Tent object
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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
Tent object
pic 1
http://prntscr.com/hu88td
pic 2
http://prntscr.com/hu897w
pic 3
http://prntscr.com/huowa1
Pivot fix+Add coding for mesh+pic3 added
Tnx to [R-DEV]Rhino for good manual.(Creating a Simple Structure)
[URL="https://www.realitymod.com/forum/f189-m ... cture.html"]
http://prntscr.com/hu88td
pic 2
http://prntscr.com/hu897w
pic 3
http://prntscr.com/huowa1
Pivot fix+Add coding for mesh+pic3 added
Tnx to [R-DEV]Rhino for good manual.(Creating a Simple Structure)
[URL="https://www.realitymod.com/forum/f189-m ... cture.html"]
Last edited by lakinen on 2018-01-25 22:30, edited 6 times in total.
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: Tent object
Looks good actually, what is the tri-count? Also, are the collision meshes working properly?
D.J.
D.J.

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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
Re: Tent object
Tri count?? Collision meshes works good in BF2 editor(col0,col2),col1 and col3 i cannot test in editor.Any manual how to start game and test objects with vehicles???
And i have Tent_Spec-Black
https://prnt.sc/huong0
Now work on
https://prnt.sc/huoom7
And i have Tent_Spec-Black
https://prnt.sc/huong0
Now work on
https://prnt.sc/huoom7
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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
Re: Tent object
tri-count.if you mean name in material editor.That is simple name you can put whatever you want(any name).
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mebel
- Posts: 143
- Joined: 2017-02-18 16:03
Re: Tent object
I think he's asking about poly-count, the most simple ones - triangles.
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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
- Mr.VdHeide
- PR:BF2 Developer
- Posts: 923
- Joined: 2014-09-16 10:16
Re: Tent object
I would recommend you to download bfmeshview and open the collision-meshes files of a bunch of pr statics. The collision meshes should be very simplified versions of the original object. Your tent is also lacking proper lods at the moment. It works in game as you have seen, but the far too detailed collision meshes and the fact this object lacks lods makes it unsuited for use in PR.
D.J.
D.J.

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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
Re: Tent object
I using bfmeshview, see last post i put screenshot from that program.I change that on Tent small. To put on LOD 4 (no object) seen? Col meshes are juts simple color texture( if no texture on cols then engine not know what i type of material is that object), only main object have dds texture,.And tnx for help.
Last edited by lakinen on 2018-01-02 04:38, edited 1 time in total.
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mectus11
- PR:BF2 Developer
- Posts: 805
- Joined: 2015-09-05 19:44
Re: Tent object
They look awfully similar to this model made 5 years ago.
https://free3d.com/3d-model/tent-85111.html
https://free3d.com/3d-model/tent-85111.html


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Aleon
- PR:BF2 Contributor
- Posts: 98
- Joined: 2009-11-14 18:25
Re: Tent object
Not sure what you-mectus11 wrote:They look awfully similar to this model made 5 years ago.

Oh

"4 days ago"


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Rusty_42
- PR:BF2 Developer
- Posts: 293
- Joined: 2012-04-23 06:38
Re: Tent object
PR definitely needs more tents.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Tent object
Tbh some smaller tents like shelter halfs would be nice.[R-CON]Rusty_42 wrote:PR definitely needs more tents.
AfSoccer "I just don't see the natural talent."

