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+ | Exporting the AImesh in 3dsmax |
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− | == AImesh Error Checking == |
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+ | |||
+ | by Dnamro |
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+ | |||
+ | {{Infobox |
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+ | |title = Tools Needed |
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+ | |first = 3dsmax (V9 is used in this tutorial) |
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+ | |second = BF2 3dsmax plugin, POE BF2 utilities |
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+ | |third = A Static object |
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+ | }} |
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+ | |||
+ | *[[AImesh Import|AImesh Import 3dsmax]] |
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+ | *[[Create AI Meshes with 3dsmax9]] |
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+ | *[[AIMesh Hierarchy Editing]] |
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+ | *[[AImesh Export 3dsmax]] |
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+ | *[[How to set up 3dsmax collision mesh schematic]] |
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+ | *[[Understanding the AImesh (COL3)]] |
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+ | *[[Troubleshooting the Aimesh]] |
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+ | *Creating an AImesh from a multi-part object |
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+ | *[[Creating an AImesh for a Multi-Story Building]] |
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+ | *[[AImesh_Trick_for_Problem_Stairways]] |
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+ | *[[BF2142 AImesh Creation Project]] |
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+ | |||
+ | |||
+ | ---- |
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+ | <br> |
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+ | == Troubleshooting the AImesh (WIP) == |
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Based on a tutorial by Ballard44, edited and expanded by Dnamro |
Based on a tutorial by Ballard44, edited and expanded by Dnamro |
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'''Tools:''' |
'''Tools:''' |
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* 3ds Max 9 is used, which was the last version for which BF2 plugins are available. |
* 3ds Max 9 is used, which was the last version for which BF2 plugins are available. |
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− | * 3dsmax scripts referenced are available at the |
+ | * 3dsmax scripts (colmeshimp.ms and meshcheck.ms) referenced are available at the |
BFMeshView website: http://www.bytehazard.com/bfstuff |
BFMeshView website: http://www.bytehazard.com/bfstuff |
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'''Level:''' Advanced - assumes basic skills with 3ds Max |
'''Level:''' Advanced - assumes basic skills with 3ds Max |
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− | This tutorial will explain how to check an AImesh for accuracy, which is the col3 mesh, before exporting. This will explain the checks that should be done to help validate that an AImesh is ready for exporting, however, these will |
+ | This tutorial will explain how to check an AImesh for accuracy, which is the col3 mesh, before exporting. This will explain the checks that should be done to help validate that an AImesh is ready for exporting, however, these will not guarantee a working AImesh, but will help eliminate known issues. Creating AImeshes can be very frustrating because the mesh has to be pristine. It is a matter of cleaning and testing until you get a working AImesh. Unfortunately, the COL3\AImesh is usually based on another collision mesh, which are not required to to follow the strict rules for AImesh development, so a lot of clean up work is normally required. A detailed explanation of the AImesh rules are explained in detail here: |
[[Understanding the AImesh (COL3)]] |
[[Understanding the AImesh (COL3)]] |
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* Import the collision mesh of the problem static in Max using the colmeshimp.ms script from the website link listed above.'''<nowiki/>''' |
* Import the collision mesh of the problem static in Max using the colmeshimp.ms script from the website link listed above.'''<nowiki/>''' |
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− | clipboard10b.jpg |
+ | clipboard10b.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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+ | ! |
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[[File:Clipboard10b.jpg|thumb|701x701px]] |
[[File:Clipboard10b.jpg|thumb|701x701px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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* Select the script when the window pops open |
* Select the script when the window pops open |
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− | clipboard11rq.jpg |
+ | clipboard11rq.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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+ | ! |
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[[File:Clipboard11rq.jpg|thumb|706x706px]] |
[[File:Clipboard11rq.jpg|thumb|706x706px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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* Hit the 'Import' Button at the scale of 10.0 |
* Hit the 'Import' Button at the scale of 10.0 |
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− | clipboard12cc.jpg |
+ | clipboard12cc.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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+ | ! |
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[[File:Clipboard12cc.jpg|thumb|693x693px]] |
[[File:Clipboard12cc.jpg|thumb|693x693px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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* Search for the collisionmesh file that you are |
* Search for the collisionmesh file that you are |
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looking for to open it up |
looking for to open it up |
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Line 49: | Line 90: | ||
time to test in Max to see if they pass. |
time to test in Max to see if they pass. |
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− | clipboard31s.jpg |
+ | clipboard31s.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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+ | ![[File:Clipboard31s.jpg|thumb|690x690px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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'''NOTE'''- In this case, the col3 was given a _nav extension for |
'''NOTE'''- In this case, the col3 was given a _nav extension for |
