[General] Arab's fixes and changes
- Mats391
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Re: [Fixing] Files with typos
I dont know a lot about jet physics, but messing with gravity or mass can have huge impacts on their performance. So any increaser there would have to be countered by increased throttle and what not.
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Arab
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Re: [Fixing] Files with typos
Yeah I know. A correction: It's mass and gravity that makes it heavier, not one or another.
Last edited by Arab on 2014-07-25 07:59, edited 2 times in total.
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Psyrus
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Re: [Fixing] Files with typos
That's a 625MB file, it looks like you just uploaded the raw fraps captureArab wrote:Yeah I know. A correction: It's mass and gravity that makes it heavier, not one or another.
Video: Bye Bye Su-25a.avi - Speedy Share - upload your files here
Tried uploading it to TinyPic, but it failed 2 times![]()
At least pass it through a x264 encoder first
I think this one is decent, not sure
VideoLAN - x264, the best H.264/AVC encoder
Then upload it to youtube, much easier for everyone.
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Arab
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Re: [Fixing] Files with typos
Saved in Windows Live using Youtube Setting, so it's reduced to 52 mb and uploaded to youtube here 
Last edited by Arab on 2015-09-18 11:51, edited 3 times in total.
- Mats391
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Re: [Fixing] Files with typos
Still looks rather slow to me. Also maybe you can show a video where you get destroyed/leave vehicle while flying horizontal?Arab wrote:Saved in Windows Live using Youtube Setting, so it's reduced to 52 mb and uploaded to youtube here
SU 25 Debris and Slow Falling Fix - YouTube
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Arab
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Re: [Fixing] Files with typos
For now, I'll focus on what things really need networkables and what don't, and then I'll work on making the jet example heavier, with the handling being the same.
Just a question. In objects_common_server\common\fixed_carrier and firebase etc I deleted the networkables there and tested it, and there was no change. Is there a reason for it?
Just a question. In objects_common_server\common\fixed_carrier and firebase etc I deleted the networkables there and tested it, and there was no change. Is there a reason for it?
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K4on
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Re: [Fixing] Files with typos
ObjectTemplate.mapMaterial 0 Airplane 184
ObjectTemplate.mapMaterial 1 penetrable_glass 1006
ObjectTemplate.mapMaterial 2 Airplane 184
ObjectTemplate.mapMaterial 3 Wreck 60
ObjectTemplate.mapMaterial 4 Rubber 102
ObjectTemplate.mapMaterial 5 UNDEFINED 31
ObjectTemplate.mapMaterial 6 Rubber 102
The second parameter in mapMaterial is simply a name to make it easier to read, i think
Yep Wreck, Rubber, UNDEFINED, are just descriptions.
Though, I wouldn't ever trust them blindly and check if its really the material what gets described. You can check this with the meshviewer for example.
Regarding gravity and mass etc.: do not touch if you don't know what you are doing. It has a major impact on the vehicle physics.
Its always easier to use the editor and see live what kind of impact such a change has.
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Arab
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Re: [Fixing] Files with typos
Will do.[R-DEV]K4on wrote:Yep Wreck, Rubber, UNDEFINED, are just descriptions.
Though, I wouldn't ever trust them blindly and check if its really the material what gets described. You can check this with the meshviewer for example.
Regarding gravity and mass etc.: do not touch if you don't know what you are doing. It has a major impact on the vehicle physics.
Its always easier to use the editor and see live what kind of impact such a change has.
Well, unless I read about how the Bf2 Engine works, then I'll have some difficulty, so better do research on how to use the BfEditor. I already learnt how to load a mod with it (like pr_edit), which is good.
Don't expect miracles though, I'm not a proper coder like the modders here
I am testing them right now on a multiplayer server through bf2_w32ded on Co-Op mode on Muttrah. Would that work?[R-DEV]Mineral wrote:As in tested with multiple players on a dedicated server? That's the only way to test networkables. Fixed firebases need them I think as they are part of the gpo's?
Sent from my XT1052 using Tapatalk
Actually, I know that when I try to enter a vehicle and it says There is a problem with the connection, then it means that it needs a networkable.
