Deir Ez Zor [4km]

Maps created by PR community members.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

New house, at this time all UVs works good

1380 tris

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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

How to make texture for camo net ? is there some tutorial ?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Deir Ez Zor [4km]

Post by rPoXoTauJIo »

CaptMiller wrote:New house, at this time all UVs works good
1380 tris

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That's something better we've seen here before :)
Can post wireframes and UVs?
CaptMiller wrote:How to make texture for camo net ? is there some tutorial ?
As for this, you just doing your camo mesh just like any other mesh, and on final export need to use texture with alpha channel as transparent one, and setting Transparency to 'Alpha Test' for mesh.
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Last edited by rPoXoTauJIo on 2017-06-12 03:59, edited 1 time in total.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Military barrier block, height is 3.5 metres

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

cool, but your missing the lifting wires/hooks at the top. You should also export a bunch together to reduce draw calls, have more optimised LMs and remove hidden faces betweens one next to each other. I also believe that the back should also have that foot as well as the front. Also any chance of an edged frame pic?

Also what textures did you use?

I also suggest you read this tut, has lots of helpful tips/info that will help you with making statics: https://www.realitymod.com/forum/f189-m ... co-v2.html
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

'[R-DEV wrote:Rhino;2166720']cool, but your missing the lifting wires/hooks at the top. You should also export a bunch together to reduce draw calls, have more optimised LMs and remove hidden faces betweens one next to each other. I also believe that the back should also have that foot as well as the front. Also any chance of an edged frame pic?

Also what textures did you use?

I also suggest you read this tut, has lots of helpful tips/info that will help you with making statics: https://www.realitymod.com/forum/f189-m ... co-v2.html
I didn't add lifting hooks, because it probably can take a lot of polygons, I gonna make long walls consisting of this blocks, so that can take really a lot of polys because of hooks )

I saw the tutorial, but so far I have not studied, since it takes time for translation, still low level of eng

I used mecity_c, mecity_de textures

Also want to show remastered guard tower with alfa camonet)

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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

2 new static in editor

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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Deir Ez Zor [4km]

Post by Mineral »

These statics are a massive improvement! Great work. Although like Rhino said some more detail would be great.

I would also definitely include some more dirt layers in those statics. Some cracks, bullet holes etc would make it much more natural in the warzone.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

ok, will show screens with wireframe in next days

Small queston:

Those small sandbags on tower is too glossy, think I should use some Alfa texture, but which I can use for this ?( first texture is green tent texture)
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: Deir Ez Zor [4km]

Post by mries »

I like how the tower has quite a lot of cover and still a high FOV for a soldier, atleast what I could see from the video.

Im learning Russian now and would like to help you translate but currently I am far from competent to be able to do proper translates.. So keep practising the English, if you want/have time I can introduce you to my teacher (using Skype), she also teaches English for Russian speakers.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

mries, thanks, but I'll manage

Made 2 new static. I decided to do several new village houses(about 10), to make my map more original.

syr_vlg_house_2
lod0 - 1655 tris
lod1 - 369 tris
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syr_vlg_house_1
lod0 - 364 tris
lod1 -44 tris
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textures used in 2 houses - mecity_1, mecity_1_de, mecity_1_di, mecity_1_deb, mecity_2_de, mecity_2_deb, null_di, paint_metall, painted_metall_de, painted_metall_deb, redrust_2c, rust0_de, rust0_deb
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Deir Ez Zor [4km]

Post by Rabbit »

There is a cinder block texture that might be better suited for your buildings.
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AfSoccer "I just don't see the natural talent."
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

accurate name of texture please
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Deir Ez Zor [4km]

Post by Rabbit »

iblock_de.dds
iblock_deb.dds
ibrick_de.dds
ibrick_dw_de.dds
idamage_cr.dds

Found in objects-staticobjects-pr-textures-iraq
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

Would tbh use this one, has a normal etc: objects\staticobjects\pr\textures\common\common_breezeblocks_01_de.dds
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buildings look cool although the roof and foundation side textures look pretty bad tbh.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Reworked
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

The colour doesn't work and you should make the bricks align with the foundation, roof and windows properly. Right now just above the foundation, there is 1/4 of the brick used, and same with the roof, where the windows almost line up but not quite.

Are you also using the deb (normal)? looks kinda flat right now. Roof and foundation textures still are pretty bad.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Yes, I used Deb, dont understand in flat too. Should I use another colour for outside walls ?

About the foundation,roof: I used the this texture almost full-length
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

your ref here is a light creme breezeblock, so yes, I would use another colour since I've yet to even see them come in that colour: http://i.imgur.com/dOVePWJ.jpg

As for them looking flat, looks like it's just BFMesh View not showing the textures very well, why I always recommend previewing your statics in the editor as Mesh View often lies, sometimes drastically with not using the correct shader techniques etc.
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As for your foundation/roof, it looks like just a flat colour, no detail... In your ref it's obviously concrete so you really need a concrete detail texture used on them and also it's generally a flat grey colour for the concrete where your current colour is mostly black with bits of creme, not fitting the ref or concrete generally.

I would use something like "objects\staticobjects\pr\textures\conc_tile_2_de.dds", although just noticed its normal has the green channel the wrong way round for the BF2 engine (holes are popping out than sinking in) but will fix that now and still a good texture for the job, although there are many others you can use too.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Which is colour texture I should use for outside walls ? (accurate name and foulder)
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