Thanks mate, I know you, you are a dev :) nice work, I'm in love with this mod at the moment!
this should work for converting trees to bfvietnam also right?
and if so do you guys know of anything else that might be helpful in that regards
I have a 5.5 gig mod for bfv i converted from bf42 including all of bf42,RTR,SW Desert Combat alot of FH and BG42 including maps
so as you can see having the trees correct would be great thanks for any help and thanks for this thread and all the answers
hey DACV :D
As you are aware BFV is not using TreeMeshes.. only StandardMeshes.. so I guess it would work if you create new Objects, or edit the ones in vanilla bf42 to have a StandardMesh geometry instead of a TreeMesh geometry... By any means I cant see any reason why it shouldnt work... If I was you I would either export the StandardMesh in 3DsMax with 5LODs, so you can trim the geometries.con to show a less detailed tree the further away you are from the tree in-game (or else, super-lag will occur..) Or :: do as I did for Rising Thunder; have two .sm files, one m1 and one m2, m2 = without COL1 and COL2, then make a lodselector objects file that is switching from the m1 to the m2 after a set distance (100m perhaps)..
If you just convert bf42's eu_pine3 to standardmesh for example, it will render infinitely the collisionmesh, and u will get lag....
This is what I did for making lodselector with bfv trees I run in bf42:
ObjectTemplate.create Bundle F_Tree03 ObjectTemplate.HasCollisionPhysics 1 ObjectTemplate.addTemplate lodF_Tree03 LodSelectorTemplate.create DistanceSelector F_Tree03_Selector LodSelectorTemplate.addLodDistance 150 ObjectTemplate.create LodObject lodF_Tree03 ObjectTemplate.lodselector F_Tree03_Selector ObjectTemplate.addTemplate F_Tree03_M1 ObjectTemplate.addTemplate F_Tree03_M2
hey thanks natty and especially Knoffhoff for supplying the info and the time
i already have the files in for the trees and very crude conversions but i dont know max very well so thanks to this thread i should be able to perfect the conversions
if it works out i will be really happy since ive tryed to get help to do this a long time ago for my bfv conversion
when i worked on the coversion team that fell apart a guy had done the trees but he made them using effects and i believe they cause alot of lag
p.s. not to get off topic but... i sure could use an lst ship anybody you think of that could maybe do one for me if they have time thanks again i hope this tree thing works out
You mean a .lst file for BC with all the FH trees and all the RtR + bf1942 trees also? I dont have this sorry, I use only editor42 these days... I suggest you also do it, or that might be hard if you run things in BFV.... Btw: you also need to convert the trees into 64bit tangent standardmeshes right? if you want to have bf42 trees in BFV.... or is this what you're aiming to do?
no not for bc and yes i do use ed42 but mostly for pathing not much else
the trees i have were converted by someone else but they are not all of the trees and they made them using EFFECTS for the leaves
i believe this is a big source for lag since the game has to run every trees with multiple effects on them
they look good but i believe they cause lag
and again they are not all of the trees so i was using some that cajun gave me for ed42 like the palm trees
but they have no collision to them
so i was hoping this would help but my first few attemps last night did not succeed like i had hoped
i started with the SW trees since i have only very crude conversions of them which only result in them looking like very short sticks but the ones i made last night using this thread as a guide work and look a helluva lot better but the limbs or leaf section(the Spirtes in bf42) look like crap and are small and kinda only on one plane but they are there
also there is no collision either as i can run right thru them
what i did was at first attached everything to trunk2 since there was 2 trunks including the collision then i tryed attaching everthing except the collision but i added the collision in the addlod part still no collision oh well
also in bfv depending on how you set up the rs file is how the sm gets done by max too in bfv if you dont put certain lines in the RS file...,the part or parts is transparent or worse when you look thru it everthing behind it is invisible
at least i can make them so they look halfway decent
thanks for the input hope i didnt confuse or abuse
any help with collision would be nice my converted trees now have no collision
Import a BFV tree, see what material the collision mesh of the tree uses, then give the same material to the bf42 collisions. Export the tree using lods, col_01 ad col_02.
I was wondering about converting BFV objects like what F|H did, what is the program and has anyone got a link? ;)
first off thanks for getting back on this and here are some screenies so maybe you can offer some fixes
my only problem now is there is no collision and the "leaves" are in a plane
notice the "leaves" are small i believe that can be fixed as in max it looks like a square plane and i think that can be spread out so it looks better maybe lengthwise and folded a little anyway ill keep trying but it looks good enough compared to nothing
so i thank you guys again and i owe big time as that was a thorn in my side for my mod
as far as the collision what i did was at first attached everything to trunk2 since there was 2 trunks including the collision then i tryed attaching everthing except the collision but i added the collision in the addlod part still no collision oh well
so im not sure what you mean by this then give the same material to the bf42 collisions. Export the tree using lods, col_01 ad col_02.
i think i kinda did that except for materials and after exporting there was no collision thanks for the help