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Battlefield Modding Tutorials BFMODS :: View topic - Turning a static object into a PCO
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Turning a static object into a PCO
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5118
Page 1 of 2

Author:  samrtguy [ Mon Jul 27, 2009 3:22 am ]
Post subject:  Turning a static object into a PCO

Allright so I'd like to turn a static object (freight train) which would consist of several other statics bundled together into a PCO. There would be a locomotive made by Smig, with a coal wagon, boxcars (train_wagon_m1 in vanilla BF, in Stalingrad I think), flat cars (Train_Platform static in the Raid on Agheila map of XPack2) and opened boxcars (Train_Cart static still in RoA). This freight train would have the following characteristics:

- Bidimensional movement (front and rear only)
- It cannot blow up
- All the statics I named above are coupled with each other of course
- Smoke coming out of the steam locomotive's smokestack
- Animations for the wheels of the locomotive and the freight cars


Would this kind of stuff require 3dsmax/Gmax knowledge or not? Where should I start?

Author:  MR PINK BALLS [ Mon Jul 27, 2009 3:33 am ]
Post subject:  Re: Turning a static object into a PCO

Ok

Get 3dsmax

Learn it

and your problems will be solved

as far as smoke thats easy you just add smoke to the vehicle in that position the just sue the existing sm files to make it a vehicle then use 3dsmax to attach the sm actually do that vise verse but yea it would need 3dsmax because this would be making a new vehicle that required some attaching unless thers a way to attach two sm together without 3dsmax :?

Dimensional movement will be easy

animations.....moderate

Author:  Senshi [ Mon Jul 27, 2009 11:56 am ]
Post subject:  Re: Turning a static object into a PCO

If you have all the meshes avaible, you wouldn't necessarily need 3dsmax/gmax. It makes stuff easier, but with good coding it would work also. Just bundle everything together via code in the FreighttrainPCOComplex and you got what you need...basically.

Author:  samrtguy [ Mon Jul 27, 2009 4:13 pm ]
Post subject:  Re: Turning a static object into a PCO

So basically what I need to do is create a new folder called, say, FreightTrain, make an objects.con in that folder with a physics.con and a network.con and a sound folder and I'm set?

Author:  Senshi [ Mon Jul 27, 2009 6:30 pm ]
Post subject:  Re: Turning a static object into a PCO

Uhm. No. Definetly not.

You will need some good coding as you are about to create a new object. You will need to create code from scratch for every part as static objects don't have that much code...you will need to place all parts in relation to each other. You will need to write the whole vehicle physics from scratch.

If you have good coding experience this is easy stuff, if you don't, uhm....perhaps try modifying existing PCOs first.

Or take a very good look at existing vehicles to understand how they work in the first place so you can batch together your own.

Author:  MR PINK BALLS [ Mon Jul 27, 2009 10:17 pm ]
Post subject:  Re: Turning a static object into a PCO

orrrrrrrrrrrrrrrrrr

spend 3 hours learning how to import export and attach objects in 3dsmax and just replace the sm with some other vehicles sm

Author:  Senshi [ Mon Jul 27, 2009 11:35 pm ]
Post subject:  Re: Turning a static object into a PCO

You still would have to build a vehicle in the first place. The actual placing of the parts then is a piece of cake in 3dsmax, but nevertheless you have to code. Physics etc. aren't done by 3dsmax.

Author:  MR PINK BALLS [ Tue Jul 28, 2009 2:51 am ]
Post subject:  Re: Turning a static object into a PCO

Yes but what im saying is he should simply replace a existing vehicle since this is his first time.

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