Registered Member #352 Joined: [ 01:03 ] [ 02 Jun 2004 ]
you dident import the files right with 3ds max lol you gave the building the wrong material... <span class='smallblacktext'>[ Edited 12 Nov : 00:22 ]</span>
Registered Member #263 Joined: [ 03:07 ] [ 06 May 2004 ]
Yeah and if you didn't make a col mesh then thats why you can walk through it. Objects show up that way in game and down't show up in BC if you don't have a texture or you didn't proprely apply the texture.
It is only really neccessary to have a LOW collision for buildings.. it will automatically copy it and create the HIGH collision for you. Also your main LOD and COL mesh should just be called 'LOD' not 'LOD-city1' etc... Otherwise you are on the right tracks i think.. keep at it.. it will happen
I got allways the same and i gett pissed with it but my objects are invisible ingame... first i had the same ... gray and you can walk trough.. now they are invisible
to make your object visible in BC, you go to your .lst file for either bf1942 or interstate, which ever mod the map is for, which is located in your BC root foler. Then add in this line under the STRUCTURES category:
objectname=StandardMesh(objectName)
it will look something like : Bridge_Small_M1=StandardMesh(bridge_small_m1)
The first "Bridge_small_m1" is the ID tag, it tells BC what object is being used, and the second "bridge_small_m1) tells BC what Mesh to use when you see it in BC, but just in BC, it won't effect what it looks like in game. Like how sometimes effects use the ammo crate to represent an effect.. Just make sure you name it exactly the same thing as in your script line that makes it a static object.
The reason it shows up that brownish grey color is because that's the default skin color for all objects in BF that don't have their own texture applied. So you'd have to UVW unwrap your object using the plugin "Texturizer", then go into photoshop and make your skin, then import it back to 3ds max, then export your object.
Now i might add to some things, when you're exporting your object, the names of the LODs doesn't matter, but, make sure that you click on Force MatID, then choose what material you want. If you need a list of all the materials then here ya go: http://www.planetbattlefield.com/mdt/Tutorials/Damage%20Tutorial/damagegrid.shtm If that doesn't help than you can just look at some other objects and see what their MatID is. You also have to select Auto Generate LODs, then select probably 3, that'd be your best bet.
And finally with the collision mesh, just to be safe, choose you're object for both collision 1 and 2, 1 represents collision with stuff like gun fire and shells. Colision 2 is the collision for other objects like cars and players.
And that should do it, if you're having troubles with getting your skin(s) to work, then try checking google for some 3ds max tutorials, they're always very helpfull. <span class='smallblacktext'>[ Edited 12 Nov : 16:53 ]</span>