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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
Re: Tent object
Yup i download that model and put in engine.No secret(It's important that it is free).Why to create model if you can find free model (fits this game).
Tents you can use in Vietnam maps,modern maps,WW2 maps.
http://prntscr.com/hv6acj
Tents you can use in Vietnam maps,modern maps,WW2 maps.
http://prntscr.com/hv6acj
Last edited by lakinen on 2018-01-02 16:52, edited 1 time in total.
-
agus92
- Posts: 280
- Joined: 2016-01-03 11:11
Re: Tent object
I saw that coming too. However, note that the author, in the same page, allows usage as long as non profitable.mectus11 wrote:They look awfully similar to this model made 5 years ago.
https://free3d.com/3d-model/tent-85111.html
That said, Lakinen, when using other people material you should make that very clear, and credit the author.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Tent object
Ye, even if it is a free model and you've gotten permission, you should make the crediting very clear.
As for the model itself, statics for BF2/PR shouldn't have their own unique textures like this one unless it is totally necessary. It adds more draw calls and more textures for the player to load into the memory for a generic tent, is really not worth it tbh, especially when we have other tents that use generic textures. Its normals are also not correct, currently, you only using the green channel, where all RGB should be used so the normal wont be working correctly as it is. You could convert the green channel which looks more like a height map, into a full RGB normal but ye, then you go back to the whole issue of this tent using its own unique textures. Also if you were to have its own unique textures, the normals should be saved in DXT1 too since there is no alpha channel and your just wasting memory. Diffuse also has no spec right now, just a blank black alpha and you might as well save the texture in DXT1 if that is what you really want.
Also your texture path is currently "e:/4/textures/tent_defuse.dds" which means they will not work ingame. You need to setup your exporter correctly and to have your textures in the mods object folder to get a generic path that can be used on any clients PC like "objects/staticobjects/pr/textures/boards_v2.dds" (note no "E:"/drive and the path begins at "objects/")
And then ye, as others mentioned, all your LODs and cols are just clones of LOD0, which isn't good. Doing that for the LODs is a total waste of memory, your far better off having no LODs than cloning LOD0 4 times over as then you don't waste vertex memory and not needing each LOD having its own unique LM. And for the cols, you don't need them that detailed, col1 and col2 should be super simple where col0, much simpler than you have it, don't need the bullets to hit things like the ropes etc and all your going to get from this detailed LOD0s is more load on the server and in the case of physics and players interacting with them, just bugginess from them having to work out what faces to interact with.
BTW, in case your not aware, we do have these tents in PR: objects\staticobjects\pr\military\tents


As for the model itself, statics for BF2/PR shouldn't have their own unique textures like this one unless it is totally necessary. It adds more draw calls and more textures for the player to load into the memory for a generic tent, is really not worth it tbh, especially when we have other tents that use generic textures. Its normals are also not correct, currently, you only using the green channel, where all RGB should be used so the normal wont be working correctly as it is. You could convert the green channel which looks more like a height map, into a full RGB normal but ye, then you go back to the whole issue of this tent using its own unique textures. Also if you were to have its own unique textures, the normals should be saved in DXT1 too since there is no alpha channel and your just wasting memory. Diffuse also has no spec right now, just a blank black alpha and you might as well save the texture in DXT1 if that is what you really want.
Also your texture path is currently "e:/4/textures/tent_defuse.dds" which means they will not work ingame. You need to setup your exporter correctly and to have your textures in the mods object folder to get a generic path that can be used on any clients PC like "objects/staticobjects/pr/textures/boards_v2.dds" (note no "E:"/drive and the path begins at "objects/")
And then ye, as others mentioned, all your LODs and cols are just clones of LOD0, which isn't good. Doing that for the LODs is a total waste of memory, your far better off having no LODs than cloning LOD0 4 times over as then you don't waste vertex memory and not needing each LOD having its own unique LM. And for the cols, you don't need them that detailed, col1 and col2 should be super simple where col0, much simpler than you have it, don't need the bullets to hit things like the ropes etc and all your going to get from this detailed LOD0s is more load on the server and in the case of physics and players interacting with them, just bugginess from them having to work out what faces to interact with.
BTW, in case your not aware, we do have these tents in PR: objects\staticobjects\pr\military\tents


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mectus11
- PR:BF2 Developer
- Posts: 805
- Joined: 2015-09-05 19:44
Re: Tent object
agus92 wrote:I saw that coming too. However, note that the author, in the same page, allows usage as long as non profitable.
That said, Lakinen, when using other people material you should make that very clear, and credit the author.

https://free3d.com/terms-conditions#dmca_terms
Personal Use License
You may use "Personal Use" Content only for private projects, testing. Not be published or displayed publicly in any way.


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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Tent object
1st one has buggy LODs, is on the don't use list.[R-CON]Rusty_42 wrote:pics
2nd one has really large unique textures, wouldn't use it.
The other WW2 ones you've posted I don't know but looks like they use unique textures too.
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lakinen
- Posts: 215
- Joined: 2016-12-03 15:24
Re: Tent object
mectus11 this is DICE game do you have licence to use and moding?
Better to stop this conversation,ok you have right.I del my posts ok







