Rallisport Challenge'42
Posted: Fri May 10, 2013 2:27 am
I'm working on a new project that will keep me busy once I finish the last version of Battlefield Heroes'42:
I will work on and off on this, but things won't really get moving on it until after I finish BFH'42. But I've found a method of getting the track meshes into BF1942 and have a Zmodeler plugin that can import/export the car meshes. The SM files this game uses in an older format that BF1942 won't accept and the treeMeshes are completely unusable since the Max scripts won't import them and even if they did I would just end up with the bug with sprites not showing up correctly. (MDT scripts don't export the sprites correctly. I rexported a vanilla treeMesh and got this sprite bug, thus the scripts are broken for treeMesh sprites. )
I will substitute the treeMeshes with things already in BF1942.
As for the animated meshes, the SKE and SKN files are compatible with BF42. I would just need to import and reaxport the SM files to make them compatible in BF1942. So long as I don't alter the vertexes, the skn file from Rallisport still works on them. I would just have to do my own animations for them since the BAF Files are not compatible and the MDT scripts can't import them.
The collision system is less complex and use "col" files to store collision data for verious models. (they aren't stored in the SM files like with BF1942 and BFV). I will probably just make entirely new ones. I might make them extremely simple based on how they were likely configured in Rallisport. Since this is a racing mod, collision mesh accuracy needs only be good enough for car interaction. Bullet interaction and the like are not required thus I will design the collision meshes accordingly.
As for the track it self, it's comprised of 7 visible mesh parts and 28 collision parts. The visible mesh was split into parts to make uvmapping better for the lightmap channel. As for the collision, I split them into many more pieces to reduce chances of lag associated with really large statics with complex collision meshes (look at my Titan static I ported from BF2142 for example, that one is lag city if you die on it or land a vehicle on it and even causes CTDs).
Looks like I split them down to the right size since I experience no lag at all driving on the track. I even tried to glitch another car through the track by driving a car into another. Thus far I haven't gotten them to fall through, so the collision physics is pretty stable.
I will post more as I make more progress on this.
I will work on and off on this, but things won't really get moving on it until after I finish BFH'42. But I've found a method of getting the track meshes into BF1942 and have a Zmodeler plugin that can import/export the car meshes. The SM files this game uses in an older format that BF1942 won't accept and the treeMeshes are completely unusable since the Max scripts won't import them and even if they did I would just end up with the bug with sprites not showing up correctly. (MDT scripts don't export the sprites correctly. I rexported a vanilla treeMesh and got this sprite bug, thus the scripts are broken for treeMesh sprites. )
I will substitute the treeMeshes with things already in BF1942.
As for the animated meshes, the SKE and SKN files are compatible with BF42. I would just need to import and reaxport the SM files to make them compatible in BF1942. So long as I don't alter the vertexes, the skn file from Rallisport still works on them. I would just have to do my own animations for them since the BAF Files are not compatible and the MDT scripts can't import them.
The collision system is less complex and use "col" files to store collision data for verious models. (they aren't stored in the SM files like with BF1942 and BFV). I will probably just make entirely new ones. I might make them extremely simple based on how they were likely configured in Rallisport. Since this is a racing mod, collision mesh accuracy needs only be good enough for car interaction. Bullet interaction and the like are not required thus I will design the collision meshes accordingly.
As for the track it self, it's comprised of 7 visible mesh parts and 28 collision parts. The visible mesh was split into parts to make uvmapping better for the lightmap channel. As for the collision, I split them into many more pieces to reduce chances of lag associated with really large statics with complex collision meshes (look at my Titan static I ported from BF2142 for example, that one is lag city if you die on it or land a vehicle on it and even causes CTDs).
Looks like I split them down to the right size since I experience no lag at all driving on the track. I even tried to glitch another car through the track by driving a car into another. Thus far I haven't gotten them to fall through, so the collision physics is pretty stable.
I will post more as I make more progress on this.