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Line 57: | Line 103: | ||
Start by welding vertices together. This is a good start to cleaning up the mesh. This happens during model development when the a new part of the model is created, but the attachment was not as clean as intended. |
Start by welding vertices together. This is a good start to cleaning up the mesh. This happens during model development when the a new part of the model is created, but the attachment was not as clean as intended. |
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− | * Switch to 'vertex' selection and select all |
+ | * Switch to 'vertex' selection and select all your vertices |
+ | |||
− | your vertices |
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− | * Under the 'Edit Vertices' box select the box |
+ | * Under the 'Edit Vertices' box select the box to the right of the 'Weld' button This brings up the 'Weld Vertices' options box as shown |
+ | Make sure the threshold is set to 0.01...If you use anything higher it can weld vertices that you might not want welded |
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− | to the right of the 'Weld' button |
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− | This brings up the 'Weld Vertices' options box |
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− | as shown |
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− | Make sure the threshold is set to 0.01...If |
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− | you use anything higher it can weld vertices that you might not want welded |
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creating issues |
creating issues |
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− | * Click 'Apply' |
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− | In this case they were already welded, but if |
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− | they weren't the 'before' number would have been higher than the 'after'. |
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+ | * Click 'Apply' In this case they were already welded, but if they weren't the 'before' number would have been higher than the 'after'. |
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− | clipboard08g.jpg |
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+ | clipboard08g.jpg<blockquote></blockquote> |
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+ | {| class="article-table" |
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+ | ! |
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[[File:Clipboard08g.jpg|thumb|689x689px]] |
[[File:Clipboard08g.jpg|thumb|689x689px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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Line 78: | Line 123: | ||
These will be vertices that are not attached to anything. The are usually left during the model development process when parts are deleted. |
These will be vertices that are not attached to anything. The are usually left during the model development process when parts are deleted. |
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− | * Select the 'Remove Isolated |
+ | * Select the 'Remove Isolated Vertices' box. |
− | Vertices' box. |
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− | * Select the 'Remove Unused Map |
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− | Verts' box (directly below and not highlighted in the pic) |
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+ | * Select the 'Remove Unused Map Verts' box (directly below and not highlighted in the pic) |
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− | clipboard09gi.jpg |
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+ | clipboard09gi.jpg<blockquote></blockquote> |
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− | [[File:Clipboard09gi.jpg|thumb|690x690px]] |
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+ | {| class="article-table" |
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+ | ![[File:Clipboard09gi.jpg|thumb|688x688px]] |
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+ | |} |
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+ | <blockquote><br></blockquote> |
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+ | * Switch to the 'polygon' selection and select all the polys |
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+ | Also, make sure they all use ID1 in the Polygon Properties screen If they don't, select all the polys and set |
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+ | them to ID1 using the Set ID box'''<nowiki/>'''<blockquote></blockquote> |
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+ | {| class="article-table" |
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+ | ! |
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+ | [[File:Clipboard01cu.jpg|thumb|691x691px]] |
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+ | |} |
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+ | <blockquote><br></blockquote> |
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− | '''Switch to the 'polygon' selection and''' |
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− | select all the polys''' |
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− | Also, make sure they all use ID1 in the |
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− | Polygon Properties screen |
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− | If they don't, select all the polys and set |
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− | them to ID1 using the Set ID box |
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− | clipboard01cu.jpg |
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− | [[File:Clipboard01cu.jpg|thumb|398x398px]] |
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+ | <nowiki/>'''<nowiki/>'''<blockquote></blockquote> |
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+ | {| class="article-table" |
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+ | ! |
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+ | [[File:Clipboard02fy.jpg|thumb|702x702px]] |
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+ | |} |
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+ | <blockquote><br></blockquote> |
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− | S''' use the dropdown menu and scrolldown to''' |
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− | select 'STL Check'<nowiki/>''' |
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+ | '''Meshcheck Script''' |
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− | clipboard02fy.jpg |
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− | [[File:Clipboard02fy.jpg|thumb|430x430px]] |
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+ | Now it's time to use the meshcheck.ms script. We will use a different mesh that will show up with errors.'''<nowiki/>''' |
