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Post by mro on Oct 1, 2009 14:58:28 GMT -8
Well, this is my Vietcong2 structure _______________________________________________________ VIETCONG2 MAIN DIR (in total containing 11 FOLDERS, 15 CBF and 18 FILES) as follows:
apart the 15 CBF and the 18 single files, folders are:
7 Standard FOLDERS (included maps and our added G)
then for Editor,
8th FOLDER = VC2Editor, with inside: 1) levels folder (empty for me, I use the other levels folder in main dir to edit) 2) PTEN.EXE and its LINK (as suggested) 3) 9 DLL
9th FOLDER = DEV, with inside: 1) Compiler folder, with INC folder and all scripts 2) Editor folder, with 11 BES, 17 BMP, the 4 CHM (tutorial and faq), the 44 TGA, 5 DLL, the 13 ICONS CUR 3) LOGS folder, with 10 between LOG and TXT inisde 4) TEXDB.DAT
10th FOLDER = INI, with inside: 1) GSH folder (234 files in 7 subfolders, 2,28 Mb) 2) MATERIALS folder, with 40 INI (a, c, ca, cb, d, ..) 3) SHADERS2 folder, inside 41 TXT of shaders 4) MP folder, with CLASSES (12 INI) and MAPS subfolders 5) file i3D_CFG.INI 6) files PHY_SOUNDS.CSV 7) packed TEX_SYSMEM_SCALER.DAT
11th FOLDER = LEVELS, with inside: 1) with my editing maps_______________________________________________________
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Post by mro on Oct 1, 2009 15:32:16 GMT -8
all works good, either as editing and playing, only problems are: - do not export tex but only bes with collect tool (as said) - never I was able to apply thumb in VC2, only loader (even if I proceed normally (and correct resolution BMP)
problems started when edited in 3D: at beginning didn't note, they were only fixes and mostly for buildings, where there are not smoothing and rounded faces, but when started to edit corp (as dead soldiers), sphere or rounded shapes AHIAHUAHI! the most evident test is:
I import a bes as original (copy from my uncompressed CBF folders, stored apart), then export as bes WITHOUT ANY CHANGE, just import in 3dsMax and export that's enough to degrade all!! the bes looses all pterodon's properties: looses all shaders, faces are plane (no smooth) and number of vertex become triple, as bes weight (from 100 k to 300 k). This means that mesh looses all ptero forms, smoothing, change its normals, is badly interpreted as a 3dsm: of course, because I don't apply any trasnformation or upgrade to the model, careful to keep exactly ptero characters.. so loosing them the model comes as primitive.
Meaning: importing in 3dsMax all ptero props are lost, then export as a bad poor model originary vetexes burn (not worked, edited) UV mapping as above (just keeps unchanged the texture mapping, exactly as a primitive one).
I could remake all model, but also my best result should be wasted becoming again a bes. also tried to fo back to editable mesh and reset the Xform, same result.
I guess: 1) or some ptero settings are wrong or off switched (but in VC1 3dsm5 there is not the left ptero table as per VC2, should take long time to see what doesn't work) 2) or my structure doesn't work at all, and the initial alerts about missing shaders, etc.. were correct (!) this explains that in this worst case "importing" means "loosing all ptero shaders" "exporting" means "to create a wasted model" 3) or I'm wrong: in fact when I work with car models we work totally separated from software and program forlders: there is not an editor, nor something linked to 3dsMax..
And in this case I'd be simply working with Vietcong bes "out of pterodon", doing something "abstract"..
follows later an example explanation
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Post by mro on Oct 1, 2009 15:43:16 GMT -8
a rally car model has a 1.5 Mb 3D with all dynamic, wheels, engine, doors bonnet, inside, lights switching on / off, brakes lighting when you brake, 4 differnt shapes when you crash (4 degrees of damages, changing skin colour, etc..), can become dirty with snow, sand, rain, glasses become dirty after ten minutes when you drive in dirty tracks.. 30 textures in alpha dds with glasses transparency, lights, dynamic interiors.. its physics is real, also connected with engine power and engines problems, then driver and co-driver, 22 ini files something crazy but there isn't an editor which works interacting (just import and export plugins and editing ini tools) what makes me crazy in VC is that "seems" the ptero works for me, and I can't control it (or mine is totally "out of order")
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Oct 1, 2009 21:04:27 GMT -8
When you mean thumb do you mean that little picture in the down left corner? If so...You remembered your CBF files like Map.vc2m and Map.cbf? If you only use the Vc2m files it won't work problably.
