[?] Static meshes
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Jarek Mace
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jarleif
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going from maya to max isnt too bad...unfotunately statics use multiple uv layers and you cant really transfer all of them over at one time(as far as i know) you can do one at a time with the obj export. Texture paths may get messed up but they arent to hard to fix. I would suggest exporting from maya to the editor first if possible, if not then transfer them over to max. If you need help contact me at [email protected]

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Maistros
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DJJ-Terror
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Jarek Mace
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Jarek Mace
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Ideally I would like an obj/3ds model (don't need tex)
Just to check poly count, scale etc.
Texture gamma ranges used? clip @ 5 to 250?
re internal buildings, These wouldn't be bad to build but what concerns me is the hit on the engine, there is no kind of vis blocking in this engine is there? (aside from fog) To build anything worthwhile to look at (details) would likely bring this engine to its knees wouldn't it? Unless a downscaled more detailed mapping methodology was used maybe.
I have to go out for a short while soon, when I get back Ill start pulling the game content to bits and see how it ticks. I have copied the pr folder as instructed, last thing I want is not being able to play
I have setup the nv dds tools, ps plugin and viewer, have experimented with dds in past, done some experimentation with pseudo/fake bump mapping on q3 engine generating normals maps, and a little work on the far cry engine, but am used to straight jpg/tga. So another thing on the new experience list.
Thanks Irontaxi.
Just to check poly count, scale etc.
Texture gamma ranges used? clip @ 5 to 250?
re internal buildings, These wouldn't be bad to build but what concerns me is the hit on the engine, there is no kind of vis blocking in this engine is there? (aside from fog) To build anything worthwhile to look at (details) would likely bring this engine to its knees wouldn't it? Unless a downscaled more detailed mapping methodology was used maybe.
I have to go out for a short while soon, when I get back Ill start pulling the game content to bits and see how it ticks. I have copied the pr folder as instructed, last thing I want is not being able to play
I have setup the nv dds tools, ps plugin and viewer, have experimented with dds in past, done some experimentation with pseudo/fake bump mapping on q3 engine generating normals maps, and a little work on the far cry engine, but am used to straight jpg/tga. So another thing on the new experience list.
Thanks Irontaxi.
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IronTaxi
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well that is where the LODs come into play...
level of detail progressively degrade based on distance...you may already know this but just incase....
so in bf2 you have actually
1 primary mesh and 2 degraded levels of detail
3 collision meshes
so in total 6meshes of varying detail...
and obviusly most of the detail comes from textures not the model itself...
level of detail progressively degrade based on distance...you may already know this but just incase....
so in bf2 you have actually
1 primary mesh and 2 degraded levels of detail
3 collision meshes
so in total 6meshes of varying detail...
and obviusly most of the detail comes from textures not the model itself...
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jarleif
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actually.....a correction to that....there are 4 collision meshes in certain cases. If you are making a building that you can go into you need to plan for Singleplayer and build its col3. I know PR doesnt have SP at the moment, but you might as well build the collision mesh for the AI along the way so you dont have to go back. Here is a link to a forum about making the collision mesh. You have to make it a certain way in order for it to work. http://battlefieldsingleplayer.planetba ... topic=3585

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Jarek Mace
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I'm back.
I'm familiar with LOD but by all means treat me like a green noob, is likely something ill miss somewhere, it's all good info for others reading too.
ok so 3 LOD's
and a clipping mesh (collision mesh) for each + 1 for bots. (ill read into this more)
Is there a target polycount for each LOD? ballpark will do.
Thanks for the link jarleif, digesting next.
IronTaxi If you have an example it would help me a lot, i'm a 'see' kinda guy.
Wouldn't be embarrased for a mistake mate, im about make loads of them for a while
I'm familiar with LOD but by all means treat me like a green noob, is likely something ill miss somewhere, it's all good info for others reading too.
ok so 3 LOD's
and a clipping mesh (collision mesh) for each + 1 for bots. (ill read into this more)
Is there a target polycount for each LOD? ballpark will do.