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− | '''STL Check''' |
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+ | What you are looking for with this script are faces that are have become edges. Typically this happens when faces that have become so 'broken up' in the creation/editing process that now all that's left are edges. These open edges can keep vertices from welding together and/or faces from being created properly and need to be deleted. |
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− | The STL Check modifier checks an object to see if it's correct for exporting to an STL (stereolithography) file format. Stereolithography files are used to produce prototype physical models. In this case it is used to check that the model is 'manifold', which is a requirement for your COL3/AImesh. |
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+ | Before using this script convert static to 'Editable Mesh' This makes it is easier to correct problems that might arise in this 'mode' |
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− | ''' ''' |
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+ | clipboard24h.jpg<blockquote></blockquote> |
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− | You first need to 'tick' the 'check' box like |
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+ | {| class="article-table" |
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− | I have. |
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+ | ![[File:Clipboard24h.jpg|thumb|700x700px]] |
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− | In this case I have 'No Errors' as the |
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+ | |} |
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− | 'Status' box confirms. |
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− | You can also 'tick' the different types of |
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− | error that your static has. Currently I have 'Everything' ticked |
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+ | <blockquote><br></blockquote> |
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− | clipboard03pq.jpg |
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− | [[File:Clipboard03pq.jpg|thumb|687x687px]] |
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− | |||
− | |||
− | But what happens if there are errors??? |
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− | So I deleted a face and now rerun the STL |
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− | Check |
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− | It's telling me there are 3 errors now. |
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− | |||
− | clipboard05h.jpg |
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− | [[File:Clipboard05h.jpg|thumb|702x702px]] |
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− | |||
− | But this is pretty obvious where the error(s) |
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− | are. |
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− | Most of the time they are buried deep inside a |
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− | static. |
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− | You need to be able to see inside the static |
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− | and so you switch to 'wireframe' view |
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− | This will highlight the problem area(s) in |
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− | red. |
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− | |||
− | clipboard06vf.jpg |
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− | [[File:Clipboard06vf.jpg|thumb|690x690px]] |
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− | |||
− | Note that every time I move the screen even |
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− | slightly, the error(s) 'disappear'. Meaning the errors will not be highlighted |
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− | anymore. |
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− | You just have to keep reticking the 'Check' |
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− | box. |
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− | Not sure why it happens, but it does. |
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− | |||
− | I also never correct the errors with the STL |
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− | Check 'on'. |
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− | I will note where the error is and delete the |
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− | STL Check. I've had problems working with that present, so I don't want that to |
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− | remain. |
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− | So make sure to right click on the STL check |
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− | box and choose delete. |
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− | |||
− | clipboard04oe.jpg |
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− | [[File:Clipboard04oe.jpg|thumb|696x696px]] |
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− | |||
− | |||
− | So I go about making the corrections that are |
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− | needed. |
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− | Every time I believe I have corrected a |
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− | mistake I start at 3a again. |
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− | Rinse and repeat until I have no errors in |
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− | 'STL Check' |
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− | |||
− | '''3f) Now use the meshcheck.ms script - |
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− | <nowiki>*</nowiki>NOTE* I'm going to use a different static for this because the other one had |
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− | no errors!''' |
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− | |||
− | What you typically hope this script finds are |
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− | faces that are have become edges. |
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− | Faces that have become so 'broken up' in the |
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− | creation/editing process that now all that's left are edges. |
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− | These open edges can keep vertices from |
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− | welding together and/or faces from being created properly |
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− | These need to go. |
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− | |||
