|
PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
|
Thread Tools | Display Modes |
2014-11-26, 16:41 | #1 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
[?] Help Exporting a Rocket / Missile Projectile
Well im trying to export a rocket for PR and its my first bundle mesh that i export there for i have a few questions.
Do i have to specify where is specular map? Is shadow map at materials a specular map? Or its allways at alpha channel of Color map? Is there a way to scale objects after they are exported? |
2014-11-26, 16:49 | #2 | ||||
PR:BF2 Developer
|
Re: Questions about exporting
Quote:
Quote:
Quote:
Quote:
Is there a way to scale objects after they are exported?[/QUOTE] No. It has to all be done in 3ds max first. | ||||
|
|||||
2014-11-26, 16:58 | #3 | ||
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: Questions about exporting
Quote:
Quote:
But how can i select where is alpha? could u explaim me then what is it for? | ||
2014-11-26, 17:16 | #4 |
Retired PR Developer
|
Re: Questions about exporting
Tim is correct on it can be either in the _c or _b texture's alpha channel and its controlled by what Shader Technique you apply to the material inside 3DsMax.
"ColorMapGloss" will use the alpha channel from the colours/_c alpha channel and leaving the material name blank will use it from the normals/_b alpha channel. If there are going to be multiple colours of this missile on the same map, ie, multiple versions using different diffuse/colour/_c textures, then its best to have the spec in the normal map as saving the texture in DXT1, without an alpha channel, costs 1/2 as much memory as saving the same texture in DXT5, with an alpha channel. As such if your having multiple colours of the same object on the same map, its a good idea to have them all sharing the exact same normal and spec map from the normal/_b texture sheet, and then just having each one with its own unique colour texture saved in DXT1, like what I've done for the different Arige A-4s for the next PR:F update, and you get lots of diffrent colour versions at only a little extra cost, but if each version/colour was saved in DXT5 with its own spec map, you would be taking a massive memory cost: https://www.realitymod.com/forum/f19...date-15-a.html (note the DXT formats and the texture memory usage in the bottom right, in current mip and all mips) But if your not going to have different colours of the same object, then its best to save the colour in DXT5 with the spec map in its alpha channel as DXT5 saves in a bit higher quality than DXT1 and you don't get as much DDS compression errors in it, but tbh its hardly notable between the two. Its mainly used for wreck texture overlays, so wrecks look like they are burnt out: |
|
|
2014-11-26, 17:28 | #5 | |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: Questions about exporting
Quote:
and s-24 should be exported as boundle mesh or static mesh? | |
2014-11-26, 17:36 | #6 | |
PR:BF2 Developer
|
Re: Questions about exporting
Quote:
So for example you would put "ColorMapGloss" in where the red arrow is pointing, and that defines the shader technique for that material. (obviously using the Bf2 material plugins) Bundlemesh. | |
|
||
2014-11-26, 17:36 | #7 | |
Retired PR Developer
|
Re: Questions about exporting
Quote:
Quote:
This tutorial here is also well worth a read, especially if your working with complicated vehicle or handheld weapon series exports: https://www.realitymod.com/forum/f18...materials.html It should be a BundleMesh, StaticMeshes are pretty much just for statics and overgrowth. | |
|
||
2014-11-26, 17:42 | #8 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: Questions about exporting
http://i.imgur.com/wh6hKJu.png
so now it will take spec from color right? if yes then awsome another questions i should create 2 "objects" main object that is going to be active rocket and _dommy that is going to be only for visual under wings right? |
2014-11-26, 17:55 | #9 | ||
Retired PR Developer
|
Re: Questions about exporting
Quote:
Quote:
For example, for the new LGBs I made, there is quite a big visual difference between the "_dummy", which is attached to the bottom of the aircraft, and the actual projectile, which is mainly that on the projectile after the bomb is dropped, the rear thins are deployed: Laser-guided, state-of-the-art! - Project Reality Forums As such I had to export two different meshes of the model, the "_dummy" mesh with its thins closed: And then the projectile version with the thins open: But if there is no change between the two, like the new Tigercat Missile for PR:F Lucky has made: https://www.realitymod.com/forum/f38...-pr-f-wip.html Then the "_dummy" version should use the same mesh as the projectile dose, which if you look in the .tweak file you will see: Code:
