New vehicle question
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- Battleffront_Conquer
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New vehicle question
I was just wondering if I need to use Bconstructor for when I export vehicles... I know that the vehicle tutorial addresses this as necessary, but I wasnt sure if this worked for BFII or if it was needed.
Also if I DO need to use Bconstructor, mine seems to alter the object after it saves... is there something I am missing? Or is there a more up to date version?
Also if I DO need to use Bconstructor, mine seems to alter the object after it saves... is there something I am missing? Or is there a more up to date version?
- AceMastermind
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Re: new vehicle question
Tell me which tutorial says that so I can nuke it.....Battleffront_Conquer wrote:I was just wondering if I need to use Bconstructor for when I export vehicles... I know that the vehicle tutorial addresses this as necessary...
Get one of the four Foundation trials, install the Pandemic Tools, read the art_guide.doc...problem solved.
- Battleffront_Conquer
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Re: New vehicle question
in the old BF1 tutorial(the only vehicle tutorial I know of) it says that because weapons are involved you need to freeze all transforms and then re-input the coordinates using Bconstructor.
Oh, and which XSIAddon should I use, there are 2 that both work that I know of... but when I use either one, I get the error message Argument 0 invalid or, something like that, when primitives are involved...
Thank you for your help
Oh, and which XSIAddon should I use, there are 2 that both work that I know of... but when I use either one, I get the error message Argument 0 invalid or, something like that, when primitives are involved...
Thank you for your help
- AceMastermind
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Re: New vehicle question
That's another reason why it's an outdated tutorial, the modeling and texturing parts of it are still useful though.Battleffront_Conquer wrote:in the old BF1 tutorial(the only vehicle tutorial I know of) it says that because weapons are involved you need to freeze all transforms and then re-input the coordinates using Bconstructor.
Use the xsiaddon that came with the BF2 Modtools since it has more features and you can ignore those error messages about the primitives, they'll still work.Battleffront_Conquer wrote:Oh, and which XSIAddon should I use, there are 2 that both work that I know of... but when I use either one, I get the error message Argument 0 invalid or, something like that, when primitives are involved...
- Battleffront_Conquer
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Re: New vehicle question
thanks
I have been running all around the forums looking to see if I had done something wrong
But now I realize what the problem was... thanks again.
Edit- I was also wondering if I might need to rearange the nodes or anything...
EDIT
For some reason my collision is WAY oversized... no matter what I do the collision doesnt change... also when when I place -nocollision in the msh.option file, it still has the collision... I am completely drained of ideas, can anyone help?
I have been running all around the forums looking to see if I had done something wrong
But now I realize what the problem was... thanks again.
Edit- I was also wondering if I might need to rearange the nodes or anything...
Hidden/Spoiler:
For some reason my collision is WAY oversized... no matter what I do the collision doesnt change... also when when I place -nocollision in the msh.option file, it still has the collision... I am completely drained of ideas, can anyone help?
- Frisbeetarian
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Re: New vehicle question
-nocollision in the .msh.option file only tells VM to not create collision for the object. If there's a collision mesh included already, -nocollision doesn't remove this, so it's useless in this case.
As for it being to big, did you freeze everything. Also, what are you exporting with?
As for it being to big, did you freeze everything. Also, what are you exporting with?
- Battleffront_Conquer
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Re: New vehicle question
oh,
No I have not frozen anything, I wasnt sure what I was supposed to or not...
I am using xsi foundation 5.1 with the PandemicXSIAddon shipped with the tools
No I have not frozen anything, I wasnt sure what I was supposed to or not...
I am using xsi foundation 5.1 with the PandemicXSIAddon shipped with the tools
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FragMe!
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Re: New vehicle question
Your model mesh can (and should) be frozen. Nulls and collision primitives should never be frozen.
If you run BF2Modtools.exe go to fake console and turn on the collision renders. Then use free cam you can see how all your collisions are, and how big they are. That way you can see if anything is actually wrong or not.
But as I am typing this I started thinking from experience is you are probably running into the spring bodies which are shperical collsions that interact with the ground to give a hover some of it's hover properties. You can also see these in the method described above. If you reduce the size of the spring body in the odf so it is correct for your model your collision problem should go away.
If you run BF2Modtools.exe go to fake console and turn on the collision renders. Then use free cam you can see how all your collisions are, and how big they are. That way you can see if anything is actually wrong or not.
But as I am typing this I started thinking from experience is you are probably running into the spring bodies which are shperical collsions that interact with the ground to give a hover some of it's hover properties. You can also see these in the method described above. If you reduce the size of the spring body in the odf so it is correct for your model your collision problem should go away.
- Frisbeetarian
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Re: New vehicle question
My bad. Thanks for correcting me.FragMe! wrote:collision primitives should never be frozen.
- Battleffront_Conquer
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Re: New vehicle question
in the BF2Modtools these springs would show up as giant pink spheres right?
Hopefully I can find the correct size for these... thanks.. stay tuned for more questions... I dont think Im out of the woods quite just yet.
Hopefully I can find the correct size for these... thanks.. stay tuned for more questions... I dont think Im out of the woods quite just yet.