− | Before I use this script I will first convert |
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− | my static to 'Editable Mesh'...I do this because it is easier to correct |
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− | problems that might arise in this 'mode' |
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− | |||
− | clipboard24h.jpg |
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− | [[File:Clipboard24h.jpg|thumb|700x700px]] |
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Find it the same place where you opened the |
Find it the same place where you opened the |
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Line 193: | Line 173: | ||
you have no errors |
you have no errors |
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− | clipboard30q.jpg |
+ | clipboard30q.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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+ | ! |
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[[File:Clipboard30q.jpg|thumb|694x694px]] |
[[File:Clipboard30q.jpg|thumb|694x694px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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If this is the case, you can convert your |
If this is the case, you can convert your |
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Line 200: | Line 185: | ||
'''But what happens if it does find errors?''' |
'''But what happens if it does find errors?''' |
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+ | |||
− | First, checking it at 0.1 tends to be too much |
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− | and might give you 'false negatives' |
+ | First, checking it at 0.1 tends to be too much and might give you 'false negatives' This tends to happen if you have some very |
− | This tends to happen if you have some very |
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long and skinny faces. The faces are actually fine (within the col3 |
long and skinny faces. The faces are actually fine (within the col3 |
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parameters), but they still fall under 0.1 |
parameters), but they still fall under 0.1 |
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Line 209: | Line 193: | ||
If they look right, than disregard the error. |
If they look right, than disregard the error. |
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− | In this case it found errors at 0.02 |
+ | In this case it found errors at 0.02 You can always tell when there are errors because it '''does not''' give you the no errors messages |
− | You can always tell when there are errors |
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− | because it '''does not''' give you the no errors messages |
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− | clipboard26r.jpg |
+ | clipboard26r.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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− | [[File:Clipboard26r.jpg|thumb|681x681px]] |
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+ | ![[File:Clipboard26r.jpg|thumb|681x681px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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So, now switch to 'wireframe' view and use |
So, now switch to 'wireframe' view and use |
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faces in question... |
faces in question... |
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− | clipboard27a.jpg |
+ | clipboard27a.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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− | [[File:Clipboard27a.jpg|thumb|687x687px]] |
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+ | ![[File:Clipboard27a.jpg|thumb|687x687px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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Since the script had already selected the bad |
Since the script had already selected the bad |
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faces and I've decided that these don't look correct, I can just delete them. |
faces and I've decided that these don't look correct, I can just delete them. |
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Line 233: | Line 223: | ||
(triangle) there is a 'doorway' that should have been factored in. |
(triangle) there is a 'doorway' that should have been factored in. |
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− | clipboard28u.jpg |
+ | clipboard28u.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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+ | ! |
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[[File:Clipboard28u.jpg|thumb|722x722px]] |
[[File:Clipboard28u.jpg|thumb|722x722px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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The meshcheck.ms script has found errors and |
The meshcheck.ms script has found errors and |
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Line 243: | Line 238: | ||
you have to... |
you have to... |
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− | ''' |
+ | '''Go back and recheck everything again!''' |
You need to do this because deleting errors |
You need to do this because deleting errors |
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Line 251: | Line 246: | ||
But when I go back, look what was found... |
But when I go back, look what was found... |
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− | clipboard29o.jpg |
+ | clipboard29o.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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− | [[File:Clipboard29o.jpg|thumb|701x701px]] |
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+ | ![[File:Clipboard29o.jpg|thumb|701x701px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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Not surprising as I knew that the one face |
Not surprising as I knew that the one face |
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Line 278: | Line 277: | ||
Before we do |
Before we do |
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that, there is small step I want to add that can stop headaches in the end. |
that, there is small step I want to add that can stop headaches in the end. |
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+ | |||
− | '''5) You need to make sure the pivot of this base mesh is at 0, |
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+ | '''Check the pivot of this base mesh is at 0, 0, 0''' |
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− | 0, 0''' |
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+ | |||
− | Hit the 'Hierarchy' button - It's the 4th one from |
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+ | '''<nowiki/>'''Hit the 'Hierarchy' button - It's the 4th one from the left |
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− | the '''left |