rem *** Generated with Bf2Editor.exe [created: 2011/8/17 16:27] GeometryTemplate.setSubGeometryLodDistance 0 0 25 GeometryTemplate.setSubGeometryLodDistance 0 1 50 GeometryTemplate.setSubGeometryLodDistance 0 2 200 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.castsDynamicShadow 1 ObjectTemplate.activeSafe SimpleObject seacat_missile_dummy ObjectTemplate.creator EDMUNDFOVARGUE:Edmund_Fovargue ObjectTemplate.modifiedByUser "Edmund Fovargue" ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.cullRadiusScale 20 ObjectTemplate.geometry seacat_missile ObjectTemplate.setCollisionMesh seacat_missile_dummy ObjectTemplate.mapMaterial 0 col_metal 146 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh Projectiles Col: Dummies Col: | ||
|
|||
2014-11-26, 18:02 | #10 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: [?] Help Exporting a Rocket / Missile Projectile
imgur: the simple image sharer
if your could take a look at .con and .tweak that i have created i give me some feadback and check it s24.con Code:
GeometryTemplate.create BundledMesh s24 CollisionManager.createTemplate s24 ObjectTemplate.create SimpleObject s24 ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator DANIEL-PC:Daniel ObjectTemplate.collisionMesh s24 ObjectTemplate.mapMaterial 0 metal 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.geometry s24 include s24.tweak Code:
rem *** Generated with Bf2Editor.exe [created: 2014/5/28 23:34] GeometryTemplate.setSubGeometryLodDistance 1 0 80 GeometryTemplate.setSubGeometryLodDistance 1 1 150 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe SimpleObject s24 ObjectTemplate.creator DANIEL-PC:Daniel ObjectTemplate.modifiedByUser "Daniel" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.cullRadiusScale 9 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 1 ObjectTemplate.armor.hitPoints 1 ObjectTemplate.armor.defaultMaterial 32 ObjectTemplate.armor.hpLostWhileUpSideDown 75 ObjectTemplate.armor.hpLostWhileInWater 50 ObjectTemplate.armor.hpLostWhileInDeepWater 80 ObjectTemplate.armor.hpLostWhileCriticalDamage 0 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.explosionForce 5 ObjectTemplate.armor.explosionForceMod 0 ObjectTemplate.armor.explosionForceMax 5 ObjectTemplate.armor.explosionDamage 750 ObjectTemplate.armor.explosionRadius 40 ObjectTemplate.armor.explosionMaterial 3721 ObjectTemplate.armor.criticalDamage 1 rem ---EndComp --- rem ---BeginComp:DefaultCollisionComp --- ObjectTemplate.createComponent DefaultCollisionComp ObjectTemplate.collision.hasCollisionEffect 1 rem ---EndComp --- rem ---BeginComp:DefaultDetonationComp --- ObjectTemplate.createComponent DefaultDetonationComp ObjectTemplate.detonation.explosionMaterial 70 ObjectTemplate.detonation.explosionRadius 80 ObjectTemplate.detonation.explosionForce 30 ObjectTemplate.detonation.explosionDamage 115 ObjectTemplate.detonation.endEffectTemplate e_exp_bomb ObjectTemplate.detonation.useMMOnEndEffect 1 ObjectTemplate.detonation.detectionRadius 1.5 ObjectTemplate.detonation.maxDepthForExplosion 2 rem ---EndComp --- rem ---BeginComp:DefaultProjSoundComp --- ObjectTemplate.createComponent DefaultProjSoundComp rem ---EndComp --- rem ---BeginComp:SeekClosestTargetComp --- ObjectTemplate.createComponent SeekClosestTargetComp ObjectTemplate.seek.targetType TTUnique ObjectTemplate.seek.trackingDelay 0 ObjectTemplate.seek.maxAngleLock 180 ObjectTemplate.seek.maxDistLock 3000 ObjectTemplate.seek.reLockTime 0 rem ---EndComp --- rem ---BeginComp:DefaultFollowComp --- ObjectTemplate.createComponent DefaultFollowComp ObjectTemplate.follow.maxYaw 0 ObjectTemplate.follow.maxPitch 0 ObjectTemplate.follow.changePitch 0 ObjectTemplate.follow.changeYaw 0 ObjectTemplate.follow.minDist 0 rem ---EndComp --- rem ---BeginComp:DefaultPenetrateComp --- ObjectTemplate.createComponent DefaultPenetrateComp ObjectTemplate.penetrate.allowSolidPenetration 0 ObjectTemplate.penetrate.allowLiquidPenetration 0 rem ---EndComp --- ObjectTemplate.geometry s24 ObjectTemplate.setCollisionMesh s24 ObjectTemplate.mapMaterial 0 metal 32 ObjectTemplate.mass 400 ObjectTemplate.gravityModifier 0.66 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Point ObjectTemplate.collisionGroups 8 ObjectTemplate.material 56 Code:
ObjectTemplate.create SimpleObject s24_dummy ObjectTemplate.createdInEditor 1 include s24_dummy.tweak s24_dummy.tweak Code:
ObjectTemplate.active s24_dummy ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.geometry s24 ObjectTemplate.setCollisionMesh s24 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.mapMaterial 0 metal 32 |
Tags |
bomb, dummy, exporting, missile, projectile, questions, rocket, rocket or missile |
|
|