Basically, something static doesn't need a networkable, but something that moves needs one, though not necessarily.
Things that don't work (so far):
-Fobs
-PRBot Camera Vehicle
-Command Post (Not in Minimap and invisible)
Weird thing:
-Spawn dot at the sea on USMC side. I went to click on the dot and spawn, and it sent me to the dock. Not sure if related to networkable or not.
Last edited by Arab on 2014-07-27 11:26, edited 12 times in total.
- Mats391
- PR:BF2 Lead Developer
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Re: [Fixing] Files with typos
Basically anything that needs to by synchronized with the client needs it. So it is not only about moving, but also damage or position changes in general through warping etc.
I doubt that you will find a lot of objects that wrongly have networkable set. However some child objects do not need it. Such as firearms on vehicles, looking at those you will have more luck finding unnecessary stuff i think.
I doubt that you will find a lot of objects that wrongly have networkable set. However some child objects do not need it. Such as firearms on vehicles, looking at those you will have more luck finding unnecessary stuff i think.
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Arab
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Re: [Fixing] Files with typos
How about something like a bipod for the hmg?[R-CON]Mats391 wrote:Basically anything that needs to by synchronized with the client needs it. So it is not only about moving, but also damage or position changes in general through warping etc.
I doubt that you will find a lot of objects that wrongly have networkable set. However some child objects do not need it. Such as firearms on vehicles, looking at those you will have more luck finding unnecessary stuff i think.
- Mats391
- PR:BF2 Lead Developer
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Re: [Fixing] Files with typos
Try itArab wrote:How about something like a bipod for the hmg?
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Hauteclocque
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Re: [Fixing] Files with typos
[R-CON]Mats391 wrote:The second parameter in mapMaterial is simply a name to make it easier to read, i think.
You are both correct about the descriptions. Every exporter has his way to name materials.[R-DEV]K4on wrote:Yep Wreck, Rubber, UNDEFINED, are just descriptions.
Though, I wouldn't ever trust them blindly and check if its really the material what gets described. You can check this with the meshviewer for example.
"UNDEFINED" appears when the exporter doesn't assign a (several) tri(s) of one of the collision meshes to a proper material. It's a mistake that can be easily fixed by the exporter himself checking the material list in max or via code like you did successfully. Just be sure of what kind of material to apply using meshviewer as K4aon said or the bf2editor after having toggled the collision meshes.

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Rhino
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Re: [Fixing] Files with typos
I would by far recommend using the BF2 Editor, especially for Vehicle col Meshes as checking them in BFMeshView can be a real pain since they are separated into each sub part etc.
Just make sure you check all col0, col1 and col2 also since some materials that might be designated correctly on col0, might not be on col1 or col2 etc which could cause seriously problems, especially if its a problem on col0 or col1.
Just make sure you check all col0, col1 and col2 also since some materials that might be designated correctly on col0, might not be on col1 or col2 etc which could cause seriously problems, especially if its a problem on col0 or col1.
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Arab
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Re: [Fixing] Files with typos
IT is a pain, though it worked for 1 hour until lately, it spat out 'drawvismesh object variable or with block variable not set'[R-DEV]Rhino wrote:BFMeshView can be a real pain since they are separated into each sub part etc.
I don't know how to use the editor to import a mesh to find out what gfx is used, but I know where the folder is, so it's easy.
I'll just go through the textures and make sure it's ^2, meaning 128 x 128, 256 x 256, 512 x 512 etc and saving it according to the thread for .dds here.
And I absolutely hate Windows 7's Explorer bar. There's no 'Go back' button, meaning you got to mash the back button and it's just a headache.
Last edited by Arab on 2014-08-02 04:00, edited 2 times in total.
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SevenEleven
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Re: [Fixing] Files with typos
Are you going to change hades peak? Some of the flags in AAS aren't worded how they should be.

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Arab
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Re: [Fixing] Files with typos
Sure, I think I can 
So there's two programs. Bf2MeshCheck (New), and BfMeshView. One for finding errors, and the other one the fixer.
Link: ByteHazard's BF Tools (Didn't realize it has a .DDS Checker & BF2 Lightmap Deleter!)
