Af3_domination_mp

3 years 11 months ago #25 by Stern
Replied by Stern on topic Af3_domination_mp
This I cant use, this has object and definition separate, i already have 4000+ objects added.
I found one that i can add only into Object section but it gets bugged...

The one who hesitates is lost !

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3 years 11 months ago - 3 years 11 months ago #26 by ProSabre
Replied by ProSabre on topic Af3_domination_mp
Hum, i also look around for better objects that have own data collision ect.

This is untested, But may work and is tricky to-do. so if you max 3dmax you may /might do this method for no grenades falling ect.
As i can probably remember Wright.
One is square and one is a cone object and these are invisible Boxes/cone.

With the max3d.. import a kolize.4ds.
Not Shure what one i used. Was long time ago.
kolize is collision and you'll see box is empty.
Has no pictures bmps contained.

Add kolize.4ds Scale object and fit inside a wall object.
Their is a few of the kolize.4ds.

xxxkolize1
xxxkolize2
xxxkolize3
xxxkolize4

Might work, can not test as no Max3d. May look around for copy.

Most mod objects imported into the maps do not get written and seen in the network of the host server,

one of these files
check2.bin
volumy.bin
tree.klz
Reads out the data and consist the nature of the tree of objects to be seen across the server to host locals.

Also this maybe is why it is also hard to stop grenades falling through objects.

Because the object needs to be written into one of those bin files.
check2.bin is checking of objects from actors.bin and scene2.bin contains ? hum.

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3 years 11 months ago #27 by Stern
Replied by Stern on topic Af3_domination_mp
I dont know how to edit models with 3dsmax...

check2.bin contains checkpoints, needed for the AI (enemy/ally) to move, no checkpoints=no move.

But my problem is that the object model i use for walls and floor is OK until it gets shot or nade explodes close to it, after that player gets stuck or falls through.

I found it in CMP models folder:
m_af3_bedna01_Kol.4ds

I cannot use it for coop maze :(
Or I just dont put enemy into maze area... that makes this maze kind of useless...but its fun and scary anyway.

The one who hesitates is lost !

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3 years 11 months ago #28 by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic Af3_domination_mp
I made collision objects with a combination of race camera definition and modified ammo boxes like in Normandy2bait, look for objects named volume_def_

New models were ts_amgrnd, ts_amwall, ts_amtran (invisible)

AFAIR (it’s ages ago) at one location the model of a cupboard with own collision m_AF5_skrink06 was used to make a help collision for a vehicle spawn.

With the volume_def objects: no protection from nades, dropped items will fall through, no mine placing.

:confused:

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3 years 11 months ago - 3 years 11 months ago #29 by ProSabre
Replied by ProSabre on topic Af3_domination_mp
Uploaded wrong file of map. Plz use same link for new update. thanks.

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3 years 11 months ago - 3 years 11 months ago #30 by ProSabre
Replied by ProSabre on topic Af3_domination_mp
Spent most of the my day searching and trying different method's.

Tried a given name from the volume.bin and use same name for my object in dced.
But the object location moves and disappears, and think i do know why.

I am unable to change position in the volume.bin. If i was able to add a volume to my object and duplicate a volume name
and its data from within the volume.bin

Then for every duplicate made of the object.ie - Sandbag01 - Sandbag02 you would have an object with the wright collision data.
MAybe ? but not certain either.

Basically trying to add an existing know already object residing already in the map to a new object item.
And using volume.bin to give the wright collision data and position of the object.

Its like the original objects are made static in a map and the cords are written not just in actors.bin
but as well as the volume.bin. both the bins files must be provided with same cords for a given object
overwise object will not be placed in correctly position.

But this methods proves to hard to do and what i was trying to achieve for.
Just i had given up for the day until till next Time.

Hope i gave bit of insight, really is hard to implement the wright things for map making.
The following user(s) said Thank You: snowman

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