Helicopter Rotor Meshes.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Helicopter Rotor Meshes.

Post by PLODDITHANLEY »

Good for realism Yes, but wouldn't it make the heli's even harder to fly WELL, just imagine your potential LZ's on Muttrah?
Transport heli's seem already to have a hard enough life to me....
Garmax
Posts: 288
Joined: 2008-06-13 00:52

Re: Helicopter Rotor Meshes.

Post by Garmax »

[R-DEV]Rhino wrote:it would maybe cause lag if it was spinning.

Some time ago I did try adding just a col mesh as a child object to the chopper that was not spinning but for some really odd reason I'm not sure it refused to work... could get a col0 added (what projectiles hit) but not a col1 (what determines if the vehicle hits anything while moving)

To get it to work you would most likley need to edit the chopper's main col mesh in order to add the rotor col to it which for vBF2 choppers isn't really an option unless we want to crate new cols for them from scratch. For our choppers wouldn't be too much of an issue would just need a modeller/exporter to spend some time on it but we can't have 1/2 the choppers ingame with a rotor col and the others without it, has to be all or nothing :p

I think that response gave me some hope to expect in the future
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Helicopter Rotor Meshes.

Post by Rhino »

[R-CON]Rudd wrote:perhaps the less complicated version would be better, a non rotating disk where the path of the rotors is.

that would at least mean more realistic LZs
yes, like I said in my posts but you can only do that by editing the main vehicles col mesh and not via adding a child object on since it doesn't work and editing the main vehicles col mesh isn't really an option for the vBF2 vehicles without remaking there cols from scratch.
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