Bf2MeshCheck 1.0.0 and BfMeshView.
To use both programs and make them work:
1. Right-Click on 'meshcheck.exe' and click 'Properties'
2. At the far-bottom, you should see 'Attributes'. You should see a warning, saying 'This file comes from another computer.' Press Unblock.
3. Run as Admin
For the Mesh Viewer, do the same.
Mesh Check is awesome because it scans. checks for duplicate col's and errors, and allows you to double-click on it to fix it. Really cool stuff!
Now, to use Bf2Mesh View, open it up.
We want to configure it to first point to the mod directory.
Before we start, we need to extract the files we need to modify from .zip. Any type of BF2 Tools most likely doesn't support archiving, so you need to extract the files so that they can be read.
So, 1. Go to the content folder on 'pr_edit'
"C:\Program Files\Origin Games\Battlefield 2 Complete Collection\mods\pr_edit\content"
2. Extract 'Object_Statics_Client' to the objects (as a folder)
Now we are ready to configure it.
1. Go to Options, Preferences.
Here, we have the Mod/Texture Paths section. We want to add our mod, which in this case is PR (Project Reality).
2. Click 'Add...' and go to your mod directory, and select 'pr_edit'.
Now we want to setup associations. It's located beneath, and it's not hard to figure this part out
At the far-bottom, under Miscellaneous, you can allow it to maximize (fill up the screen) on start, and change the color of the stage.
Finally, go back to the program, and go to 'Options'. Select 'Load Textures', 'Load Samples' and 'Load Con', then click 'Remember Settings'.
It can both crash sometimes, and be stubborn, so I try to run it on XP Mode SP3 for best compatibility.
To use Bf2 Mesh Check.
1. Open up the 'pr_edit mod' folder, go to contents, go to your extracted archive folder and copy the directory from explorer
2. Paste to 'Mod Path' box
Use normal scan for best results.
Now to go through Errors and their meanings
When I see if a mesh is fixed, I click on 'Start' again to make sure the issue disappeared.
I believe that fixing Static Meshes + Removing Useless Networkables (Some, the ones that are needed for clients to see etc - With testing obviously) + Fixing .dds dimensions (^2) & saving mipmaps + .Con and .Tweak tweaking = Huge Performance Boost and Stability! I already tried out the fixes that removes the bad vertices and duplicates (Not all of them), and I notice a difference.
Though I've yet to fully complete all of them, and run a benchmark, I believe this will be the end of performance issues and instability.
So there's two programs. Bf2MeshCheck (New), and BfMeshView. One for finding errors, and the other one the fixer.
Link: ByteHazard's BF Tools (Didn't realize it has a .DDS Checker & BF2 Lightmap Deleter!)
Bf2MeshCheck 1.0.0 and BfMeshView.
To use both programs and make them work:
1. Right-Click on 'meshcheck.exe' and click 'Properties'
2. At the far-bottom, you should see 'Attributes'. You should see a warning, saying 'This file comes from another computer.' Press Unblock.
3. Run as Admin
For the Mesh Viewer, do the same.
Mesh Check is awesome because it scans. checks for duplicate col's and errors, and allows you to double-click on it to fix it. Really cool stuff!
Now, to use Bf2Mesh View, open it up.
We want to configure it to first point to the mod directory.
Before we start, we need to extract the files we need to modify from .zip. Any type of BF2 Tools most likely doesn't support archiving, so you need to extract the files so that they can be read.
So, 1. Go to the content folder on 'pr_edit'
"C:\Program Files\Origin Games\Battlefield 2 Complete Collection\mods\pr_edit\content"
2. Extract 'Object_Statics_Client' to the objects (as a folder)
Now we are ready to configure it.
1. Go to Options, Preferences.
Here, we have the Mod/Texture Paths section. We want to add our mod, which in this case is PR (Project Reality).
2. Click 'Add...' and go to your mod directory, and select 'pr_edit'.
Now we want to setup associations. It's located beneath, and it's not hard to figure this part out
At the far-bottom, under Miscellaneous, you can allow it to maximize (fill up the screen) on start, and change the color of the stage.
Finally, go back to the program, and go to 'Options'. Select 'Load Textures', 'Load Samples' and 'Load Con', then click 'Remember Settings'.