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− | of the hammer icon |
+ | of the hammer icon that is nearest the top right of the screenshots. Once in, select the 'Affect Pivot Button' and |
− | Once in, select the 'Affect Pivot Button' and |
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'Select and Move' button |
'Select and Move' button |
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− | If |
+ | If the pivot is off, make sure the the X, Y and Z |
coordinates at the bottom are all 0.0 |
coordinates at the bottom are all 0.0 |
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− | clipboard23s.jpg |
+ | clipboard23s.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
||
+ | ! |
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[[File:Clipboard23s.jpg|thumb|707x707px]] |
[[File:Clipboard23s.jpg|thumb|707x707px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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When you goto |
When you goto |
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'select all' and then 'replace all' in the BF2 Editor, if the coordinates are |
'select all' and then 'replace all' in the BF2 Editor, if the coordinates are |
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Line 309: | Line 312: | ||
So, we have already fixed the base mesh to ensure |
So, we have already fixed the base mesh to ensure |
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that it works when navmeshing. |
that it works when navmeshing. |
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+ | |||
− | '''7a) Next, we need to make sure there is no more than 1 'channel' |
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+ | '''7a) Next, we need to make sure there is no more than 1 'channel'''' |
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− | being used on the base mesh''' |
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+ | being used on the base mesh'''<nowiki/>''' |
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Select the 'Tools' dropdown menu and go down and |
Select the 'Tools' dropdown menu and go down and |
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click on 'Channel Info' |
click on 'Channel Info' |
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− | clipboard33e.jpg |
+ | clipboard33e.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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− | [[File:Clipboard33e.jpg|thumb|691x691px]] |
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+ | ![[File:Clipboard33e.jpg|thumb|691x691px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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What you should |
What you should |
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see is below...Just 1 channel being used |
see is below...Just 1 channel being used |
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− | clipboard34.jpg |
+ | clipboard34.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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− | [[File:Clipboard34.jpg|thumb|691x691px]] |
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+ | ![[File:Clipboard34.jpg|thumb|691x691px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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If there are more |
If there are more |
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than one channel, delete them...I'll show you how to do this ***below*** |
than one channel, delete them...I'll show you how to do this ***below*** |
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Line 335: | Line 347: | ||
go down and click on 'Channel Info'. |
go down and click on 'Channel Info'. |
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− | clipboard17o.jpg |
+ | clipboard17o.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
||
+ | ! |
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[[File:Clipboard17o.jpg|thumb|693x693px]] |
[[File:Clipboard17o.jpg|thumb|693x693px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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The info will be |
The info will be |
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identical to the info we saw with the base mesh. Which makes sense since this |
identical to the info we saw with the base mesh. Which makes sense since this |
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Line 343: | Line 360: | ||
it |
it |
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− | clipboard19k.jpg |
+ | clipboard19k.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
||
+ | ! |
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[[File:Clipboard19k.jpg|thumb|686x686px]] |
[[File:Clipboard19k.jpg|thumb|686x686px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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Once selected, |
Once selected, |
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hit the 'Clear' button that is directly above the ID column |
hit the 'Clear' button that is directly above the ID column |
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Line 351: | Line 373: | ||
Right click on it and select 'Collapse All' |
Right click on it and select 'Collapse All' |
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− | clipboard18n.jpg |
+ | clipboard18n.jpg<blockquote></blockquote> |
+ | {| class="article-table" |
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− | [[File:Clipboard18n.jpg|thumb|687x687px]] |
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+ | ![[File:Clipboard18n.jpg|thumb|687x687px]] |
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+ | |} |
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+ | |||
+ | <blockquote><br></blockquote> |
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Your col0 now has |
Your col0 now has |
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the correct material and no extra channels. |
the correct material and no extra channels. |
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Line 362: | Line 388: | ||
Now on |
Now on |
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to the next steps.... |
to the next steps.... |
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+ | |||
+ | [[Using STL Check on a Mesh]] |
Latest revision as of 13:13, 15 March 2018
Exporting the AImesh in 3dsmax
by Dnamro
- AImesh Import 3dsmax
- Create AI Meshes with 3dsmax9
- AIMesh Hierarchy Editing
- AImesh Export 3dsmax
- How to set up 3dsmax collision mesh schematic
- Understanding the AImesh (COL3)
- Troubleshooting the Aimesh
- Creating an AImesh from a multi-part object
- Creating an AImesh for a Multi-Story Building
- AImesh_Trick_for_Problem_Stairways
- BF2142 AImesh Creation Project
Troubleshooting the AImesh (WIP)[]
Based on a tutorial by Ballard44, edited and expanded by Dnamro
Tools:
- 3ds Max 9 is used, which was the last version for which BF2 plugins are available.
