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Battlefield Modding Tutorials BFMODS • View topic - Damage to LODs tutorial

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Feb 21, 2009 12:54 am 
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It definetly works! I just wrote the code changes and edited the standardmeshes accordingly and now I have this:

Original vehicle:

Damagestate 1:


I am aware that the changes to the mesh are only subtle and especially bad performed, resulting in clipping errors, but I only wanted to prove my point with that, more elaborate work will follow. Notice the dents in the armor plates and the crushed cooler plates on the side. Also I darkened the skin of the damaged mesh and added same black scorchmarks and paintdamage.

Now I will try to write down the process of how to achieve this and post it here, it's not that difficult, actually.

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PostPosted: Sat Feb 21, 2009 3:23 am 
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Yay! I assume this just requires placing modified files in texture.rfa just like replacing a skin? If so, I can probly do this and am definitely going to.

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PostPosted: Sat Feb 21, 2009 8:37 am 
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No, this is 3D Editing, so only replacing skins would be just half the trick.

There are changes to the standardmesh.rfa, objects.rfa and texture.rfa (only if you want custom textures, can also be put in texture_00x.rfa patchfile).

Of course you could make different damage states and just use different custom textures, that would be even easier, but would still require all these files to be changed.

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PostPosted: Sat Feb 21, 2009 7:03 pm 
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Lol we both had the same idea. Glad you posted dude. This will be great in a CSM.

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PostPosted: Sat Feb 21, 2009 7:08 pm 
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I smell jeeps that transform into planes.


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PostPosted: Sat Feb 21, 2009 7:32 pm 
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PostPosted: Sun Feb 22, 2009 5:00 am 
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Have you done any network tests of this? I find that armor effects don't always work well in multiplayer. When I tested adding wreck lods as armor effects, they don't always appear when the vehicle dies in multiplayer. Lag could also increase this occurence. Also, I think the game won't actually spawn the effect if no one is around to see the explosion. (when it happens at a great distance from nearest player for example).

The game doesn't treat mobile static obects the same way in network situations as it does with PCOs.

At least that how it happened when using actual effects anyway. I never spawned anything other then effects when using the armor effect system.

But there is a small chance that if this was implemented on a server there could be a chance that some or all of the players won't see the base lod. Meaning that to some or all people, there will be invisible vehicles as a result.

But this is worst case scenerio, as I have only network tested armor effects that spawn static objects via effects and emitters.

And if you want stuff to "fall off the vehicle" when damaged, just add a part you want to fall of and simply add mobile physics to it. That way it will fall clean off when spawned. And I think that just gave me an idea on how to improve my plane wreck lod via armor effect system. I think this should work as unlike addtemplate, the armor effect once spawned is no longer part of the vehicle (in technical terms)

Also, be careful not to remove the lod system entirely as bots in coop hate vehicles with no lod system in place. The game will crash as soon as a bot gets in and drives it around a bit.

I think the lod system tells the AI code when to use less detailed pathmapping and to start cheating phyics (for example if you watch a BOT drive a DPV and get far away from it, it will start zipping around unnaturally and faster) But when no lod is used, the AI gets confused or something and CTDs the game.

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PostPosted: Sun Feb 22, 2009 5:52 am 
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