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Old 02-16-19, 08:02 AM   #1
Ashikaga
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Default Object borders in bunker, can they be removed?

Hey all, I would like to know if the borders inside the bunker can be removed so I can walk around the entire bunker when I am there and not only at mission start by using the free cam....

So basically :




This would be especially handy for me since I am trying to make a SH5 short, so for the storyline I need to be able to walk into the now closed off section.


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Old 02-16-19, 08:58 AM   #2
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You are probably looking for something similar to that:

http://www.subsim.com/radioroom/show...67&postcount=3

Don't get confused by the name: the author of the "Open Bunker" is our friend Jeff Groves, a.k.a Privateer, a.k.a Madox58.

He never released publicly this mod (I think for him it was more a proof of concept than a real mod), and the last time we talked about it - a few weeks ago - he told me that he couldn't find anymore the relative files on his HD, but he also added that, if needed, he can redo the work
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Old 02-16-19, 11:57 AM   #3
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It was released in that thread.
Mediafire whacked the file years ago and I lost the copy I got a few years later.
TDW's editor could do the work if it can handle the bunker file now.
You only need to change one 3D mesh to do a full walk around.
The gate is in another mesh so to remove that you'd need to edit that mesh.

I worked directly in a hex editor to change verts to do my version.
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Old 02-16-19, 12:21 PM   #4
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Thank you Jeff!

What you say makes perfect sense to me.
TDW's Editor can open the bunker file, so editing it will be hopefully possible. The mesh that needs to be edited is called Collision_Bunker_Int_01
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Old 02-16-19, 12:30 PM   #5
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Let's see of I can get the TDW editor to work. Dunno if it is in my files, can't remember. But if it does not work, can I use 3dsMax?
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Old 02-16-19, 12:35 PM   #6
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Export the collision mesh and then edit it in Max.
Then re-import it.

If you open it to much? You could walk above the water or out the ends of the Bunker.
You might want to export the main bunker part to create the new collison mesh to avoid that.
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Old 02-16-19, 12:36 PM   #7
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Quote:
Originally Posted by Ashikaga View Post
Let's see of I can get the TDW editor to work. Dunno if it is in my files, can't remember. But if it does not work, can I use 3dsMax?
You should use TDW's editor to export re-import the mesh I mentioned below and 3dsMax for extending it to all the pens in the bunker
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Old 02-16-19, 01:18 PM   #8
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Oh man I am really bad with 3d programs...

I could not even properly learn how to use Maya 6.5 back when that was first out. Polygons, meshes, x y z axis, it all became really much really quick. Also due in part to me being a total Alpha with no mathematical insight whatsoever. Learning different languages, well that is something I can do. Math, nope.

With 3dsMax I have only managed to make small cylinders, cubes and cones yet. LOL.

But exporting the image is not the problem I think. Working on it extremely precise and then importing it again is what really scares me!



By the way, exiting the bunker and walking around town would be epic too Though I now do that by using the external cam.
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Old 02-16-19, 01:31 PM   #9
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Quote:
Originally Posted by Ashikaga View Post
Oh man I am really bad with 3d programs...
Okay, since in these days Jeff is busy with his own business I can do that for you, but not today
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Old 02-16-19, 01:42 PM   #10
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There is no hurry since I am not on a movie deadline here

So take your time!!!


.
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Old 02-16-19, 02:18 PM   #11
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Quote:
Originally Posted by Ashikaga View Post



By the way, exiting the bunker and walking around town would be epic too Though I now do that by using the external cam.
Problem with the bunker is it's not on the same plane as everything else.
I walked out the far wall and ended up ABOVE the adjoining town!

(Granted I didn't explore the reason for this so have no solid answer as to why it does that at this time)
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Old 02-16-19, 10:48 PM   #12
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We need driveable vehicles in the game.

Make a kubel, functional WASD keys.

Drive around!



Oh man this reminds me of COD1 and all its silly mods and battlefields.

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Old 02-17-19, 01:34 PM   #13
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@ Ashikaga

The file that we need to edit is called bunker.gr2 in the path data\Terrain\Locations. It contains many meshes. I need them to be exported in object format so that I can create an accurate collision mesh that will follow exactly the map of the pens, and the shape of any impeding object

If you want to help me with this task, you could download TDW's GR2 Editor, and export those meshes yourself. I think it would be a good exercise for you, and a spare of time for me
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Old 02-17-19, 09:09 PM   #14
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Are you STILL exporting meshes one at a time?
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Old 02-17-19, 09:25 PM   #15
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Quote:
Originally Posted by Jeff-Groves View Post
Are you STILL exporting meshes one at a time?
Why, is there a method to export them at once? Call me a dumbass but I might have missed it
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