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Battlefield Modding Tutorials BFMODS • View topic - Heli physics

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Heli physics
PostPosted: Fri Jul 20, 2007 11:22 pm 
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 Post subject: Re: Heli physics
PostPosted: Fri Jul 20, 2007 11:52 pm 
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Nice 8-)
Ok! so we can tweak heli's reactions just by changing engines positions
Good stuff Urglub! i've never thought about that and now it looks so easy!
Is Losnar's theory about size is also true?
I found this weird the hueys assault/transport's engines position are the same and still feel flying different
Let's say...back to question number ONE :razz:
I love questions :lol:

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 Post subject: Re: Heli physics
PostPosted: Sat Jul 21, 2007 12:30 am 
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 Post subject: Re: Heli physics
PostPosted: Sat Jul 21, 2007 6:38 pm 
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 Post subject: Re: Heli physics
PostPosted: Sat Jul 21, 2007 8:57 pm 
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Both. Have some ugly creations on my server somewhere. Under BFV patches I think.
One strange thing though..
I put a M110 cannon on one wing of Mig21 to test your theory.
Fly as nothing was there, but it just bounce when hitting ground :?:

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 Post subject: Re: Heli physics
PostPosted: Sun Jul 22, 2007 6:36 pm 
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The actual size of things like the standardmesh do affect it. It's collision models. If it can collide with a wall, it can collide with the air (physics engine).


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 Post subject: Re: Heli physics
PostPosted: Sun Jul 22, 2007 7:12 pm 
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DoH!
I tried different things but WTK went faster (or maybe he already knew it...)
Yes yes yes! all is in standardmesh files
I guess Col01 or Col02 or both
Bbox maybe? Anyway Lods and shadows have nothing to do with it

I did take the Huey attack and transport in 3dsmax
I made a kind of fusion so UH1assault had the transport collision meshes and Bouncing box files

I tried it in game and i can't tell real differences for now cause UH1 assault vs transport is too little difference

I gotta try with mi8!

*EDIT* I just rebuilt the mi8 with mi8 cargo collisions and Bbox files, tested it in game warden so i had both Mi8's to compare...mmm i'm pretty sure Why2Kay is right...Mi8 seems lighter now :)

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 Post subject: Re: Heli physics
PostPosted: Sun Jul 22, 2007 7:54 pm 
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Lod = what u see, where as Lod0 is the highest level of Detail. GRAPHICS

COL1= what other players/soldiers/objects collide with. PHYSICS

COL2= what PROJECTILES collide with, this is for DAMAGE SYSTEM.

shadow= for DYNAMIC LIGHTING/SHADOW calculations (obvious ... :shock: )

Bbox= bounding box, covers the whole thingy in 3dsmax, i assume it assigns a virtual area for memory,
however it has no influence on what happens in game but it has to be there.

hope this helps ... :)

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