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Battlefield Modding Tutorials BFMODS • View topic - Size of an object...

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Size of an object...
PostPosted: Thu Dec 06, 2007 12:21 am 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
Hey, ive got a quick question... Does battlefield 1942 have a size limit to its static objects? I ask this because lately ive been trying to add the White Gold Tower (big ass tower from oblivion) and cant seem to get it in. So, i was wondering if Battlefield wont support it, or if its a user error ;-)


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 Post subject: Re: Size of an object...
PostPosted: Thu Dec 06, 2007 1:08 am 
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Posts: 782
one problem with adding the white gold tower....unless you've lowered the number of polygons on it about 5000. Its not going to work with BF1942, too many polygons. And if thats not your problem it may be that BF1942 does have a height limit to its Sky Box. At Best you should scale it so its a little taller than the Church, which i believe is the largest static in the game.


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 Post subject: Re: Size of an object...
PostPosted: Thu Dec 06, 2007 3:02 am 
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 Post subject: Re: Size of an object...
PostPosted: Thu Dec 06, 2007 3:25 am 
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not that i know of.

Things to Make sure if creating a static object:

Its in SM form, and has an RS file for Shading and Textures, You can use Gmax or 3DSMax To Do this, the BF MDT comes with tools.

Make Sure the polygons do not out number the maximum limits of the engine, how many polygons the engine can do as opposed to the model can screw stuff up.

And Make sure its scaled appropriatly for battlefield. Its huge in oblivion, but in battlefield it may need to be smaller.

And Be Warned, Large Statics will cause lag. I can use Scaler Code to Make a Windmill 20 times its height, but does it help performance...no.


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 Post subject: Re: Size of an object...
PostPosted: Thu Dec 06, 2007 8:23 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Split tower and build it up like lego. ;-)

BFV has some objects like that.
They give some clients super lag though.

And static objects you can place inside and outside without problem.
So hight shouldn't be a problem here.

_________________
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 Post subject: Re: Size of an object...
PostPosted: Thu Dec 06, 2007 1:57 pm 
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Posts: 2120
Really large objects = lag
Large objects split up = less lag

This is because of how BF has to render everything in full detail if you see part of the large object, and make sure you get updated about all the details of collisions with it, etc. If it is a bunch of smaller objects (read: Omaha Beach axis base house line or BF2's carrier) then only parts must be rendered and collisions for the parts you can interact with.

If Omaha Beach's base was made up of a large "house" object that looked like 5 or 6 houses next to each other, there would be lag. But they just use the same set of houses that all other maps use, put together closely. No lag there (at least from this source).


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 Post subject: Re: Size of an object...
PostPosted: Thu Dec 06, 2007 3:05 pm 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
Thanks for the help guys. I was aware of the lag problems, i just wanted to put this in for the heck of it, not have it in a real map.


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