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building category and other 3d


lele

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Hi, so after i have compare it different file, i think i can done this information about modeling under 3ds other 3d model.

All model for game Tow should are build as LOD "Level of Detail" Model.

What is LOD?

to better understand LOD, you should just know this example of number face per parts:but number don't is used into TOW.

(Exponential Scaling)

* LOD 0 <= 500 tri's.

* LOD 1 <= 2000

* LOD 2 <= 4000

* LOD 3 <= 8000

* LOD 4 <16000>16000

(Quadratic Scaling)

* LOD 0 <= 500 tri's.

* LOD 1 <= 2000

* LOD 2 <= 4500

* LOD 3 <= 8000

* LOD 4 <= 12500

* LOD 5 <18000>18000

so this is self if Lod is used by picture:

* LOD 1 128x128

* LOD 2 256x256

* LOD 3 512x512

* LOD 4 1024x1024

* LOD 5 and up having multiple 1024x1024 textures

But by Tow engine, The Lod system is reverse.

So LOD0 contain max number of face and minimum is on last LOD parts, so model can are build with 3 LOD or larger model with 4-5 LOD. And so the number of face be dependent, on Number of LOD we is used to build model, so example, if by tank unit tutorial is explain, that

Polygon count in each subsequent LOD should be 1.7-2 times lower than in previous one. It is better to reduce poly count even more.

Good tank model has 2000-3000 polys in LOD 0, two times less in each subsequent LOD, and less than 50 polys in last LOD.

Because M6 sample units, have around 14600 faces.

But here with this 14600 faces the amount don't contain face number from Two sphere "visibility and collision object sphere".

So after this little explanation, over themas LOD i can start to explain possibility to modeling other 3d Object.

But to moment is just theory, because nothing modder have modeling new bridge,building,damage,defense,pavement,thing,train or trench model, all this coming from analyzing different file and read a many times units tutorial.
Bridge category:

Small bridge category consist of:

C_Sphere

V_sphere

1st part called "Center" (don't rename with other name, otherwise game engine don't know and return error, or conversion to msh file is nothing done).

2nd parts called "c_x0y0_dam0"

3rd parts called "x0y0_dam0"

"Center" this is explain in units tutorials

Logical object center for animations – ‘body’ may move, but object itself may be stationary in game logic. Used only for guns, HMGs, mortars. Transmission moves Body/Hull.
So here we know that Bones Center is used in Bridge modeling as main part.

x0y0_dam0 is parent to Center part

(this part contain Lod0,1,2,3

c_x0y0_dam0 is parent to Center part and contain as sub object:

CollisionObject x_bridge_d0_1

CollisionObject x_bar_dam0_1

CollisionObject x_bar_dam0_2

(I think is possibility that name of parts contain "C_" would explain contain collision object, and normal parts don't contain collision object.)

CollisionObject

Format:

CollisionObject (object name in MAX) (name used by game engine)

Multiple CollisionObject commands are possible. It means that this collision is composite and engine will combine it from selected 3ds MAX objects. Don’t use 3ds MAX primitives like spheres and cylinders – only prominent polyhedrons. Sphere or cylinder may be used only for single (not composite) collision objects.

No more than 7 collisions for each bone may be used!!!

CollisionObject names are case-sensitive!!!

Maximum collision name length is 15 symbols.

So now coming hook point.

Hook names we are used to build a bridge.

ground_level

Either one ground_level hook or exactly four ground_level_1..4 hooks are possible. They are used for model positioning on landscape. X axis aimed forward and Z axis up.
But here hook point, i think hook point is to add on bridge support, and this last is to add on "Center" parts.

But now, it unknown,what is use "if infantry should pass over this bridge, or if another special hooks,or bone name we are used by this type of object".

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