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Post by mro on Oct 1, 2009 22:12:55 GMT -8
I'll try again, noramally I make also CBF, it's a my small mistery and curiosity res is okay, format is bmp no alpha.. VC2; I make with editor and CBF with BFmaker
one more test: I'll try to put thumb in CBF too
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Oct 2, 2009 2:09:28 GMT -8
The thumb only need to be in the vc2m map file, but strange enough the CBF file shall be there to for the thumb to appear...Are you sure that you have putted it in the right folder?
Like "Levels\Map\Thumb.bmp" doesn't matter where it is just this is right, the first map i made wouldn't work, untill i found out that i needed a \ in the Usermapid "Levels\\Macv\\DATA\\HQMACV\\SCRIPTS\\MP\\Coop_VC"
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Post by mro on Oct 2, 2009 6:49:54 GMT -8
do you mean the double back slash? I must check.. tonight report ThankYou I'm trying to post an image of a rounded object (Ear Phones as example).. if find the way to put img in forum
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Post by mro on Oct 2, 2009 6:53:51 GMT -8
I'm understanding: import bes and it looses all ptero props: which means that the problem should be only in BesImport plugin.. 3d becomes degenerated and primitive, even if still containing UVmap and all vertexes, edges, info.. just 3dsm can't read them.. so..
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Post by Chavez on Oct 5, 2009 20:33:29 GMT -8
do you mean the double back slash? I must check.. tonight report ThankYou I'm trying to post an image of a rounded object (Ear Phones as example).. if find the way to put img in forum upload file to photobucket...then provide a link to that photo... -Rick
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Post by mro on Oct 6, 2009 14:08:04 GMT -8
OK
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Post by mro on Oct 15, 2009 5:53:43 GMT -8
this is the link s695.photobucket.com/albums/vv319/MRO_VIC/please check and tell me if okay: I don't think it's okay!! I had to put two identical ini folders, one in main dir (otherwise Editor doesn't work well and gives me alert) and one inside VC2Editor folder (otherwise 3dsMax gives me a lot of alerts and doesn't work well) that's crazy: please tell me how is your working directory. PS: I'm trying to fix some not working collisions elements: a terrain of VC1 (medica_patrol) well working in VC2.. only a small area is without collision, and the player "falls in the sky when walks over there". The sector is in !ZEM and name of sub-entity is one of the zem: zem19, I guess. Actually !ZEM node is just a collision object (just collision materials), and there are several sub-entities called zem13, zem19, etc. with textured materials as overlay on it. There is a message alerting that one face of !ZEM colobject is degenerated: don't know if this has a sense with the collision or not. Anyhow when I enter in pteromaterials in 3dsMax, there is one collision mat called J_A which doesn't exist in pterocollette: not in VC2 nor in VC1.. all other collision materials are listed and working.
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Post by Chavez on Oct 15, 2009 19:04:21 GMT -8
this is the link s695.photobucket.com/albums/vv319/MRO_VIC/please check and tell me if okay: I don't think it's okay!! I had to put two identical ini folders, one in main dir (otherwise Editor doesn't work well and gives me alert) and one inside VC2Editor folder (otherwise 3dsMax gives me a lot of alerts and doesn't work well) that's crazy: please tell me how is your working directory. You will have to ask Zybero, or Ando...I dont recall having two ini folders in the past though...it has been a very long time ago... Can you select each, and add a collision which matches the type of terrain?...then export the bes to your levels folder to test the change???
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Oct 16, 2009 23:52:19 GMT -8
I've never been aware if my VC2 Editor directory have been installed correct, and i've only had the editor to work right one time when i installed it like the one for VC1
What i did was copying the VC2 Directory and name it VC2 Editor and put all the files in there, that works pretty well for me...But i'm sure there must be another way, Ando might now that.
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Post by mro on Oct 19, 2009 7:32:47 GMT -8
do you mean that you put ini and levels (all these folders and their subfolders) inside VC2Editor folder? but in README it is clearly written: "you have to unzip the three folders separately, and you must have three folders in VC2 main dir".. for me it means that these folders should stay "outside" and not "inisde" VC2Editor.. even if in VC1 all is in dev folder (included engine) and works properly. ONE QUESTION TO CLARIFY: WHEN YOU START VC2EDITOR, WHAT DO YOU SEE??? THE VC2 ORANGE PICTURE LOADER OR THE VC2EDITOR GREY PICTURE LOADER???
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Oct 19, 2009 10:50:20 GMT -8
[tr][/tr]I don't know what you mean by "Grey and orange" the loader for the editor is the normal one for the game also..Look in "DEV - Editor - Vietloader.dds" This is my D Hard Drive (Not all but enough to show you) As you can see there are a Vietcong 2 folder and a VC2 Editor Folder... Inside VC2 Editor Folder This is what i have done...It might be completely wrong, but it works soooo...So be it..
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