[?] Static meshes

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IronTaxi
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Post by IronTaxi »

sweet *** job Jarek! looking great!
cheers on getting it in the editor!
jarleif
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Post by jarleif »

good work...glad to see people getting interested in making static assets. I think in a lot of mods(unless they are completely different time periods or places) they get over looked and pushed to the side...we dont develop many statics over at USI, we have some but not nearly as many as other teams. Which makes BSS really nice. Here are some things to keep in mind when making the tower enter able(you prob already know them, but just in case).

1. on col2 you need to have the stairs be a ramp, and if you make the ramp too steep you cant climb it. same thing for col3
2.Make sure you leave enough head room
3. ladders can be applied by the mapper
4. Private message mattb to ask how to make it destroyable. A destroyable tower would be amazing and could be turned into an objective
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77SiCaRiO77
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Post by 77SiCaRiO77 »

make american statics !!!!! :hissyfit:
IronTaxi
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Post by IronTaxi »

NO AMERiCAN STATICS PLEASE!!!1 all those hamburgers!!!
eggman
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Post by eggman »

Great work mate!

And great teamwork in the thread lol :)
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Surround
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Post by Surround »

At last we have somekind of thread where you have some info about modelling to bf2. Well, of course there are those bf2 modding sites, but for first timers there so much information that you just get too confused.

I would too like to do some statics for PR. I have been studying 3d and texturing since last fall now.

Here's my project which should be over soon, hopefully. <a href=http://www.badongo.com/pic/504210><img src=http://www.badongo.com/t/250/504210.jpg border=0 target=_blank alt=badongo></a>

If there's any available seats for static modeller trainees beside Jarek, I would love to make models for pr
[BFD]Ells
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Post by [BFD]Ells »

Excellent work Jarek, glad we all could be of help.

I'm just starting out making statics and understanding what you can/can't do in the BF editor.

Here's a link to my first model:
http://bfeditor.org/forums/index.php?showtopic=9646
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jarleif
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Post by jarleif »

@surround

anybody can make statics. Its a little different from conventional modeling and texturing that they would prob teach in school. Read the tutorials, and posts. Then try making something yourself and get it into game. Mods are always looking for people, so once you show that you can do it and there is potential, then most likely you will be asked to join one. So just try something out and post about it in these forums.
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Jarek Mace
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Post by Jarek Mace »

Cheers guys!

Thanks for the extra info Jarleif, noted.

Texturing finished on hipoly
I have placed the assets for the model in /pr_edit/objects/staticobjects/pr/jrenn
jrenn being my name abbrv.
Is this location ok or would you prefer me to keep my ***-ets out of pr dir? no problem either way for me.

Ill tell you what threw me the most during this process, the texturing.
I had to stare at models and textures for half a day, as I was dozing off that night running the process through my head, I realised how they had done it.
Big tip for anyone following, its all in the uv's and if your a 3d guy, uv'ing this way will seem very wrong ;)


The actual process (now finished) itself is not bad (not hard work) is a little time consuming.
If you can cleanly/efficiently model and know the uv tools of your chosen 3D package it's a walk.

The greatest part of this for me was I had no need to touch max, everything done in maya. Even the game editor accepts maya .mb files straight in, looks like I was wrong on the 'better max support' comment I made.

Anyway as soon as this tower is complete Ill pm you a link to it IronTaxi, there is no obligation to use the mesh, its at your discretion, I enjoyed the process of making it and there will be more to come.
Jarek Mace
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Post by Jarek Mace »

requiem wrote:Unlimited, never used ingame so no matter.
After going through this process and picking up a couple of ideas, I think I can clarify your meaning now :)

I am thinking you mean the hires version you generated your normals map from?
I have an Idea :D
jarleif
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Post by jarleif »

what maya do you use? I have maya 8 on my pc, but i couldnt get the tools to work :(
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Jarek Mace
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Post by Jarek Mace »

