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Re: Forgotten Hope 2 fencing.

Posted: 2010-07-28 21:39
by rushn
[R-DEV]Rhino wrote:Just re-exporting a model can change its lightmaps UVs unless the model has been made with custom LM UVs (Which so far no models ingame have since that means no lightmap samples and the static can only be LMed in Max) but you can change just the col mesh on its own and replace it with the old one yes but you would want that to match the main object and not like I said, have players crawling though bits of wood.
sounds like a lot of work :(

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-28 22:31
by Rhino
darklord63 wrote:Well a lot of fences in PR are higher than a prone player.
There are two main types of fences in PR. First there is the really, really old destroyable fence that has a really low rez texture and comes in very small sections, is used on a few maps but not that many and then there is the "Broken Fence" which isn't a dest fence but its got broken bits down it.

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The first fence, the Dest fence is almost just high enough but not quite and if the fence was sunk into the ground just a tiny bit (which most of the time it will be epically on slopes or rough terrain) you wouldn't fit under it since its so low down.
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This one you could just get away with doing it but like I said, not a perfect one and this fence isn't really used any more since its pretty ****.



Next is the "Broken Fence" which we can see is far too low to the ground to make it possible, and this fence if we look at the col mesh you can crawl under if there is enough space under it BUT since its so low down, the mapper needs to purposely make a dip in the terrain for you to fit under it at one point, oddly also is that it dont have cols for all the posts too...
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Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 00:35
by rushn
can you make it so that you can go through it with tanks but not with inf ?

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 08:48
by Rhino
rushn wrote:can you make it so that you can go through it with tanks but not with inf ?
The DEST version there is no point since you can brake though it with your tank and the broken version we dont really use because its buggy and because its in "broken sections" there are lots of gaps in the fences for tanks to pass though.

You see with FH2 fencing is a very big thing in Normandy/France but ehh, in China and the Middle East tbh its not that big.

Like I said in the first few posts, really what we need is a brand new set of fences rather than trying to fix up these old fences.

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 13:27
by darklord63
Well it's a shame PR has no fences that can be used. But either way if someone wanted to create a new fence for this purpose I'd think it would be a great idea. Thanks Rhino for checking.

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 18:05
by zenarion
What's stopping mappers and modelers from creating models used for new maps that contain such collision meshes as described earlier: crawlable, and supported by code for tanks to pass through?
On old maps, you might not be able to save the situation as described by the devs (missing source files, BF2 engine not handling enough breakables).

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 18:19
by DankE_SPB
What's stopping mappers and modelers from creating models used for new maps that contain such collision meshes as described earlier: crawlable, and supported by code for tanks to pass through?
Lack of the said people in the 1st place.

Also keep in mind, that if it is introduced on new maps with new statics, you still need to redo the old, so thing are all uniform and do not create confusion. Redoing something old, smds work, with not very big gain is not a dream job tbh.

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 18:32
by azreal64
[R-DEV]Rhino wrote:You see with FH2 fencing is a very big thing in Normandy/France but ehh, in China and the Middle East tbh its not that big.

Like I said in the first few posts, really what we need is a brand new set of fences rather than trying to fix up these old fences.
Hehe, you have no idea how annoying it is to place all those fences and hedgerows. :roll:

Now, here's how our fences are set up. From Rhino's screenshots, ours are slightly higher, but have the bottom rung removed from the soldier collision mesh so that people can crawl through.
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Our vehicle collision mesh looks like this, with a small bump to simulate a tank crashing through a wood fence. The only downside to this is that a Willy Jeep can do the same thing.
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But this is the only fence we have this feature on. Others like this one, are completely impassable for both vehicles and soldiers.
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I think this was all redone before we released our first Normandy patch (2.2) by one of our modelers. You'll have to check with Gunnie though, who is also on your mod team as Trahn_Lee.

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-29 20:43
by Rhino
azreal64 wrote:Hehe, you have no idea how annoying it is to place all those fences and hedgerows. :roll:
Oh trust me I do, + its not that far off from what I had to do with placing all thous walls in the suburbs of muttrah etc :p

Ye its pretty simple stuff although for your col1 mesh I would have had it meeting the bottom of the posts even if they are sunk into the ground and ye your bottom post is designed to be just high enough for the player to crawl under without the 1p camera clipping though or the 3p player model to clip though either where ours hasn't. The extra space above the col is most likley to ensure the player can fit though :)

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-30 05:20
by rushn
maybe we can trade fences for something? :)

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-30 11:36
by Rhino
rushn wrote:maybe we can trade fences for something? :)
Not really.

We are far better off making some of our own which tbh wouldn't take very long to do but I've got more important things to be working on right now like finishing off the deployable Mortar, making lods for the Kiowa etc...

Using the FH2 ones wouldn't be a good idea since they use textures off the FH2 pallets which would need to be integrated into the mod and would take up a shit load of space where we could just make new ones that use our current texture pallets.

Re: Forgotten Hope 2 fencing.

Posted: 2010-07-30 14:49
by rushn
Ohh ok well I will try making a fence because I have some free time but I bet it's not going to be as good as other fences :)