Page 3 of 4
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2011-07-22 13:37
by Shovel
Psyrus wrote:Hey, perhaps a stupid question but when modeling a static, is is best to have as much on on one 'object'/'editable poly' as possible or like the door handles/hinges/etc in the tutorial, is the separation ok? Are there any inefficiencies added or is it completely acceptable either way?
I had the exact same question, and was about to ask.
[R-DEV]Rhino wrote:It depends what exactly you mean by septate object.
If you mean a totally separate staticobject that's exported with a diffrent name and placed on the main building in the BF2 Editor then in most cases that is not a very good idea as that means extra draw calls etc which harms performance... There are only a few exceptions when this should be done but certainly not for something like window shutters
If you mean a separate elements, ie, its attached to the main object, but its not welded up to the main object, so when you use the element selection tool and you select the window shutters or w/e, it only selects them and not the main building, that's ok to an extent but in most cases you really should weld an object up to prevent zfighting and it also gives you a much cleaner model in most cases. Door hinges for example is something you really do need to weld up since they are so thin, if you didn't weld them up then you would get a load of zfighting between the door and the hinge.
I'm pretty sure it goes into this and in more detail in the tut...
Thanks for the answer!
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-29 19:02
by lucky.BOY
I have a problem, when i shoot at the model in editor, it does not trigger the effect, and this shows in the output:
Ignored Warning[GameLogic] : Object 556_45_r, created by user , last modified by user , are using material index 3556 that does not exist in the material manager.
[GameLogic] : Material 3556 does not exist.
I figured out that it has probably something to do with 5,56 ammo used in m16 and that it is probably not loaded, but how can I fix it? My materials are setup. Tested it also with other, stock statics, and it does not work with them either.
-lucky
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-29 19:10
by Rhino
extract the common .zips from pr into your pr_edit, should fix it.
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-30 08:05
by lucky.BOY
Nope, that didnt fix it. I took common_client.zip, common_server.zip, common_client_patch1.zip, and common_server_patch1.zip from mods/pr, copied them to mods/pr_edit, overwriting old ones, and extracted them (i.e. the common folder that was inside) into mods/pr, overwriting old files and merging with old directories.
Restarted editor and i still gives the same error. Could you please explain what files should be where in order to make it work
Also, when i switch to soldier camera, it gives this error (but camera normally works)
Code: Select all
[color=Red]Ignored Warning[Physics] : Collision mesh "objects/vehicles/air/gb_jet_tornadogr4/gb_jet_tornadogr4_w_kuehlschrank/Meshes/ushgr_m67.collisionMesh" not found.
Ignored Warning[Physics] : Collision mesh "objects/weapons/handheld/hgr_incendiary/Meshes/hgr_smoke_signal.collisionMesh" not found.
Ignored Warning[Physics] : Collision mesh "objects/vehicles/air/gb_jet_tornadogr4/gb_jet_tornadogr4_w_kuehlschrank/Meshes/ushgr_m67.collisionMesh" not found.
Ignored Warning[Physics] : Collision mesh "objects/weapons/handheld/hgr_incendiary/Meshes/hgr_smoke_signal.collisionMesh" not found.[/color]
In the tutorial you say something about Special forces kit in pr_edit. Where it is? Didnt find it in objects/kits/us.
Thanks for your time!
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-30 08:38
by Psyrus
lucky.BOY wrote:I have a problem, when i shoot at the model in editor, it does not trigger the effect, and this shows in the output:
I figured out that it has probably something to do with 5,56 ammo used in m16 and that it is probably not loaded, but how can I fix it? My materials are setup. Tested it also with other, stock statics, and it does not work with them either.
-lucky
Check if you have 556_45_r in:
\pr_edit\objects\weapons\common\projectiles\
I'm pretty sure that was the issue when I had
the same problem...
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-30 10:05
by lucky.BOY
Well, it is there... 556_45_r.con. And its not working.
Btw, that link is broken, at least my chrome does not want to open it, because there is only http/ instead of http:// on the begining.
-lucky
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-30 12:26
by Rhino
https://www.realitymod.com/forum/f388-p ... ost1651126
That's the link Psyrus was trying to post.
lucky.BOY wrote:Nope, that didnt fix it. I took common_client.zip, common_server.zip, common_client_patch1.zip, and common_server_patch1.zip from mods/pr, copied them to mods/pr_edit, overwriting old ones, and extracted them (i.e. the common folder that was inside) into mods/pr, overwriting old files and merging with old directories.
The bit I highlighted in bold and underlined I take it you mean your pr_edit, not pr there? If not, it should be extracted into your pr_edit
When you go into solider cam mode, what weapon are you holding?
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-30 14:09
by lucky.BOY
[R-DEV]Rhino wrote:
The bit I highlighted in bold and underlined I take it you mean your pr_edit, not pr there? If not, it should be extracted into your pr_edit
When you go into solider cam mode, what weapon are you holding?
Right, i extracted it into pr_edit of course, just that I tried to give a detail description of what I do an I mistyped
I have m16a4 (with acog and foregrip), and on 4 there is an ammo bag, so I assume its us rifleman.
On a side note, how do I crouch in editor? Ctrl doesnt work for me...
-lucky
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-31 13:15
by lucky.BOY
Okay, so I have changed main weapon in us riflman kit in my pr_edit. Now in soldier camera i have a g3iron. And:
Code: Select all
[color=Red]Ignored Warning[GameLogic] : Object 762_51_g, created by user , last modified by user , are using material index 3762 that does not exist in the material manager.[/color]
[GameLogic] : Material 3762 does not exist.
The heck?
I checked, and i have 762:51_g.con in my objects/weapons/common/projectiles. Might be something with the material of the projectile?
HALP!

Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-31 14:48
by Rhino
Humm, can you go into your \pr_edit\common\Material\ folder and open up your materialManagerDefine.con in there and search for the line "Material.active 3556" and "Material.active 3762" and tell me if you can find them in there. Note don't look inside a .zip as if its not extracted, the editor won't be able to find it.
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-31 19:09
by lucky.BOY
Phew, i fixed it! My pr_edit was messed up. I.e., I made it as per
this tut, so i didnt extract
anything from common zips in my pr_edit into pr_edit/common, so my pr_edit/common folder was nonexistent.
Then I failed to do what you said me few posts back (confused pr_edit common zips with pr_edit/objects common zips). But at last it somehow stroke me, and i extrated those right files into pr_edit/common, and it works. I'm noob. Thanks Rhino.
-lucky
Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-31 22:11
by Rhino
nub
lucky.BOY wrote:Phew, i fixed it! My pr_edit was messed up. I.e., I made it as per
this tut, so i didnt extract
anything from common zips in my pr_edit into pr_edit/common, so my pr_edit/common folder was nonexistent.
Ye, tut really needs updating
lucky.BOY wrote:Then I failed to do what you said me few posts back (confused pr_edit common zips with pr_edit/objects common zips).
Looks like your still confused between the difference of pr and pr_edit lolz

Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-31 22:16
by BroCop
actually he isnt confused if you read a bit better

Re: [Static Object Tutorial] Creating a Simple Structure
Posted: 2012-03-31 22:20
by Rhino
CroCop wrote:actually he isnt confused if you read a bit better
lolz I see, now I'm a nub

Re: [Statics] Creating a Simple Structure
Posted: 2013-08-07 09:36
by Gracler
I have 2 questions about this image.
1. If I instead of using border>bridge used border>cap and then perhaps did a bit of editing on the Triangulation's wouldn't that give me the same "cleaner" result when I later have to UV it?
2. The long thin triangles in the picture are they not bad for the graphic rendering? what if I added some vertices on the door-handle to make the bridge edges equal and therefore less stretched, or is there another way around this?
Re: [Statics] Creating a Simple Structure
Posted: 2013-08-07 10:16
by Rhino
Gracler wrote:http://realitymodfiles.com/rhino/tuts/s ... ure142.jpg
I have 2 questions about this image.
1. If I instead of using border>bridge used border>cap and then perhaps did a bit of editing on the Triangulation's wouldn't that give me the same "cleaner" result when I later have to UV it?
2. The long thin triangles in the picture are they not bad for the graphic rendering? what if I added some vertices on the door-handle to make the bridge edges equal and therefore less stretched, or is there another way around this?
1. If you capped it you would be defeating the point, as the point here is to weld the door handle too the door, capping it would mean there would be a face behind it, which it would zfight with which on a static as well, that face behind it would be a black shadow after LMing so it would be super obvious zfighting too.
2. Not in this case no because its a flat surface and wont affect smoothing groups, other than if you mean slightly harder for gfx cards to render which then yes, the more tris will mean its very slightly hard to, but well worth not having zfighting for.
Re: [Statics] Creating a Simple Structure
Posted: 2013-08-07 10:28
by Gracler
1 Dohh!!! of-course your right capping is not possible when there is something "inside" the hole. I would have to make a bridge to the "island" first, but then bridging everything would work almost the same.
2 so adding more vertex along a strait edge won't do me much good when its a flat surface even if it is very stretched triangles, but I guess with the more models you make you build your model around this so your not ending up with a lot of edges bridging onto very few edges.
Thanks for the quick answer

Re: [Statics] Creating a Simple Structure
Posted: 2013-08-07 10:32
by Rhino
Gracler wrote:1 Dohh!!! of-course your right capping is not possible when there is something "inside" the hole. I would have to make a bridge to the "island" first, but then bridging everything would work almost the same.
2 so adding more vertex along a strait edge won't do me much good when its a flat surface even if it is very stretched triangles, but I guess with the more models you make you build your model around this so your not ending up with a lot of edges bridging onto very few edges.
Thanks for the quick answer
1. Bridging is the quickest way of filling the gap in the way we want, although you do need to watch that it doesn't mess up which it can do sometimes.
2. Yes adding extra verts would be a bad idea, not needed one bit and would just make it slightly harder to render.
Re: [Statics] Creating a Simple Structure
Posted: 2013-08-07 10:37
by Gracler
Having a model with separate elements that are clipping into each-other is a big No No in the bf2 rendere right even if you make a hole for it.... if you know what I mean. It messes with the shading or something???
Re: [Statics] Creating a Simple Structure
Posted: 2013-08-07 10:55
by Rhino
it very much depends on what it is. In some cases its fine, in others its not (normally in cases where you will get zfighting from it).