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RE: Well

Posted: Tue Feb 27, 2007 5:35 pm
by RC-1290
Ever got warning while munging, "<fill in your random mesh here> has 1450(for example) vertices and no collision geometry; WILL BE SLOW". This usually means you have a quite complex object. If this happens, the collision is usually bugged. Sometimes there's not collision at all.
I can't explain exactly why the null should have a preset name. I'd say the game looks for a center of the mesh, and expects it to be called MS3DSceneRoot or dummyroot. I'm also curious why it would be called MS3DSceneRoot anyway... but it works great...

RC-1290'Dreadnought'

RE: Well

Posted: Tue Feb 27, 2007 8:55 pm
by {Ipro}_Ghost
I do get when I watch the mungie process It says I have no collision for my meshes. And thats all. I try to keep all my meshes when I export them to less the 200 polys. to reduce lag in MP games. And I try to build like lago pieces, so I can reuse each model over and over again in the world, So just Like Macronmedia Flash's librarey. you can use the same object with out taking up more memory, or bandwith. And I try to use less the 50 objects in the world, that is it's own model.Makes for small maps sizes. less then 10 megs most of them.

RE: Well

Posted: Tue Feb 27, 2007 9:25 pm
by minilogoguy18
actually if you read the documentation on building efficient models its best to merge ALL meshes into a single one and have them use the same material, far less memory is used and its easily done while still keeping all the detail.

RE: Well

Posted: Thu Mar 01, 2007 4:03 am
by Qdin
Yep.

why make models which consumes many times more memory than if you just made it simple? It's just a game :roll: :wink:

I also hear complaints about 'converted' models from other games - where people HAVE gotten permission from the author - and "It takes SO long time to munge! OMG WHY???" Without people realize that those models uses more textures, more pieces (usually because theydon't merge them either :?) and have ALOT more polygons.

Why even make the framerate worse because you can't make it gaming-compatible? :? Remember, people - it's just a game. No big need for cinematic models with many details, lots o fpolygons and many high-quality textures.

Ghost, the MasterParent is mainly used to ensure that you've gotten everything during the export. That's why it's called a 'MasterParent'; It's the highest in the hierachy, and you Branch Select that MasterParent and will get everything - also hidden stuffs. for instance, if you've Branch Selected from a viewport with clicking and dragging th emouse over the entire scene in i.e. Perspective View, you haven't necessarily gotten some of the nodes which isn't currently Selectable.

Posted: Thu Mar 01, 2007 12:42 pm
by Zaniac
Well I tried most of your models in BFII and they all worked except for the tunnels. When I tried playing a map with the tunnels in it I munged and got these errors:
WARNING[PC_modelmunge world1\MSH\stag_2.msh]:stag_2 has 1298 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

ERROR[levelpack ZXZ.req]:Expecting bracket, but none was found.
File : munged\pc\zxz.terrain.req(1)...

ucft <--
ERROR[levelpack ZXZ.req]:Expecting bracket, but none was found.
File : munged\pc\zxz.terrain.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack ZXZ.req]:Expecting bracket, but none was found.
File : munged\pc\zxz.terrain.req(1)...

ucft <--
ERROR[levelpack ZXZ.req]:Expecting bracket, but none was found.
File : munged\pc\zxz.terrain.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
When I tried playing the map all of the terrian was black and all the command post were gone to so I was unable to spawn. In ZE the tunnels had a weird pink "web" on the entrance and exit of the tunnel parts, also the tunnel parts "tunnel_45angle" and "tunnel_45w" would cause ZE to occasionally crash when trying to load them. When I removed the tunnel pieces and munged again the map worked fine. But on a good note the wall and turret platform work perfectly in BFII and the cave pieces show up but don't have a texture which could probably be fixed easily enough. I see you added your castle parts to the download section I'll try adding those to BFII later. I'm guessing that the models are free to use? I would like to use them in a map I'm creating. Thanks alot for making the models Ghost!

RE: Well

Posted: Thu Mar 01, 2007 1:11 pm
by DarthD.U.C.K.
Can you make a SWBF Map with this castle ?

RE: Well

Posted: Thu Mar 01, 2007 2:37 pm
by rebel_scum
Its in the works ;)

Posted: Thu Mar 01, 2007 7:17 pm
by {Ipro}_Ghost
In ZE the tunnels had a weird pink "web" on the entrance and exit of the tunnel parts,
that is the terraincutters, So you can go through the terrain with it. and you see the terrain cuter as a pink web.

I think I will go out and get BFII so I can work on the errors for BFII

Are the terraincutters made the same way for BFI as in BFII

And I do branch select everything in my nulls, the only difference like I stated is I don't call it dummyroot.----- because that is the null with a new name, nothing special.

But I'm starting to figure out BFII needs this name more then BFI mungie process.

and for the black I have not added any detail textures to the map yet, so just turn you graphics to low and it all shows back up

yes all my models are free to use, I just wont a link to the map so I can play it.

Posted: Sun Mar 04, 2007 12:24 am
by Zaniac
Oh terrian cutters, this shows how much I really don't know about models and how they work. Glad to hear that you'll be getting BFII, I'm sure you'll make some more great models for both battlefronts. :P So your castle pieces work in BFII but all other pieces except the "ruined" ones don't have a light grey texture. So I tried lowering all of my settings to low and they're still the light grey texture, also for me on low settings the cave pieces don't have a texture still. Just thought I'd let you know.

Posted: Sun Mar 04, 2007 12:32 am
by {Ipro}_Ghost
Sorry all the castle pieces are still under construction, I posted so you can place them in the world, and update the msh when I'm done. So yes all pieces have a light gray texture right now, Except the Ruin pieces.

I will texture the Pieces to each persons request for the map, then added them to the folder later, So in the future there will be a few different Textureized castle pieces,

you only need to turn you texture detail down if you see back around your feet, sorry didn't under stand the question before apparently.