
Deir Ez Zor [4km]
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Deir Ez Zor [4km]
Just a matter of looking for one though the files that works, just go looking around in the _c.dds files (although don't use any in the asia, ind, military etc folders unless your making that static for that scenario only, same goes for ME if you where making a non-me static). the \staticobjects\common\textures\ are for use for anything:


-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
reworked

used conc_tile_2 for outside walls,roof and foundation, is it ok now ? Just read your message, try the common_01_c textures or leave with conc_tile_2 ?

used conc_tile_2 for outside walls,roof and foundation, is it ok now ? Just read your message, try the common_01_c textures or leave with conc_tile_2 ?
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Deir Ez Zor [4km]
I said "conc_tile_2_de.dds" not "conc_tile_2.dds", and that was only for the foundation/roofs detail texture, not the entire models colour texture...
At the end of the day you should be trying to match your ref (unless you have good reason to go off of it), and matching a ref as closely as possible will make it look more realistic.

At the end of the day you should be trying to match your ref (unless you have good reason to go off of it), and matching a ref as closely as possible will make it look more realistic.

-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
yes, now this looks better


Last edited by CaptMiller on 2017-06-22 21:07, edited 1 time in total.
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Deir Ez Zor [4km]
Only feedback I can think of is the window wells dont make it look like the brick continues back, though I guess they could have just plastered over it.CaptMiller wrote:yes, now this looks better
PR also has an AC unit iirc, would make a nice attachment to the building.
AfSoccer "I just don't see the natural talent."

-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
Hi, devs, I need help, some shit happened again.
I made my own _de, _deb textures for my airfield. After I exported it in meshviewer it looks fine, but in Editor is horrible. What did I wrong ? In editor looks compressed on some pieces and glossy
When I did detail_map and normal_map I saved it as DDS file with dx1



I made my own _de, _deb textures for my airfield. After I exported it in meshviewer it looks fine, but in Editor is horrible. What did I wrong ? In editor looks compressed on some pieces and glossy
When I did detail_map and normal_map I saved it as DDS file with dx1



-
BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Deir Ez Zor [4km]
Firstly, this is how you should make your airbase: https://www.realitymod.com/forum/f189-m ... rbase.html
with using this texture, don't see a reason to make another texture for yours?

Next your texture is most likely super shiny as you haven't made a spec map for the texture, which goes in the alpha channel Firstly, this is how you should make your airbase: https://www.realitymod.com/forum/f189-m ... rbase.html
Next your texture is most likely super shiny as you haven't made a spec map for the texture, which goes in the alpha channel of the detail texture.
You're normal then doesn't at all work because it's firstly all over the place, it's like it was poured and then never smoothed over leaving a seriously uneven surface like the surface of the moon...
Finally your normal is the wrong way round for BF2, so your cracks are popping out and your slabs are sinking inwards, where they should be the other way around. While it's the correct way around for most games/engines, BF2 has the green channel flipped which IMO, makes more sense since then its a lot easier to see how the normal works just looking at the texture and here is yours flipped quickly, and now you can probably see the unevennesses more clearly:

In contrast here is the normal for my airfield texture (which is only used on "The Falklands" since there the airbases are totally built into the terrain, for making an airbase in the proper method, you can't use a normal) and you can see, it's very smooth in comparison, only with the cracks between the slabs and the tiny bumps in the concrete itself.




Finally as for why your UV is messed up, hard to say just from looking at the shot but could be exceeded tiling of the texture over 16 tiles, or could just be bad UVing
with using this texture, don't see a reason to make another texture for yours?

