https://github.com/rPoXoTauJIo/BF2Mesh
Thing i've been developing for a while, using bytehazard reference and his direct help, initially started as a script to get textures names out of meshes.
I've been interested in what can i do with meshes directly without touching 3dsmax&re-export, so after tests on evil boxes i've attempted to merge kits geometries in single skinnedmesh:
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So far that i'm not seeing reports on weird issues with canadian kits, merge been successful :p
Another thing i've been doing lately is trying to merge staticmeshes which is working so far:
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However, in game it works a bit strange :p:
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Apparently, if player camera doesn't see collision of object - it doesn't render it. As i've merged only visible mesh, and left object using stock collision, it's disappear once i look away from collision mesh.
Ultimate goal of this project is to make it automated script for mappers to merge their statics into bigger arrays, hopefully decreasing amount of drawcalls due to lego structure.
For now it's nowhere from being complete, and serves more of purpose me learning mesh structure, but by small steps i'll hope it will work flawlessly someday :)
Thing i've been developing for a while, using bytehazard reference and his direct help, initially started as a script to get textures names out of meshes.
I've been interested in what can i do with meshes directly without touching 3dsmax&re-export, so after tests on evil boxes i've attempted to merge kits geometries in single skinnedmesh:

So far that i'm not seeing reports on weird issues with canadian kits, merge been successful :p
Another thing i've been doing lately is trying to merge staticmeshes which is working so far:

However, in game it works a bit strange :p:



Apparently, if player camera doesn't see collision of object - it doesn't render it. As i've merged only visible mesh, and left object using stock collision, it's disappear once i look away from collision mesh.
Ultimate goal of this project is to make it automated script for mappers to merge their statics into bigger arrays, hopefully decreasing amount of drawcalls due to lego structure.
For now it's nowhere from being complete, and serves more of purpose me learning mesh structure, but by small steps i'll hope it will work flawlessly someday :)