[Static] Tarin Kowt WIP

Discussion pertaining to the PR Dutch Forces faction.
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Static] Tarin Kowt WIP

Post by smee »

[R-CON]Glimmerman wrote:Damn it looks awesome Smee, really like it :)

Just one little thing, the text that says TK TVR should be TK TWR.

Perhaps an idea is to code some ATC radio chatter inside the structure?
Ok will change to TK TWR is the sound and tweak or ambient for the mapper
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AfterDune
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Re: [Static] Tarin Kowt WIP

Post by AfterDune »

smee wrote:the sound and tweak or ambient for the mapper
Yeah, that's best for this thing anyways.
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Glimmerman
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Re: [Static] Tarin Kowt WIP

Post by Glimmerman »

smee wrote:Ok will change to TK TWR is the sound and tweak or ambient for the mapper
yeah its ambient for the mapper
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Static] Tarin Kowt WIP

Post by smee »

Well sorted out an issues with going up the stairs and decided that would alter the stairs so they are now a seperate static so the mapper can decide if he wants to have stairs or stick a ladder on. (dish's are just editor added ) Same with the camo so can take that off if editor wants to.


Statics
atc
camonet_atc
ladder_atc
walkway

isaf_cr which is 64kbs
atc_dutch_de 64kbs
atc_dutch_dem 32kbs
All others are pr textures.

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Glimmerman
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Re: [Static] Tarin Kowt WIP

Post by Glimmerman »

Smee, i have one word for this: WOW! :D :D :D

Ill pas the files to AfterDune so he can put them in the TK map.

Thnx alot m8 :)
ice_killer
Posts: 2361
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Re: [Static] Tarin Kowt WIP

Post by ice_killer »

not beeing a *** but, the model is missing a part :P
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Glimmerman
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Re: [Static] Tarin Kowt WIP

Post by Glimmerman »

ice_killer wrote:not beeing a *** but, the model is missing a part :P
Wich part?
ice_killer
Posts: 2361
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Re: [Static] Tarin Kowt WIP

Post by ice_killer »

cant find the high res verison on the FTP, ill get back on that very soon :)
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Glimmerman
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Re: [Static] Tarin Kowt WIP

Post by Glimmerman »

I allready gave him all the pictures there were 2 plus the youtube movie.

Btw if Smee is interested and if you dont mind i would like him to finnish your TK roundabout model so you can concentrate purely on Raid at Dawn?
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Static] Tarin Kowt WIP

Post by ice_killer »

Image


in the red circled places, there is depth in the cloth, i mis thta here, the colour also dos not match ...

Btw if Smee is interested and if you dont mind i would like him to finnish your TK roundabout model so you can concentrate purely on Raid at Dawn?

ja doe maar


Sir Yes Sir


edit:

Smee, you can always drop a Pm to me if you have any qeustions :)
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AfterDune
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Re: [Static] Tarin Kowt WIP

Post by AfterDune »

Good work, Smee! You make daddy Dune proud ;) .
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smee
Posts: 516
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Re: [Static] Tarin Kowt WIP

Post by smee »

colour uses the Muttrah city colour map. which is middle east colour pallette. Have tried to use present textures that are already in PR. If you have a colour pallate that you would rather have me use let me know.

n the red circled places, there is depth in the cloth, i mis thta here, the colour also dos not match ...
Not sure your meaning. The colour should change when you do your light map. Colour changes with the set up of light you are using.
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Rhino
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Re: [Static] Tarin Kowt WIP

Post by Rhino »

smee wrote:colour uses the Muttrah city colour map. which is middle east colour pallette. Have tried to use present textures that are already in PR. If you have a colour pallate that you would rather have me use let me know.
you mean one of the "_muttrah" textures, such as "common_01_c_muttrah.dds" textures? if so that is a BIG no no! you should not be using any of them at all.

the _muttrah suffix is used for which map suffix is being used, much like the _woodland textures.

If you get a static to use one of thous textures, it will basically be using 2 of the same textures with slight diffrences, ie, both the "common_01_c.dds" and the "common_01_c_muttrah.dds" which is really, really bad...

when giving static objects etc textures you tell them to use the normal one without any suffixes on it, then you let the map decide the suffix .

