City Statics
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
City Statics
Hello PR community.
I'm thinking about making some statics for an urban downtown environment, but I need a few pointers before I do it.
First off, I want to ask why I haven't seen anyone try this before- Urban style combat with vehicles (not CQ)
Should I stick to super low poly models, or is it ok to use higher polygon models with refractor- I have a good system, so performance isn't an issue, but can the engine handle that sort of thing?
How should I make the buildings tall without having massive textures?
Is there anything else I should keep in mind in my attempt at making these statics?
I'm thinking about making some statics for an urban downtown environment, but I need a few pointers before I do it.
First off, I want to ask why I haven't seen anyone try this before- Urban style combat with vehicles (not CQ)
Should I stick to super low poly models, or is it ok to use higher polygon models with refractor- I have a good system, so performance isn't an issue, but can the engine handle that sort of thing?
How should I make the buildings tall without having massive textures?
Is there anything else I should keep in mind in my attempt at making these statics?
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: City Statics
Textures can tile over vast distances, you are basiically limited only by max amount of 16 tiles of a texture, but that is not a big problem either. You can make a 1km long runway for refractor engine using a 1024x512 color and a 512x512 detail texture, for example.
If you have skyscrapers in mind, i think the most important thing there is to put tris where they matter, you can easily get away with majority of the builing being a simple box, esencially, but you will need to put some detail into the street level area of the model, so it looks good if you are right next to it, and similarily on the roof, if its big enough to have people walking on it.
If you have skyscrapers in mind, i think the most important thing there is to put tris where they matter, you can easily get away with majority of the builing being a simple box, esencially, but you will need to put some detail into the street level area of the model, so it looks good if you are right next to it, and similarily on the roof, if its big enough to have people walking on it.
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Rhino
- Retired PR Developer
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- Joined: 2005-12-13 20:00
Re: City Statics
I would strongly suggest tackling something small and very simple and getting it 100% sorted with full set of lods, cols and coding etc and approved by me before moving onto anything more complicated.
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: City Statics
Sounds good. I'm modelling in maya 2011, but I can convert to max9 at the expense of my smoothing groups. -This probably wont matter given the fact that these are pretty geometric structures to start with.[R-DEV]Rhino wrote:I would strongly suggest tackling something small and very simple and getting it 100% sorted with full set of lods, cols and coding etc and approved by me before moving onto anything more complicated.
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rodrigoma
- Posts: 1537
- Joined: 2012-03-22 21:21
Re: City Statics
You should focus t start making some smaller 1 and 2 story habitational buildings? As there are quite a variety of high buildings and some industrial ones but only 3 types of smaller Urban houses, which kind of sucks for the mappers.
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: City Statics
I concur. Especially considering the lack of enterables[R-CON]rodrigoma wrote:You should focus t start making some smaller 1 and 2 story habitational buildings? As there are quite a variety of high buildings and some industrial ones but only 3 types of smaller Urban houses, which kind of sucks for the mappers.

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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: City Statics
Agree with Rod, something like this
http://safesideassociation.org/osterlitz_house.jpg
Factory would be much harder in my opinion, but a few things I think are missing.
Natural Gas Plant.
http://www.totalenergy.com/SNGPlant/Pic ... 0_5385.JPG
Coal power plant.
http://theonproject.org/wp-content/uplo ... _plant.jpg
Or just some sort or run down one.
http://eandt.theiet.org/magazine/2010/0 ... tory-3.jpg
http://safesideassociation.org/osterlitz_house.jpg
Factory would be much harder in my opinion, but a few things I think are missing.
Natural Gas Plant.
http://www.totalenergy.com/SNGPlant/Pic ... 0_5385.JPG
Coal power plant.
http://theonproject.org/wp-content/uplo ... _plant.jpg
Or just some sort or run down one.
http://eandt.theiet.org/magazine/2010/0 ... tory-3.jpg
AfSoccer "I just don't see the natural talent."

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: City Statics
+1 for lucky
I don't see the point of making new middle eastern buildings, there are already alot of those maps and buildings, I think it would be good for PR aswell with some city maps from other places than the middle east.
The best thing in my opinion would be to do something which could be used in many different environments, like maybe that run down industry building gx linked, or just buildings that are common everywhere.
here is one simple example(maybe too simple
)
small power/electric-house (don't know proper english word)
http://4.bp.blogspot.com/-s-65RFsd_l4/T ... tistor.jpg
The best thing in my opinion would be to do something which could be used in many different environments, like maybe that run down industry building gx linked, or just buildings that are common everywhere.
here is one simple example(maybe too simple
small power/electric-house (don't know proper english word)
http://4.bp.blogspot.com/-s-65RFsd_l4/T ... tistor.jpg
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: City Statics
I would need something simple; this is my first time converting anything to refractor.Grober wrote:If u like i can make pictures of some building in place where i live
Poland - Wrocław
https://maps.google.pl/maps?hl=pl&ll=51 ... 512,-0.043
U might be able to model them that way PR will get a E Europe statics and i will have few statics for my map in the future![]()
I'm still not sure whether or not I should work in maya or try to learn max. I can convert through max and everything, but I think it might be simpler if I just learned how to use 3ds max instead of converting through maya->max12->max9
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Psyrus
- Retired PR Developer
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- Joined: 2006-06-19 17:10
Re: City Statics
Max9 isn't hard... they UI is pretty intuitive IMO and there are a ton of tutorials/information sites around. I'd really suggest doing it in max first!Echo331 wrote:I would need something simple; this is my first time converting anything to refractor.
I'm still not sure whether or not I should work in maya or try to learn max. I can convert through max and everything, but I think it might be simpler if I just learned how to use 3ds max instead of converting through maya->max12->max9
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: City Statics
BF2 was originally made with maya and there are ways of exporting from maya to BF2 but I don't know how to do it and there is very, very little information about how to use maya for BF2 on the web.Echo331 wrote:I'm still not sure whether or not I should work in maya or try to learn max. I can convert through max and everything, but I think it might be simpler if I just learned how to use 3ds max instead of converting through maya->max12->max9
TBH unless your planning on leaning how to use maya to directly export to BF2 with, which btw doesn't just make it harder for you but anyone who needs to help you, your best off just working straight off max9.
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: City Statics
that looks interesting- seems like a good static to begin with. First, I must learn maxGrober wrote:Those walls was/ware preaty common on soviet/post-soviet poland no idea about other countries
Pictures + dimensions
http://imageshack.us/a/img823/5572/dsc0181xp.jpg
http://imageshack.us/a/img803/9506/dsc0187x.jpg
Pictures
http://imageshack.us/a/img829/6182/dsc0182gw.jpg
http://imageshack.us/a/img688/5290/dsc0181va.jpg
http://imageshack.us/a/img17/9750/dsc0183bae.jpg
http://imageshack.us/a/img716/1350/dsc0180qc.jpg
http://imageshack.us/a/img803/7334/dsc0186n.jpg
http://imageshack.us/a/img443/7292/dsc0187ep.jpg
http://imageshack.us/a/img706/7201/dsc0188jf.jpg
http://imageshack.us/a/img13/5168/dsc0189mx.jpg
http://imageshack.us/a/img812/3061/dsc0190jv.jpg
Pictures that can be used for textures
http://imageshack.us/a/img827/4778/dsc0185to.jpg
http://imageshack.us/a/img132/1106/dsc0184ln.jpg
If u are intrested and need more i can make pictures of other but so destryd wall
+ bonus
here u got a diffrent type of this wall but its still similar
Mur, noga i debil - YouTube

