First before I forget, you don't make the LODs at this stage, you make them after LOD0 is 100% done with textures etc, as otherwise your just making more work for yourself in the long run and making the LODs match is really hard work
Your main focus now needs to be on making LOD0 as good and optimized as possible, which looking from your picture, seeing a bunch of unnecessary edges/verts still which you need to get rid of before you even start texturing. I suggest giving bigger pictures from lots of angles of your LOD0 so we can give better feedback.
W.Darwin wrote:On the flower pot, I wasn't sure if I needed to make the flower? Probably it is better to make them seperate and integrate them later on?
Flowers would be best made as an Overgrowth object that was added on as a child, but wouldn't worry about that right now.
W.Darwin wrote:Other than that, I am not sure yet how I should proceed on the textures.
The one you used for muttrah seems like they would fit. Since I intended to make most of the models in Blue/White , Window/concrete.
And it would make the Muttrah static good to use with the urban map-pack im making.
If not, then I thought about making a whole new texture pack.
On that same topic, the texture tutorial you brought on the forum is expired.
Don't recall linking any expired tuts?
Anyways as Mineral said, you should always totally avoid making new textures for statics unless totally necessary and it will be of a serious benefit, which in this case, both are a no.
You could use the ME City static texture palettes as Mineral suggested since any Asian city map is going to be using a lot of ME City statics with a reskin anyways, since most of them fit a Chinese or w/e city just fine, with a retexture to their shop signs to be in Chinese rather than Arabic, which is exactly what Shjia does for example. Only ones which don't fit are the buildings with modelled arabic text on them naturally.
You should read this tut here, will explain it a little more:
https://www.realitymod.com/forum/f189-m ... mance.html
But for these items I would advise using the "Common textures" Palettes for the most part since they could go in a lot of places and those textures are used by pretty much all BF2 statics.
One thing to remember when doing statics is that you are not texturing to a model, like you do with normal objects, but you model to textures. This means you should have all your textures picked and if ready, prepared even before you start modelling, especially things like windows since if your using a detailed window texture, you want your modelled window space to be at the same aspect ratio of the texture, or otherwise you will need to stretch it etc. But ye luckily with these simple objects you can slap pretty much any old textures on them pretty easily but something to take into account when making more complex objects in the future
Now for your textures, done a quick scan though the common and PR textures and for the flower pot, would suggest these.
For your colour, common_01_c.dds is probably your best bet, got a few to pick from but those white ones near the bottom should do you well here, mainly a matter of which works best with the detail texture which you will need to do though trial and error, but my guess is the one right next to the green block should work well, or the one to the left of it.
For your detail texture, isn't really much to pick from but painted_metal2_de.dds from the pr textures, is probably the most fitting, even thou its for metal technically, it should work well here even so:
For the Bin, you can probably use the same common_01_c.dds colours as the pot, although think the more greyer of the two would work best, not the one on the very left mind you, has too much variation for this kinda object.
For detail, metal_panel_de.dds would work well, flipped on its side so the black bit was on the top of the bin to do that black topping a bit, and also tiled a little so it was on the bottom too. Might have to forgo the black stripe down the middle but no one will miss that but could possibly do that though the colour texture, but not really worth it tbh.
Alternatively could use the metal texture in common_02_de.dds and do all the colouring though the colour texture:
Might also want to look into a few crack textures for detail markings like logos etc
W.Darwin wrote:I posted this question in '' Ask a Dev part2 ''
And I repost it here since it doesn't seem to get any attention. And I want the answer.
Thanks
I don't see it in that topic, but the main issue with that is, setting them up as a mapper would be hell on earth to do it large scale, and these doors have serious issues, mainly with them not being destroyable, which is why I removed them from OGT, as well as them being laggy etc.
W.Darwin wrote:I don't know how many people watch this thread and if any of you got this answer but.
How can I display the backface of the model in MAX ? Only 1 face will apear in BF2 editor and this is causing me alot of time delay since I have to export everything 3-4-5-6 time and correct the face that are on the wrong side of the model.
If i could just see it in 3dsmax it would save me alot of time.
i've been searching the net for 10 min now
i'll keep you updated if i find the answer
[EDIT1:]
It is stated in quite a few tuts, think its even in my shed tut iirc, but anyways
Select all objects in scene, right click, Object Properties, check "Backface Cull":
And also so you don't need to do it for every new object you make etc, Customise, Preferences, Viewport Tab, check "Backface Cull on Object Creation".
Only time you want backface cull off, is when doing things like Overgrowth which draw their backfaces ingame too.