If you need a particular colour of one of thous textures, then you can either find the texture colour some where else (what I would do), or get the map to use that suffix (probaly a bad idea) or you make a new suffix texture for that map and put the colour you need on it... or you can make a new small colour texture if no other options are good which isn't the best move but its far better than loading 2 pallets that are almost identical and one of the pallets is only having a tiny bit used off it....
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smee
Posts: 516
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Re: [Static] Tarin Kowt WIP

Post by smee »

This is starting to get bit ridiculous on minute you saying to use PR textures then not. Not to use custom ones unless you can't find one already.

mecity_01_c_muttrah.dds is one i used. its just a colour map?? no matter what it's called. I thought The C was just to signify that would be used as a colour map and that you have to put the _c so bf2 could understand that it would be processed as a colour map.


I can make a colour map that would be for size, but figured that an Afghanistan's map would be using objects. With that that region of map.

Code: Select all

 Alphatest||Alphatest  ( BF2 BundledMesh )
         C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\metal_grille.dds
         C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\null_deb.dds
         C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\null_de.dds

  Material #297  ( Multi/Sub-Object )
      concrete  ( BF2 StaticMesh2 )
             C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\_middle-east\city\textures\mecity_01_c_muttrah.dds
             C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures\atc_dutch_de.dds
             C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\houses_di.dds
             C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures\isaf_cr.dds
             C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures\atc_dutch_dem.dds
             C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\militiaback\null_crb.dds
      steel  ( Standard )
      stairs  ( Standard )
      cloth  ( Standard )
      wood  ( Standard )


Other Maps:
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\_middle-east\city\textures\mecity_01_c_muttrah.dds
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures\atc_dutch_de.dds
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures\isaf_cr.dds
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\houses_di.dds
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures\atc_dutch_dem.dds
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\militiaback\null_crb.dds
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Tonnie
Retired PR Developer
Posts: 2014
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Re: [Static] Tarin Kowt WIP

Post by Tonnie »

mate looking really good well done :)

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Static] Tarin Kowt WIP

Post by Rhino »

maaa going to have to open up the editor to explain this....

While its loading, I'll try and explain it with text.

yes, a _c texture is a colourmap.

but this is a _c_muttrah texture.

the "_muttrah" suffix on the end means it only applies to maps that have this which I've higlighted in bold in the map's init.con file (this is muttrah's btw and you will need to scroll down a bit to find it)

Code: Select all

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\muttrah_city_2\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\muttrah_city_2\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_mec.con

endIf

rem USMC VERSUS MEC
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "mec_officer" "pr_mec_soldier2"
gameLogic.setKit 2 0 "us_officer" "pr_us_soldier2"

gameLogic.setKit 1 1 "mec_riflemanab" "pr_mec_soldier2"
gameLogic.setKit 2 1 "us_riflemanAB" "pr_us_soldier2"

gameLogic.setKit 1 2 "mec_rifleman" "pr_mec_soldier1"
gameLogic.setKit 2 2 "us_rifleman" "pr_us_soldier1"

gameLogic.setKit 1 3 "mec_specialist" "pr_mec_soldier1"
gameLogic.setKit 2 3 "us_specialist" "pr_us_soldier1"

gameLogic.setKit 1 4 "mec_medic" "pr_mec_soldier2"
gameLogic.setKit 2 4 "us_medic" "pr_us_soldier2"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -479/31/-413 -144/-13/0

if v_arg1 == BF2Editor
[b]LevelSettings.CustomTextureSuffix "muttrah"[/b]
else
[b]texturemanager.customTextureSuffix "muttrah"[/b]
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 700

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 350
gameLogic.setDefaultNumberOfTicketsEx 64 2 350
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
renderer.tweakfarplane1p 10000001
renderer.tweaknearplane 0.08

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
The line texturemanager.customTextureSuffix "muttrah" means that it will load textures with the "_muttrah" on the end of them, like the "mecity_01_c_muttrah.dds" texture instead of the "mecity_01_c.dds" texture.

This is so some maps can make there textures look different than others etc.


Now the editor has fully loaded let me try and explain this with pictures.


