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Making server versions of maps

Posted: Fri Jan 07, 2011 11:58 pm
by fo0k
I have a custom map with a large standardmesh folder (100mb)
when making a server version of a map Ill strip out all textures and sounds but was wondering if I could just include the collision mesh for all my objects and leave out the LOD to save (a lot of) space?

I presume the server is not interested in the main LOD anyway..

tbh its less hassle to just upload the larger client file but worth asking if anyone knows if you can get away with it?

Re: Making server versions of maps

Posted: Sat Jan 08, 2011 11:40 pm
by Apache Thunder
It would be a lot of work, but yes this should work so long as the file names/paths aren't changed. LOD meshes for SM files are not communicated from the server to client. Only the collision mesh. (hence why when you add/remove staticobjects server side, it effects collision but not the visible mesh on a client machine)

You can probably leave out shadow meshes and the RS files too. ;)

Re: Making server versions of maps

Posted: Sun Jan 09, 2011 2:39 am
by fo0k
so also. kinda connected to this.. when the engine works out the genral world physics of an object this is based on the LOD right?

Im having issues getting a car well balanced and was thinking that the engine would just look at the col mesh in terms of sizing it up and how it responds to the world.. but this seems not the case..

Re: Making server versions of maps

Posted: Fri Jan 14, 2011 6:02 pm
by Apache Thunder
Yes lod meshes do affect drag physics and such. So perhaps it could present problems if removed?

With my tiny RC helicopter in my DCU mod, it was not anything close to being flyable untill I took a copy of the little bird's lod mesh and attached it to the main heli mesh (made it invisible of coarse). Then it would be flyable. So LOD meshes most definitely play a role in flight physics and drag physics in general.

I also learned that AnimatedMesh can't be calculated for flight/drag physics. I made the main hull of a car an AnimatedMesh and it resulted in having zero drag and would bounce around like crazy if it hit a tiny bump or died.

Re: Making server versions of maps

Posted: Fri Jan 14, 2011 7:30 pm
by Swaffy
Hey ... an animated mesh? What? You're joking.

So you're sayin' that you were driving a Jeep Willy around with a short movie playing on it's mesh?

Re: Making server versions of maps

Posted: Sat Jan 15, 2011 12:09 am
by fo0k
Swaffy wrote:Hey ... an animated mesh? What? You're joking.

So you're sayin' that you were driving a Jeep Willy around with a short movie playing on it's mesh?

That is possible... but no, not at all what Apache's saying - this is 'animated' in a different sense than a video animation..

Re: Making server versions of maps

Posted: Sat Jan 15, 2011 7:30 pm
by Apache Thunder
AnimatedMesh is a mesh type used by the soldiers and flags and such. Not related to the texture on them. AnimatedMeshes are vertex skinned and have animations that make them move on their own. (though collision meshes can't be animated. :( )

But videos can be used as textures in BF1942. This would have no effect on drag physics as it's just a texture. :P

Re: Making server versions of maps

Posted: Sat Jan 15, 2011 9:24 pm
by fo0k
This does explain the difficulties I have with some vehicles and getting them to behave properly. Certain high vehicles, wide wheel base buggies etc can be very unstable even when shifting the COG around in max. I guess the fix is to essentially have the main lod as a (well balanced) proxy mesh which would be covered in a transparent texture. then addtemplate the visible mesh required so it looks right and acts right too!

Re: Making server versions of maps

Posted: Sun Jan 16, 2011 3:12 am
by Apache Thunder
It doesn't even need a texture. The RS file could contain only this command and the effect would be the same:

Code: Select all

alphaTestRef 1;
It makes it invisible without using a texture at all. :D