I am using Maya 6.01 complete. From the reading I have done this is the ONLY supported version (6.01 complete & unlimited)

*edit.
Got the hang of these shaders now, texturing almost done.
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Last edited by Jarek Mace on 2007-03-13 22:13, edited 1 time in total.
eggman
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Post by eggman »

looks great :)

I dunno if you are intending this for an in game asset, but one thing that is cool is to size the door frames such that they will take the breachable doors that PR uses (I mean those blue doors you have there).
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danthemanbuddy
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Post by danthemanbuddy »

I would love to model, but I have way to much work nowadays, haven't played PR in a week.

I would like to learn how to model some buildings for PR, destructible Middle Eastern buildings that would be enterable.

Which program do you guys recommend the most as noob friendly and easy to learn with?
IronTaxi
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Post by IronTaxi »

im sure we can find a home for that model JArek its good...make sure those doorways are open as egg suggested so we can but destructible doors on there (provided there is a hallway behind! :shock: )

anyway.. let me know when that thing is ready! then we can work on making the tower destuctible!!!!!!!!! yee haa!

cheers
duckhunt
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Post by duckhunt »

wow that is really great work man. Good luck gettng it imported, that would be perfect for a map im working on!

-sorry i have no idea about statics or anything so cant help you lol
jarleif
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Post by jarleif »

looks really good.
@danthemanbuddy basicly all modeling is the same concept for every program. I find that which ever program you learn on you favor, so since i learned on maya i like maya more, but it is different for everyone else. the are free trials for almost all programs. some free ones are blender3d and gmax. Use lots of tutorials.
@duckhunt He has already gotten it into the editor and it looks great :)
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Jarek Mace
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Post by Jarek Mace »

Destroyable doors, If you tell me how you want the mesh ill have a go. I can add an interior corridor to try.

I have set the bitmap pallettes @ following sizes
amb_512x512
Detail 2048x2048
NormalDetail 512x512
I have held off a dirt and decal bitmap for now.

It's a large building structure and smaller textures pixellated too much (even these make the cg'er in me want to find 4096'ers ;)

I have 100% completed the lods & collision meshes
Main mesh is finished (outstanding - breachable doors)
Just need to rebuild the object heirarchy and do another editor test.

Aye been in the editor already (earlier version) no problems I could see.
If you want to use it duckhunt you will be welcome.

@danthemanbuddy, unless you have the free time and a keen (see burning rash cream cannot cure) interest mate leave it to suckers like me, modding can be very rewarding but it can also be frustrating as all hell occasionally and very time consuming.
eggman
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Post by eggman »

the destructible doors thing is just a sorta gimmick hehe .. just fun to put a flag behind those sort of doors and require players breach them to cap the flag... like on Ghost Train.

you should ask Taxi and/or matt.b about textures.. both are quite knowledgeable about how to make texture sheets really efficient. matt.b is um.. well.. on another planet than the rest of us when it comes to statics and such .. taxi has a spacecraft and is en route, but matt is that little Martian from Warner Bros cartoons .. looking down at the rest of us through his telescope :p
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IronTaxi
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Post by IronTaxi »

haha...nice comments egg... i would say honestly this model need 1 if not 2-3 things to be outstanding...

1. have to be able to get in that tower...we don"t necessarily need stairs but even a ladder spot would be cool..

2. would be nice to have that corridor from the doors but not critical i think...

3. we need a wreck model for the tower..BUT i can see on problem here... this model is in one piece and if you put c4 on the main building the damage will magically blow up the tower.. SO.. that mean A: tower and main building need to be 2 seperate statics or B: its nondestuctible which wouldnt be terrrible...

texture sheets matt has been using are 256x2048 which with tiling seems like plenty of detail...when combined with colour/detail/dirt layers it enough in my experience so far....

anything else i can help you out with let me know... i would like someone to help me out with a few statics sometime soon if you are interested...
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