that may help you | |
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