BF locks up on collision with the Right Mat ID

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BotHunter
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Re: BF locks up on collision with the Right Mat ID

Post by BotHunter »

Hey! That worked really well!! so how do you turn down the poly count?? (I'm using Gmax)
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Senshi
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Re: BF locks up on collision with the Right Mat ID

Post by Senshi »

Weld vertices that don't really serve any purposes to those few vertices that really define the main shape of the vehicle.

Especially in a collision mesh you only need a very rough shape of the actual vehicle. Just take a look at the vanilla DICE vehicles and their COLmeshes. Tanks like the Tiger are really more of a stack of two boxes than anything else, granting them super low tri count, which is still totally sufficient for gameplay as nobody ever notices it.

The more tris your col mesh, the more complex the physics/collision calculations become.
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BotHunter
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Re: BF locks up on collision with the Right Mat ID

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Walk quietly and carry a sniper rifle
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fo0k
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Re: BF locks up on collision with the Right Mat ID

Post by fo0k »

yep. that looks a whole lot more bf42 to me :) nice work.

Does gmax have a multires modifier? Thats what I used in max for a quick auto -optimise. (but it's much better to make them as you have)

the game basically just looks at the COL01 mesh for projectile collisions etc.. then if it detects an impact on that, it will use the COL02 (higher detail,.) to make an exact decision on whether its a hit or not.
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BotHunter
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Re: BF locks up on collision with the Right Mat ID

Post by BotHunter »

I don't know :P I not very good at it.
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