Buildings in the editor
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dewi316
ThePhantomMenace
6 posters
Operation Flashpoint Dragon Rising OFDR Forums :: OPERATION FLASHPOINT: DRAGON RISING :: GENERAL DISCUSSION
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Buildings in the editor


Why would I lie??
ThePhantomMenace- Points : 31
Reputation : 8
Join date : 2013-05-20
Re: Buildings in the editor
So the million dollar question! Can it be done?
What I mean is with proper physics for the buildings.
While were on the subject as well as buildings could you render the bridges, fences, radio masts, brick garden walls around the houses that sort of thing, obviously to make new towns and villages.
Was also thinking about the submarine anchored in the Port, I was thinking about a covert op. where you were tasked to blow up a pen full of submarines, fingers crossed
What I mean is with proper physics for the buildings.
While were on the subject as well as buildings could you render the bridges, fences, radio masts, brick garden walls around the houses that sort of thing, obviously to make new towns and villages.
Was also thinking about the submarine anchored in the Port, I was thinking about a covert op. where you were tasked to blow up a pen full of submarines, fingers crossed
dewi316- Veteran
- Location : swansea
Points : 179
Reputation : 22
Join date : 2012-12-19
Re: Buildings in the editor
Yes, yes and yes. AFAIK if we can figure out how to fit the physics to the model, which I believe is in that file listing from Zeewolf, we can get anything into the editor as a placeable object via the entity database. We almost had it a while back, but this was the brick wall we encountered. That list might be the breakthrough we've been waiting for.dewi316 wrote:So the million dollar question! Can it be done?
What I mean is with proper physics for the buildings.
While were on the subject as well as buildings could you render the bridges, fences, radio masts, brick garden walls around the houses that sort of thing, obviously to make new towns and villages.
Was also thinking about the submarine anchored in the Port, I was thinking about a covert op. where you were tasked to blow up a pen full of submarines, fingers crossed
edit- I should clarify this statement. As long as we can figure out how to associate the proper file containing the physics data and apply it with the model in the DB, there's no limit to what we can do.
As to whether or not we can do that, we will find out in due time

Cheers

ThePhantomMenace- Points : 31
Reputation : 8
Join date : 2013-05-20
Re: Buildings in the editor
If ya pull it off mate! This would be the biggest update the game has ever had!

Re: Buildings in the editor
true that - 1I always thought that the physics data was natively associated to the objects themselves - this is why we can place oil drums anywhere and they will react with the environment even show their damaged model as well - why would a building be any less exposed to this relationship irrespective of its location?
inquiring minds...
inquiring minds...
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Re: Buildings in the editor
The associations are made somewhere along the line before they are placed in the editor. That is where the problem with buildings lies. They make the associations somewhere we haven't seen to get them into the map with physics. If you look at the vehicles in the database you can see how the rendered files are associated with the physics models and skeletons of the vehicles. I suspect this to be the case with the buildings. If we can figure out how to make the associations between the rendered entity and it's physics we'll be able to pull this off. The problem before was that we didn't even know what files we were looking for, but thanks to the file list from zeewolf we have something to go by. It's been a while since I had tinkered with the db, but I'm going to persue this for sure.John J. Stevens wrote:true that - 1I always thought that the physics data was natively associated to the objects themselves - this is why we can place oil drums anywhere and they will react with the environment even show their damaged model as well - why would a building be any less exposed to this relationship irrespective of its location?
inquiring minds...
Cheers

ThePhantomMenace- Points : 31
Reputation : 8
Join date : 2013-05-20
Re: Buildings in the editor
Well from what I can see only the models for the placeable objects already included in the editor actually have physics skeletons (.hkx) and coverhints (.hints) files for them in the win_000 files. This might be what's stopping you. Of course that leaves the question open as to where the equivalent data for pre-placed objects is held...
I guess you could make files for them if you knew the required format of an .hkx you could make one, same with the .hints files. These could be placed in equivalent paths externally as mods. Looks like some are small enough to extract intact if you fancy some reverse engineering.
I guess you could make files for them if you knew the required format of an .hkx you could make one, same with the .hints files. These could be placed in equivalent paths externally as mods. Looks like some are small enough to extract intact if you fancy some reverse engineering.
Zeewolf- Points : 42
Reputation : 13
Join date : 2013-10-02
Re: Buildings in the editor
See the point about fixed buildings and that may be infact baked into the island (sort of speak)
John J. Stevens- Admin
- Location : WV/PA
Points : 285
Reputation : 22
Join date : 2012-12-19
Re: Buildings in the editor
Hows the patient Doc. This sitting in the waiting room is battering my brain. Please could we have a full update and progress report, dont spare us the details we can handle it. Any signs of life?


dewi316- Veteran
- Location : swansea
Points : 179
Reputation : 22
Join date : 2012-12-19
Re: Buildings in the editor
Dewi, hold ya horses matey! This may be a massive leap for DR but remember, to make a massive leap requires preperation.
We'll just have to watch this space for now. I don't know for sure if he's even started anything yet. I know that RL is high priority at the moment. We've waited this long i'm shre we can wait a little more. But in saying that we are not sure that it can even be done the way we want yet.
We'll just have to watch this space for now. I don't know for sure if he's even started anything yet. I know that RL is high priority at the moment. We've waited this long i'm shre we can wait a little more. But in saying that we are not sure that it can even be done the way we want yet.

Re: Buildings in the editor
This is amazing! I had managed to get the file listing once, but later couldn't remember how. It looks like you can get the Havok tools for free, so you can work with the hkx files. If you need 3ds max, let me know.
Regg- Veteran
- Points : 143
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Join date : 2013-02-22

» All Objects and Buildings on the map
» Buildings/houses
» Placing trees and buildings
» Mission editor help
» The Editor Expansion Kit
» Buildings/houses
» Placing trees and buildings
» Mission editor help
» The Editor Expansion Kit
Operation Flashpoint Dragon Rising OFDR Forums :: OPERATION FLASHPOINT: DRAGON RISING :: GENERAL DISCUSSION
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