[?] Statics col1 stairs, no, col2 in fact
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smee
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[?] Statics col1 stairs, no, col2 in fact
With col1 this is meant to be for interaction of soldiers. I have changed the stairs into a ram and it's still acting like stairs and not a ramp.
I have welded the vertex's to create the ramp, is there any special trick when turning stairs into a ramp for access. its 3 steps @ 20 degrees. Made sure it's still a Mesh.
Should i create a child object of stairs to give different properties maybe?
I have welded the vertex's to create the ramp, is there any special trick when turning stairs into a ramp for access. its 3 steps @ 20 degrees. Made sure it's still a Mesh.
Should i create a child object of stairs to give different properties maybe?
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IronTaxi
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Re: [Question] Statics col1 stairs
havent created a static in a while now but isnt the soldier collision col2?smee wrote:With col1 this is meant to be for interaction of soldiers. I have changed the stairs into a ram and it's still acting like stairs and not a ramp.
I have welded the vertex's to create the ramp, is there any special trick when turning stairs into a ramp for access. its 3 steps @ 20 degrees. Made sure it's still a Mesh.
Should i create a child object of stairs to give different properties maybe?
additionally they need a stair material applied to them in the editor to function well..
assign them a unique texture slot called stair and apply it to the ramp
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Z-trooper
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Re: [Question] Statics col1 stairs
col2 is vehicle col mesh
col1 soldier, col0 projectile.
col1 soldier, col0 projectile.
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IronTaxi
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Re: [Question] Statics col1 stairs
lol
im a noob
been a while..
im a noob
been a while..
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smee
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Re: [Question] Statics col1 stairs
do you change that in max? or is that in the editor. Any tutorials ?[R-DEV]IronTaxi wrote:havent created a static in a while now but isnt the soldier collision col2?
additionally they need a stair material applied to them in the editor to function well..
assign them a unique texture slot called stair and apply it to the ramp
don't worry i changed all 3 to see if i was being a noob. Read that it was col1
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Z-trooper
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Re: [Question] Statics col1 stairs
sec, let me take some example screenshots 
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Rhino
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Re: [Question] Statics col1 stairs
god everyone here is a noob![R-CON]Z-trooper wrote:col2 is vehicle col mesh
col1 soldier, col0 projectile.
no, its not, this is how it is, and trust me I was making new stairs last night.
col0 is projectile and decal, ie, what the bullets hit etc.
col1 is physics, ie, what the vehicles interact with and other things.
col2 is player col, ie, what the player walks on.
EDIT: easy way to remember is just look at the editor:

col3 is for nav meshing thou we dont make that in PR, might be an idea to start now the sp is quite big but meh
Here is my staircase I made last night made out of ammo boxes filled with sand.

my very simple col0, ye it could do with more polys but as the details are soo small bullets hitting them are going to have no impact on gameplay and it will look like bullets are hitting them with this simple col:

my col1, which is physics, which is the same col, really I could have made a simpler col than this but it wasn't worth it when I could clone my col0

and my col2,, yellow btw = metal_solid and green = stairs_metal, normally I wouldn't do the side ramps at the bottom but this staircase needed them as players would be stepping on from the side a lot of the time and the extension on the end I would not normally do but this static needed it for what model it would going to be put next to.

This is how a stair case is meant to be made.
hope that helps.
Last edited by Rhino on 2009-03-17 18:02, edited 1 time in total.
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Z-trooper
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Re: [Question] Statics col1 stairs, no, col2 in fact
Arh damn it. turns out I'm the rusty one IRONtaxi (lots of pun intended). and rhino beat me to the pics as well.
well I still have one pic that is worth a little hehe.

Sorry for the confusion
edit: oh yea before rhino calls me on this... it was a WIP shot of the fort that is why this player collision model does not have entrances..
EDIT2:
instead of adding further confusion... here is the final col2 for muttrah. grey material was set to concrete in the editor, red was set to stair material (just fyi, the name of the material in max is only to help you if my image from before was confusing about that) green material was set to metal.

well I still have one pic that is worth a little hehe.

Sorry for the confusion
edit: oh yea before rhino calls me on this... it was a WIP shot of the fort that is why this player collision model does not have entrances..
EDIT2:
instead of adding further confusion... here is the final col2 for muttrah. grey material was set to concrete in the editor, red was set to stair material (just fyi, the name of the material in max is only to help you if my image from before was confusing about that) green material was set to metal.

Last edited by Z-trooper on 2009-03-17 18:15, edited 1 time in total.
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IronTaxi
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Re: [Question] Statics col1 stairs, no, col2 in fact
Z-trooper you noob..
last time I listen to you..
Just me and my brain now...
last time I listen to you..
Just me and my brain now...
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Z-trooper
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Re: [Question] Statics col1 stairs, no, col2 in fact
awww
<3
/sorry for spam
/sorry for spam
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smee
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Re: [Question] Statics col1 stairs, no, col2 in fact
'[R-CON wrote:Z-trooper;966013']Arh damn it. turns out I'm the rusty one IRONtaxi (lots of pun intended). and rhino beat me to the pics as well.
well I still have one pic that is worth a little hehe.
Sorry for the confusion
edit: oh yea before rhino calls me on this... it was a WIP shot of the fort that is why this player collision model does not have entrances..
EDIT2:
instead of adding further confusion... here is the final col2 for muttrah. grey material was set to concrete in the editor, red was set to stair material (just fyi, the name of the material in max is only to help you if my image from before was confusing about that) green material was set to metal.
haven't you exported as a bundled mesh? or can you just export as blinn materials.
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Z-trooper
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Re: [Question] Statics col1 stairs, no, col2 in fact
the col models just have blinn materials, its mainly just for the names of the materials (the colors or material properties are not exported - only the name/material IDs on a polygon level)
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smee
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Re: [Question] Statics col1 stairs, no, col2 in fact
ahhhh thats good will try that later.
many thanks for your help.
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Z-trooper
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Re: [Question] Statics col1 stairs, no, col2 in fact
Sorry for screwing up, sure dont hope it confused you 
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smee
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Re: [Question] Statics col1 stairs, no, col2 in fact
just tried it out, did the material ID 2 as stairs and worked like a charm. Wont be forgetting this one soon.
CHeers
CHeers
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smee
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Re: [?] Statics col1 stairs, no, col2 in fact
Another LOD/COL question bit of a boring one.
Is there a colour convention that you use for the colours of LOD and COL's so that each model turns up with the same colour lod/col mesh's in bf2 editor or does Bf2 editor colour code them.
Reason I ask was trying to set up a default Material in MAX so not to have to keep doing. It.
Is there a colour convention that you use for the colours of LOD and COL's so that each model turns up with the same colour lod/col mesh's in bf2 editor or does Bf2 editor colour code them.
Reason I ask was trying to set up a default Material in MAX so not to have to keep doing. It.
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Rhino
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Re: [?] Statics col1 stairs, no, col2 in fact
ehhhh, you should only be adding material colours to cols... lods should keep normal bf2staticmesh2 mats....
but no, there isnt really but when you open up the mat thing in the editor to put mats in it tells you which mat is which, and just name the material in the editor so you can identify them easily by name, ie, name them metal solid or wood thin or w/e so you can put the correct mat to the mat.
but no, there isnt really but when you open up the mat thing in the editor to put mats in it tells you which mat is which, and just name the material in the editor so you can identify them easily by name, ie, name them metal solid or wood thin or w/e so you can put the correct mat to the mat.