It can both crash sometimes, and be stubborn, so I try to run it on XP Mode SP3 for best compatibility.
To use Bf2 Mesh Check.
1. Open up the 'pr_edit mod' folder, go to contents, go to your extracted archive folder and copy the directory from explorer
2. Paste to 'Mod Path' box
Use normal scan for best results.
Now to go through Errors and their meanings
Code: Select all
[list=1]
[*][size=125]NaNs[/size]
[b]Meaning:[/b] Bad Vertices. The number next to Nan is the number of Vertices that needs fixing.
[b]How to fix:[/b] Double-click it, and then go to 'Tools', then 'Fix Mesh'. Go to File -> Save, and click 'Yes' to replace.
[*][size=125]duplicate: GEOM LOD1[/size]
[b]Meaning:[/b] There's a duplicate lod with the same image file. Next to it shows which one it is.
[b]How to fix:[/b] Double-click it, and then look at the col's, and right-click the duplicate number (Whatever on the error) and click on delete. Go to File -> Save to save.
[*][size=125]polycount: GeomX LODX[/size]
[b]Meaning:[/b] Too many polygons on a mesh
[b]How to fix:[/b] Reduce the polygons with a modelling program, eg: 3dsmax 2009.
[*][size=125]drawcalls: GeomX LODX[/size]
[b]Meaning:[/b] High Draw Call.
[b]How to fix:[/b] Cull the Draw Calls. Reduce unnecessary draw calls like pixel lights etc
[*][size=125]mixup: GeomX LODX/Polycount: GeomX LODX[/size]
[b]Meaning:[/b] Different Models for the same mesh? Not sure and also polycount is high
[b]How to fix:[/b] Delete any mesh that's different from the original and reduce polycount
[/list]
I believe that fixing Static Meshes + Removing Useless Networkables (Some, the ones that are needed for clients to see etc - With testing obviously) + Fixing .dds dimensions (^2) & saving mipmaps + .Con and .Tweak tweaking = Huge Performance Boost and Stability! I already tried out the fixes that removes the bad vertices and duplicates (Not all of them), and I notice a difference.
Though I've yet to fully complete all of them, and run a benchmark, I believe this will be the end of performance issues and instability.
Last edited by Arab on 2014-08-03 13:22, edited 24 times in total.
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LITOralis.nMd
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Re: [Fixing] Files with typos
It can be added with an AutoHotKey script...Arab wrote: And I absolutely hate Windows 7's Explorer bar. There's no 'Go back' button, meaning you got to mash the back button and it's just a headache.
By default, Backspace goes backwards through the history, "breadcrumb style navigation"
Instead, make Backspace go up one level, like in Windows XP...
Make Backspace in Windows 7 or Vista Explorer Go Up like XP Did
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Arab
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- Joined: 2012-05-18 03:37
Re: [Fixing] Files with typos
Just a quick update for devs: I finally found a way to fix the annoying error message with BF2MeshChecker:
Basically, make the folder like this:
C:\Games\Battlefield 2\mods\prtest\
and paste the extracted folder in prtest, and then on Mod Path, use 'C:\Games\Battlefield 2\mods\prtest\' (Or whatever drive your computer is.
Basically, it complains when it has a special character in it's directory path, so you can make it called anything as long as no characters are used.
Basically, make the folder like this:
C:\Games\Battlefield 2\mods\prtest\
and paste the extracted folder in prtest, and then on Mod Path, use 'C:\Games\Battlefield 2\mods\prtest\' (Or whatever drive your computer is.
Basically, it complains when it has a special character in it's directory path, so you can make it called anything as long as no characters are used.
Last edited by Arab on 2014-08-04 13:17, edited 1 time in total.
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: [Fixing] Files with typos
It is really awesome to see that you are working on fixing stuff that piled up over the time. 
I am a bit unsure if this MeshChecker tool does not screw things up. I dont know a lot about meshes and modelling, but you should always be sceptical with automated tools.
I am a bit unsure if this MeshChecker tool does not screw things up. I dont know a lot about meshes and modelling, but you should always be sceptical with automated tools.



