[?] Static meshes
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IronTaxi
- Retired PR Developer
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- Joined: 2006-05-31 12:56
thanks requiem....?? haha..
anyway...yeah that looks pretty good and the detail looks about right for a bf2 model...
like i said before an detail we can do with a texture is better than using polys..
i dont think there are any guideline that exist but it looks about on the money...i would say of course less is more.. dont forget we need at least 6 copies of this in varying levels of detail to make an ingame static...
simplify the windows and the little vent on the roof and we are looking good... can you email that file or post it here and ill look at it...
anyway...yeah that looks pretty good and the detail looks about right for a bf2 model...
like i said before an detail we can do with a texture is better than using polys..
i dont think there are any guideline that exist but it looks about on the money...i would say of course less is more.. dont forget we need at least 6 copies of this in varying levels of detail to make an ingame static...
simplify the windows and the little vent on the roof and we are looking good... can you email that file or post it here and ill look at it...
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
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[BFD]Ells
- Posts: 40
- Joined: 2007-02-12 13:41
May be of use:
Heirachy
http://bfeditor.org/forums/index.php?sh ... poly+count
Poly Count Limits
http://bfeditor.org/forums/index.php?sh ... poly+count
And my noob questions which may help
http://bfeditor.org/forums/index.php?sh ... entry63420
Excellent control tower there, I was just about to start making one.
Heirachy
http://bfeditor.org/forums/index.php?sh ... poly+count
Poly Count Limits
http://bfeditor.org/forums/index.php?sh ... poly+count
And my noob questions which may help
http://bfeditor.org/forums/index.php?sh ... entry63420
Excellent control tower there, I was just about to start making one.
Last edited by [BFD]Ells on 2007-03-08 14:34, edited 1 time in total.

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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
Okidoke jarleif noted.
Little update on the experimental victim, so far I have managed to do without max, I found the multires modifier to be no different (better/worse) than maya reduce tools. So I done the LOD's manually.
3Collision meshes assigned the concrete shader (or rather a lambert with the concrete tag/name)
Still messing with the uv's but just tidying to do.
Question please : I want to split the building textures across 2 bitmaps (2048x2048 x2 -if thats not too big) Any problems with multiple uv sets ingame?
Little update on the experimental victim, so far I have managed to do without max, I found the multires modifier to be no different (better/worse) than maya reduce tools. So I done the LOD's manually.
3Collision meshes assigned the concrete shader (or rather a lambert with the concrete tag/name)
Still messing with the uv's but just tidying to do.
Question please : I want to split the building textures across 2 bitmaps (2048x2048 x2 -if thats not too big) Any problems with multiple uv sets ingame?
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
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jarleif
- Retired PR Developer
- Posts: 331
- Joined: 2005-05-03 13:56
here are some more links for you
http://synthesisgraphics.com/tutorials/ ... meshes.htm
http://bfeditor.org/forums/index.php?showtopic=1150
http://synthesisgraphics.com/tutorials/ ... meshes.htm
http://bfeditor.org/forums/index.php?showtopic=1150

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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
I am pretty clear (I think) as to how to approach the next step ie, making up base colour detail specular normals and decal layers. I still need to figure a little of the bf2editor so I can get an ingame idea and work out how to import a model to check.
I have scaled the building (warehouse roof is 11m) - on the basis one maya unit = 1 game unit. Scaling textures @ 1 pixel per game unit (cm).
I want to change some uv's a bit, move around some topology and rebuild the 2 lower lods with this texture method in mind.
What style of texturing do you want on this? Eastern/western?
I have scaled the building (warehouse roof is 11m) - on the basis one maya unit = 1 game unit. Scaling textures @ 1 pixel per game unit (cm).
I want to change some uv's a bit, move around some topology and rebuild the 2 lower lods with this texture method in mind.
What style of texturing do you want on this? Eastern/western?
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
i would skin it twice! once as desert and once as european/western... then we can set the second texture as a woodland map skin and presto...2 different models...
you really dont need many layers of textures... I have a nice bunker coming in the next build that has only colour, detail and dirt layer..thats it! and it looks very very nice.. thats usually enough to tell you the truth...
once you start skinning your own statics you will see just how "simple" the stock objects are..
you really dont need many layers of textures... I have a nice bunker coming in the next build that has only colour, detail and dirt layer..thats it! and it looks very very nice.. thats usually enough to tell you the truth...
once you start skinning your own statics you will see just how "simple" the stock objects are..
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
Im starting to gnash my teeth, I have figured out the most unusual uv method required (this bent my head for a while)
Multiple uv's are required, one for each shader layer.
Armed with my new found knowledge I attacked again, to get a kick in the teeth from some kind of issue with cgfx inside maya, It worked fine, now I can not get realtime texture view in viewport, I assign the cgfx shader, assign bitmaps and the model faces vanish in texture view mode, I am left with a wired cube, makes it hard to work with.
Any clues?
On a good note I setup the bf2editor (followed the pinned post on this forum)
Multiple uv's are required, one for each shader layer.
Armed with my new found knowledge I attacked again, to get a kick in the teeth from some kind of issue with cgfx inside maya, It worked fine, now I can not get realtime texture view in viewport, I assign the cgfx shader, assign bitmaps and the model faces vanish in texture view mode, I am left with a wired cube, makes it hard to work with.
Any clues?
On a good note I setup the bf2editor (followed the pinned post on this forum)
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
Almost ready to test importing
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Last edited by Jarek Mace on 2007-03-12 08:49, edited 1 time in total.
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causticbeat
- Posts: 1070
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
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Jarek Mace
- Posts: 209
- Joined: 2005-11-20 04:36
Thanks for the help throughout this thread, pr squadwork don't only happen ingame. 
I managed to get the model into the bf2editor, all seems good (only 1 lod+collision meshes) I need to work the textures properly now, these are only base/temp ones and do some tidying up.
Anyway, wouldn't have got this far without your help, so thanks again all.
I managed to get the model into the bf2editor, all seems good (only 1 lod+collision meshes) I need to work the textures properly now, these are only base/temp ones and do some tidying up.
Anyway, wouldn't have got this far without your help, so thanks again all.
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