Next your texture is most likely super shiny as you haven't made a spec map for the texture, which goes in the alpha channel Firstly, this is how you should make your airbase: https://www.realitymod.com/forum/f189-m ... rbase.html
Next your texture is most likely super shiny as you haven't made a spec map for the texture, which goes in the alpha channel of the detail texture.
You're normal then doesn't at all work because it's firstly all over the place, it's like it was poured and then never smoothed over leaving a seriously uneven surface like the surface of the moon...
Finally your normal is the wrong way round for BF2, so your cracks are popping out and your slabs are sinking inwards, where they should be the other way around. While it's the correct way around for most games/engines, BF2 has the green channel flipped which IMO, makes more sense since then its a lot easier to see how the normal works just looking at the texture and here is yours flipped quickly, and now you can probably see the unevennesses more clearly:

In contrast here is the normal for my airfield texture (which is only used on "The Falklands" since there the airbases are totally built into the terrain, for making an airbase in the proper method, you can't use a normal) and you can see, it's very smooth in comparison, only with the cracks between the slabs and the tiny bumps in the concrete itself.




Finally as for why your UV is messed up, hard to say just from looking at the shot but could be exceeded tiling of the texture over 16 tiles, or could just be bad UVing
-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
Ok this is not important for me which is texture to use, I just didn't find this in PR folder, will use argentinian textures, but think it is too dark for me
which _c texture I can use it be more lighter like on 2nd screenshot
to undestand why UV is messed:
1.Yes it is probably more than 16 tiles(it is because my airfield have length Width 1.17x0.15 kilometres and therefore it requires big tile number), but may be less, but how does it affect on display in Editor.
2.In meshviewer all works fine.

which _c texture I can use it be more lighter like on 2nd screenshot
to undestand why UV is messed:
1.Yes it is probably more than 16 tiles(it is because my airfield have length Width 1.17x0.15 kilometres and therefore it requires big tile number), but may be less, but how does it affect on display in Editor.
2.In meshviewer all works fine.
Last edited by CaptMiller on 2017-06-28 18:11, edited 2 times in total.
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Deir Ez Zor [4km]
I dunno how many times I have to say this:CaptMiller wrote:Ok this is not important for me which is texture to use, I just didn't find this in PR folder, will use argentinian textures, but think it is too dark for me
[quote=""'[R-DEV"]Rhino;2167009']I always recommend previewing your statics in the editor as Mesh View often lies, sometimes drastically with not using the correct shader techniques etc.[/quote]
If you look at that tutorial I linked you, you can see that in-game/editor it is much brighter...



And you shouldn't use the argentine textures, you should just use the airbase textures. Again, read my tut on making an airbase, it is all explained there.
[quote="CaptMiller""]to undestand why UV is messed:
1.Yes it is probably more than 16 tiles(it is because my airfield have length Width 1.17x0.15 kilometres and therefore it requires big tile number), but may be less, but how does it affect on display in Editor.
2.In meshviewer all works fine.[/quote]
1. Read my tut I linked above.
2. Again, Meshview lies, you should never trust it...
-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
Cant run my map in game, what shuuld I do to run it ?
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Deir Ez Zor [4km]
Window mode, if no error comes up tell us what % it crashes at.CaptMiller wrote:Cant run my map in game, what shuuld I do to run it ?
AfSoccer "I just don't see the natural talent."

-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
I need tool for paking of mya map
-
Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
rabbit told devs have some special tools for packing, if do it by hand it takes a lot of time[R-DEV]Outlawz7 wrote:You can pack your map with editor...
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Deir Ez Zor [4km]
I also dont want to go over explain client/server archives and troubleshooting that will come with that because I am lazy.CaptMiller wrote:rabbit told devs have some special tools for packing, if do it by hand it takes a lot of time
AfSoccer "I just don't see the natural talent."

-
Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Deir Ez Zor [4km]
Put all files into two .zips called server and client, close enough for playing your own map locally.CaptMiller wrote:if do it by hand it takes a lot of time

-
CaptMiller
- Posts: 405
- Joined: 2016-04-14 16:15
Re: Deir Ez Zor [4km]
but I have my own static, it is not problem ?
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Deir Ez Zor [4km]
You are aware of this area of the forums, aren't you?CaptMiller wrote:but I have my own static, it is not problem ?
Modding Tutorials - Project Reality Forums
If you look around there you can normally find what your after....
https://www.realitymod.com/forum/f189-m ... ntent.html
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14