Thanks for the link jarleif, digesting next.
IronTaxi If you have an example it would help me a lot, i'm a 'see' kinda guy.
Wouldn't be embarrased for a mistake mate, im about make loads of them for a while
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IronTaxi
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nothing like that it just im the rookie and dont wanna steer you wrong... i have modelled for years and years but just started game modelling a few month ago...
here is a basic sheckpoint barrier object i did a week or two ago.. 3dsmax file
you wont have the texture of course but at least you can see the meshes and the hierarchy structure...
http://www.sharebigfile.com/file/100715/roadblock-barrierEX-max.html
you will notice there are three visual meshes...
lod0, lod1, lod2... 0 would be primary and 1,2 degredations of that
collisions meshes are 3 (notice the capital C on the naming)
Col0 - projectiles - obviously needs to be fairly detailed 70% of visual maybe
Col1 - vehicles - very simple..primtive shapes 10-20% or visual mesh
Col2 - player - about half detail of the primary visual..
obviously depend on the compexity of the model but generally being as frugal as possible is the best way.additionally looking at standard bf2 models might be a good reference..
like i said im just on my way to doing this stuff myself so dont quote me hehe...
peace adn happy modelling...i know Rhino would love an airtraffic control tower...
here is a basic sheckpoint barrier object i did a week or two ago.. 3dsmax file
you wont have the texture of course but at least you can see the meshes and the hierarchy structure...
http://www.sharebigfile.com/file/100715/roadblock-barrierEX-max.html
you will notice there are three visual meshes...
lod0, lod1, lod2... 0 would be primary and 1,2 degredations of that
collisions meshes are 3 (notice the capital C on the naming)
Col0 - projectiles - obviously needs to be fairly detailed 70% of visual maybe
Col1 - vehicles - very simple..primtive shapes 10-20% or visual mesh
Col2 - player - about half detail of the primary visual..
obviously depend on the compexity of the model but generally being as frugal as possible is the best way.additionally looking at standard bf2 models might be a good reference..
like i said im just on my way to doing this stuff myself so dont quote me hehe...
peace adn happy modelling...i know Rhino would love an airtraffic control tower...
Last edited by IronTaxi on 2007-03-05 15:35, edited 1 time in total.
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Jarek Mace
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Jarek Mace
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Right a workable workflow seems to be for me to use maya to model, export obj to max to uv/tex lod and collision mesh. Messy but I just can't face the modelling without my spacebar and max has far better support for the game engine.
Back to the experiments.
Question please, Is there an autoLOD creator in max? I remember reading or hearing about it somewhere.
The other option to use maya would be to use a normals map to generate differing model resolutions from 1 high res mesh, ie like the crytek polybump tool works.
Sounds like more work than an auto LOD generator tho
Back to the experiments.
Question please, Is there an autoLOD creator in max? I remember reading or hearing about it somewhere.
The other option to use maya would be to use a normals map to generate differing model resolutions from 1 high res mesh, ie like the crytek polybump tool works.
Sounds like more work than an auto LOD generator tho
Last edited by Jarek Mace on 2007-03-07 15:44, edited 1 time in total.
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Stinger
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Jarek Mace
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sorry mate yea the mesh LOD's, I read up on the naming conventions/hierarchy for the game engine model - check
collision meshes need a basic uv unwrap - check
I still need to 'hands on' experiment with the texture workflow/pipeline but the mesh side of things seem all good. This cgfx shader looks good, layering dirt maps decals etc, If I have understood the little I have read so far correctly.
Multires huh, yep that must be it. Thanks!
I'm getting there bear with me
collision meshes need a basic uv unwrap - check
I still need to 'hands on' experiment with the texture workflow/pipeline but the mesh side of things seem all good. This cgfx shader looks good, layering dirt maps decals etc, If I have understood the little I have read so far correctly.
Multires huh, yep that must be it. Thanks!
I'm getting there bear with me
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IronTaxi
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Jarek Mace
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requiem
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