[R-DEV]Rhino wrote:Are you importing meshes in to max from the ingame files and then exporting them again? That is going to create far more problems than its going to fix, unless you spend ages creating all the problems created by importing them mesh from the ingame files, which for a complicated vehicle, with a full set of lods etc, can take days and that's when you know what your doing....
I am loading the meshes with mesh check to see if there's any fixable things, and then I load the meshes with bad vertices using bf mesh viewer and then go to tools, fix mesh, save.
To be honest, I don't know what I am doing, but since there was duplicate meshes, I deleted the duplicates and upon testing, the meshes from the distance looked abit deformed.
Like if there's Lod 0, 1, 2, 3 on Geom 0 and Lod 2 is a duplicate of 1, I delete Lod 2, but that results in the deformed mesh, so I started from scratch and use the 'Fix Mesh' to fix the bad vertices error message.
The link to Mesh Viewer and Mesh Check are here:
Bytehazard's Battlefield Mod Tools
Edit: Um, just a question.
How do I only keep the updated files while removing the ones that aren't updated in the archive? At the moment, I've done the 'Mesh Fixing' with the tool, though I should really load the meshes up.
The list of meshes that are fixed with the Mesh Check are here:
Bundled Mesh
Skinned Mesh
Static Mesh
Link to it is here:
Download Link
Bug
There's 3 messed up .dds files
1. Blank.dds
2. anim_bird.dds (Fixed by replacing it with uncorrupted original) and
3. standardtextbold_18.dds
I know that most of Bf2Editor's errors are to be ignored since I loaded Bf2 and it spits the same garbage about not understanding all the valid commands, but it says that it loads duplicate textures, and there's some particle effects that aren't in the atlas, which, if they were at the atlas, would mean a bit of performance increase.