[?] Statics col1 stairs, no, col2 in fact

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smee
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[?] Statics col1 stairs, no, col2 in fact

Post by smee »

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?
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IronTaxi
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Re: [Question] Statics col1 stairs

Post by IronTaxi »

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?
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
Z-trooper
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Re: [Question] Statics col1 stairs

Post by Z-trooper »

col2 is vehicle col mesh

col1 soldier, col0 projectile.
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IronTaxi
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Re: [Question] Statics col1 stairs

Post by IronTaxi »

lol

im a noob

been a while..
smee
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Re: [Question] Statics col1 stairs

Post by smee »

[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
do you change that in max? or is that in the editor. Any tutorials ?

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

Post by Z-trooper »

sec, let me take some example screenshots :)
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Rhino
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Re: [Question] Statics col1 stairs

Post by Rhino »

[R-CON]Z-trooper wrote:col2 is vehicle col mesh

col1 soldier, col0 projectile.
god everyone here is a noob! :p

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:
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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 :p

Here is my staircase I made last night made out of ammo boxes filled with sand.

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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:
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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 :p
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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.
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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

Post by Z-trooper »

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.
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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.

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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

Post by IronTaxi »

Z-trooper you noob..

last time I listen to you..

Just me and my brain now...
Z-trooper
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Re: [Question] Statics col1 stairs, no, col2 in fact

Post by Z-trooper »

awww :( <3

/sorry for spam
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smee
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Re: [Question] Statics col1 stairs, no, col2 in fact

Post by smee »

'[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.
Image

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.

Image

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

Post by Z-trooper »

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

Post by smee »

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

Post by Z-trooper »

Sorry for screwing up, sure dont hope it confused you :P
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smee
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Re: [Question] Statics col1 stairs, no, col2 in fact

Post by smee »

just tried it out, did the material ID 2 as stairs and worked like a charm. Wont be forgetting this one soon.

CHeers :)
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smee
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Re: [?] Statics col1 stairs, no, col2 in fact

Post by smee »

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.
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Rhino
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Re: [?] Statics col1 stairs, no, col2 in fact

Post by Rhino »

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.
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