[quote="altfuture""]Thanks, fixed
@Priby - What about reading the thread?Priby wrote:What about the tires, are they that sharp on the other PR models?
Looks really good btw
This looks mint mate!
@Priby - What about reading the thread?Priby wrote:What about the tires, are they that sharp on the other PR models?
Looks really good btw
It's up to you to decide. (but don't have huge texture sheets :razzaltfuture wrote: should interior share the same texture as exterior?
You have two solutions :What is the technique of making glass, do I model it with thickness? Is glass part supposed to have an alpha map included and again, does it use the same texture as the whole vehicle?
Sure, I can do it when your model and textures are done.Lastly, is there anyone who would be willing to import this vehicle to the game if you like it?

Roger, I will see about fitting it all to a single 2048^2.[R-CON]Hauteclocque wrote: It's up to you to decide. (but don't have huge texture sheets :razz![]()
Nice, I will definitely include my own windows texture.You have two solutions :
-you include your windows in your texture if you want to make dust effect, etc on it (with alphas in the diffuse or the bump map texture)
-you don't take care of this, and the exporter put the generic glass texture on your windows. (no need to put them on the UV sheets)
AwesomeSure, I can do it when your model and textures are done.![]()





I'm not sure, but I think it will be visible from the fifth position. Even if it won't, it doesn't use too many triangles, and I really wanted to make this vehicle complete so that it can be easily modified for other uses too[R-DEV]Rhino wrote:looks good, although is all that floor detail viable once all the seats and other interior objects are in? if not you should just make what you can see![]()
Roger, will do. Does alpha map support grayscale values or only black and white?Also for the windows, you need to model them as polys and then they have an transparency layer done though the alpha channel of the colour/normal map applied to them![]()
No problem, I'm sure it will look good that way tooAnd ye a single 2048x2048 sheet is good, thou will most likley be downsized to 1024x1024 when it goes ingame due to performance but dont let that put you off, much larger objects ingame only use 1024x1024 textures currently like the Challenger 2![]()
ye rgr you can always delete/optimize unseen faces afterwardsaltfuture wrote:I'm not sure, but I think it will be visible from the fifth position. Even if it won't, it doesn't use too many triangles, and I really wanted to make this vehicle complete so that it can be easily modified for other uses tooOr other games, like Arma2
R maybe.
Can do grayscalealtfuture wrote:Roger, will do. Does alpha map support grayscale values or only black and white?
Ah ye forgot to mention that. Basically Altfuture in BF2 we can have separate 1st person and 3rd person models. With this its also worth having separate 1st and 3rd person textures, with 1st person textures for the interior objects and at a much higher rez.[R-DEV]J.F.Leusch69 wrote:it might also be an idea to make a seperate texture for the interior only and than have the rest on another sheet, so we can have a number of different colored vehicles which all share the interior texture, that would also help performance, but would only makes sense if the interior cane be same same on the vehicles no matter of its color
Actually the 1p mesh (called geom0 in the bf2 export world) contains your high res interior + some parts of the exterior (all the parts of the exterior you can see from the driver/passenger positions)altfuture wrote: So, there will be two different models, seen from inside (1p) and seen from outside (3p). 1p model has a high res exterior plus high res interior, and 3p has a high res exterior but has a low res interior.

































I planned adding some cargo support on the roof like in the pic below, so that would probably not be possible. But, it's a good idea!Snazz wrote:Nice work, PR could really do with more insurgent assets (and building statics).
Perhaps add a sunroof so a passenger can shoot from it, like the Libyans in Back to the Future:
Its best you delete all the unseen faces because tbh, most exporters can't model for sh*t and if you leave them any modelling to do they tend to screw up the models (no offence guys but its truealtfuture wrote:So, as Hauteclocque said, I don't need to worry about deleting invisible 3p faces from the 1p model, this will be taken care of by the export tool?
Ah ok, 2 versions maybe?altfuture wrote:I planned adding some cargo support on the roof like in the pic below, so that would probably not be possible. But, it's a good idea!
http://images.forum-auto.com/mesimages/ ... %20mkd.JPG
ye, if your doing more than one colour 2 versions would be an idea, make the new texture more worth itSnazz wrote:Ah ok, 2 versions maybe?![]()