- 3dsmax scripts (colmeshimp.ms and meshcheck.ms) referenced are available at the
BFMeshView website: http://www.bytehazard.com/bfstuff
Level: Advanced - assumes basic skills with 3ds Max
This tutorial will explain how to check an AImesh for accuracy, which is the col3 mesh, before exporting. This will explain the checks that should be done to help validate that an AImesh is ready for exporting, however, these will not guarantee a working AImesh, but will help eliminate known issues. Creating AImeshes can be very frustrating because the mesh has to be pristine. It is a matter of cleaning and testing until you get a working AImesh. Unfortunately, the COL3\AImesh is usually based on another collision mesh, which are not required to to follow the strict rules for AImesh development, so a lot of clean up work is normally required. A detailed explanation of the AImesh rules are explained in detail here:
Understanding the AImesh (COL3)
For this tutorial, a building from the Forgotten Hope mod is used.
- Import the collision mesh of the problem static in Max using the colmeshimp.ms script from the website link listed above.
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- Select the script when the window pops open
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- Hit the 'Import' Button at the scale of 10.0
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- Search for the collisionmesh file that you are
looking for to open it up Note: This will import all the collision meshes for the model into Max. More importantly, it will list if there was even a col3 already created for this static.
COL3 mesh exists but does not work
If there is an existing col3 that is not working it is probably a copy of one of the other collision meshes. If your lucky, it might just need a few adjustments.
COL3 mesh does not exist
If there was no col3, use a col2 mesh as the base for creating the col3. This can be time consuming, but necessary. Just go to work making sure you follow all the rules of a viable col3.
Testing the COL3 in 3dsmax
Now that you have a col3\AImesh, it's time to test in Max to see if they pass.
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NOTE- In this case, the col3 was given a _nav extension for the name. This way it will export with that name. This is used when the col3 will be used temporarily just to create a navmesh and not added to the main model file to be added into the game. This is common practice since the AImesh is only needed to create the navmesh and not used in game. The new name helps to identify the model as having a completed AImesh. The static will need to be swapped out in the map, but just for navmeshing.
Weld Vertices
Start by welding vertices together. This is a good start to cleaning up the mesh. This happens during model development when the a new part of the model is created, but the attachment was not as clean as intended.
- Switch to 'vertex' selection and select all your vertices
- Under the 'Edit Vertices' box select the box to the right of the 'Weld' button This brings up the 'Weld Vertices' options box as shown
Make sure the threshold is set to 0.01...If you use anything higher it can weld vertices that you might not want welded creating issues
- Click 'Apply' In this case they were already welded, but if they weren't the 'before' number would have been higher than the 'after'.
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Remove any unnecessary vertices
These will be vertices that are not attached to anything. The are usually left during the model development process when parts are deleted.
- Select the 'Remove Isolated Vertices' box.
- Select the 'Remove Unused Map Verts' box (directly below and not highlighted in the pic)
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- Switch to the 'polygon' selection and select all the polys
Also, make sure they all use ID1 in the Polygon Properties screen If they don't, select all the polys and set
them to ID1 using the Set ID box
Meshcheck Script
Now it's time to use the meshcheck.ms script. We will use a different mesh that will show up with errors.
What you are looking for with this script are faces that are have become edges. Typically this happens when faces that have become so 'broken up' in the creation/editing process that now all that's left are edges. These open edges can keep vertices from welding together and/or faces from being created properly and need to be deleted.