Now here is muttrah with default textures, you will probably notice it looks different than it dose ingame, the buildings look like a very different colour etc.
Image

Now if I switch it over to use the custom texture mode of "muttrah" it will use all textures with "_muttrah" on the end of them over the normal, default textures, and then it looks like so, like it dose ingame:
Image
Also note in the conceal at the bottom you will notice all the textures its reloaded.
Notice how the city now looks "white washed" like the real one dose in r/l, I had to edit the colour textures to make the buildings look like the real muttrah buildings, as all the browns, reds etc didn't work.

Now if I load the "_woodland" textures you will notice all the signs etc change to Chinese, these textures where made for sunset city etc.
Image

Now this is fine, it dont effect ingame performance etc at all since its simply replacing textures it would normally use with others and dose not use up any more ingame memory, only makes the download size of the mod a little bigger.

BUT what your doing, is asking the map that will have this static on to load BOTH the "mecity_01_c.dds" AND the "mecity_01_c_muttrah.dds" textures by forcing your statics to use it, which this is a very bad move since these texture pallets are not small and this would be the only static in the map using it, unless you had ALL the maps using this static using the _muttrah textures which wouldn't be a good idea...


Do you understand now?
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Static] Tarin Kowt WIP

Post by smee »

BUT what your doing, is asking the map that will have this static on to load BOTH the "mecity_01_c.dds" AND the "mecity_01_c_muttrah.dds" textures by forcing your statics to use it, which this is a very bad move since these texture pallets are not small and this would be the only static in the map using it, unless you had ALL the maps using this static using the _muttrah textures which wouldn't be a good idea...
I now understand what your saying that the custom textures how they are being used on the statics. And that using the Muttrah ending so you can over ride them to use your custom pallete muttrah.dds.

Q.1 So should I should change it to the NON NAMED colour pallette so that mappers can alter it easily with just changing ObjectCustom mode.

Q.2
Why would i be asking it to load both. I have only used the mecity_01_c_muttrah.dds as the default. or does having the name also force Bf2 into using the name as a wildcard and loading mecity_01_c*.*

Q.3
xp2_usa_01_c.dds is that ok to use a colour palate. or should i just make a small colour one.
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ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: [Static] Tarin Kowt WIP

Post by ice_killer »

what i meand Smee,


in the red circle are shades, and the canvas there has some depth this is all flat, you can see the shape of the tube on the top part of the tower
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Static] Tarin Kowt WIP

Post by Rhino »

smee wrote:I now understand what your saying that the custom textures how they are being used on the statics. And that using the Muttrah ending so you can over ride them to use your custom pallete muttrah.dds.

Q.1 So should I should change it to the NON NAMED colour pallette so that mappers can alter it easily with just changing ObjectCustom mode.

Q.2
Why would i be asking it to load both. I have only used the mecity_01_c_muttrah.dds as the default. or does having the name also force Bf2 into using the name as a wildcard and loading mecity_01_c*.*

Q.3
xp2_usa_01_c.dds is that ok to use a colour palate. or should i just make a small colour one.
Q.1, no your object should be the right colour you want from the start, its only edited if the mapper really needs it, like in the case of muttrah.

Q.2, the map will most likley have some other static in it that will be loading the me_city_01_c.dds" file, as such, with this static, and anouther static (most likly many other statics) you would be loading piratically duplicates of the same pallet where your static is only using a small bit of the _muttrah pallet, really not worth it.

Q.3, well that pallet will be probaly already loaded in the map, depending on what other statics are in there so ye. But if there are no other xp2_usa_ statics (ie, statics out of the BF2:AF booster pack) in the map then ye, not worth it most likley.

You want to find pallets that are going to be commonly used in the same map, and used textures off them.

common_ textures are basically used on everything.

ice_killer wrote:what i meand Smee,


in the red circle are shades, and the canvas there has some depth this is all flat, you can see the shape of the tube on the top part of the tower
if you look a little bit back in the topic you will see he already tried to do that with a bumpmap, and didn't look very good. The only reason why its doing it in the pic if you can't see is the wind is blowing it towards the railings, as such, you can very easily say its no windy in the map...

If you want to go into wind then you have loads of things to consider that are simply not worth it, nor really able to keep constant with all statics if its a strong, directional wind like in the pic, since one side of the static will have it blowing inwards and the other side will have the wind blowing it out.

Really, its far simpler and better for performance and looks just to do what he's done and use existing textures etc.
Image
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Static] Tarin Kowt WIP

Post by smee »

Top stuff as usual Rhino, thanks for your input will do a change :)
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