Before using this script convert static to 'Editable Mesh' This makes it is easier to correct problems that might arise in this 'mode'
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Find it the same place where you opened the colmeshimp.ms script Open it up and hit 'Check'...You can use the 0.1 Threshold for starters Hopefully you will get this screen that says you have no errors
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If this is the case, you can convert your static back to 'Editable Poly'.
But what happens if it does find errors?
First, checking it at 0.1 tends to be too much and might give you 'false negatives' This tends to happen if you have some very long and skinny faces. The faces are actually fine (within the col3 parameters), but they still fall under 0.1 This is where you need to use your gut and look at to see if checker is 'wrong'. If they look right, than disregard the error.
In this case it found errors at 0.02 You can always tell when there are errors because it does not give you the no errors messages
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So, now switch to 'wireframe' view and use 'Face' selection This script will automatically highlight the faces in question...
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Since the script had already selected the bad faces and I've decided that these don't look correct, I can just delete them.
Once deleted you can also see what other problem they created. When I select the face (#122) that was attached to it, you can see that that single face should have been 2 faces On the shortest side of the highlighted face (triangle) there is a 'doorway' that should have been factored in.
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The meshcheck.ms script has found errors and you deleted them. Convert your static back to 'Editable Poly'. Guess what? You're not done!!!
Now that you've found and deleted the errors you have to...
Go back and recheck everything again!
You need to do this because deleting errors with the meshcheck script will usually cause other errors. I don't have a screenshot, but I originally checked this other static with STL Check and it had no errors. But when I go back, look what was found...
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Not surprising as I knew that the one face (#122) needed to be 2 faces.
Anyways, you go back and forth solving any and all problems that can arise. Sometimes welding and/or deleting erroneous vertices will be all that's needed. Sometimes deleting a face and recreating it making sure to attach each edge to a vertex is the problem solver. Sometimes there are extra faces that needed to be deleted and were forgotten about.
It just takes practice to solve these!!!!
EDIT - also realize that sometimes you need to run meshcheck before you can correct the mistakes found in STL Check. I've had statics that had errors found with STL Check, but no matter what i did, I couldn't fix them. I had to run meshcheck and delete those errors and that allowed me to fix the errors in STL Check.
Before we do that, there is small step I want to add that can stop headaches in the end.
Check the pivot of this base mesh is at 0, 0, 0
Hit the 'Hierarchy' button - It's the 4th one from the left of the hammer icon that is nearest the top right of the screenshots. Once in, select the 'Affect Pivot Button' and 'Select and Move' button
If the pivot is off, make sure the the X, Y and Z
coordinates at the bottom are all 0.0
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When you goto 'select all' and then 'replace all' in the BF2 Editor, if the coordinates are not 0, your replacement statics can be off center of the original static its replacing...That's not what we want!
7) Making sure the base mesh is clean for the cols I'm going to use this base mesh for all my cols. If there are errors in the base mesh, when I clone it to make a col0, those errors will transfer. When I clone my col0 to make my col1, those errors will transfer. And so on and so on. Taking these errors down the line can make the static not work when it navmeshes and/or make it impossible to export the static itself.
So, we have already fixed the base mesh to ensure that it works when navmeshing.
7a) Next, we need to make sure there is no more than 1 'channel' being used on the base mesh Select the 'Tools' dropdown menu and go down and click on 'Channel Info'
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What you should see is below...Just 1 channel being used
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If there are more than one channel, delete them...I'll show you how to do this ***below***
***Here is where I will show you how to delete any extra 'channels' that might have been created*** NOTE - a col can have 1 channel, but having none works just as well. YOU JUST DON"T WANT MORE THAN ONE!!! or the static won't export
Like before, select the 'Tools' dropdown menu and go down and click on 'Channel Info'.
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The info will be identical to the info we saw with the base mesh. Which makes sense since this col0 is its clone. Highlight the line in the pic below by clicking on it
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Once selected, hit the 'Clear' button that is directly above the ID column The row will be deleted and a 'UV Mapping Clear' function will appear to the right Right click on it and select 'Collapse All'
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Your col0 now has the correct material and no extra channels.
Now on to the next steps....