[Static Model] Mine sign
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DJJ-Terror
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[Static Model] Mine sign
anyone willing to create simple wooden warning sign that says "MINES", wich can be placed into ground to alert on minefield?
something like this:
http://files.gamasutraexchange.com/Prev ... eLarge.jpg
http://www.commonlanguageproject.net/ar ... _Small.jpg
http://www.landmines.org.uk/images/Land ... neSign.gif
something like this:
http://files.gamasutraexchange.com/Prev ... eLarge.jpg
http://www.commonlanguageproject.net/ar ... _Small.jpg
http://www.landmines.org.uk/images/Land ... neSign.gif
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Z-trooper
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Rhino
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yep, thats the one i mentioned above and also is on HoH but no one notices itNickO wrote:Seen one on mestia.. But it's just a red sign with a white skull in it.
and also the reason why its just a red sign with a white skull is cos if we where going to wright "mines" on it, then we would need to do that in English, Arabic, Chinese, etc, etc for w/e side would have placed the mines. Much easier just to have 1 model, 1 texture with no words on it
Last edited by Rhino on 2007-10-09 16:36, edited 1 time in total.
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DJJ-Terror
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ArmedDrunk&Angry
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Outlawz wrote:Yeah, but I bet the lone wolf, who just jacked a jeep, will still drive over them :/
But then they are subject to abuse because they have been warned.
What does the UN use ?
That might solve the multilingual problem.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
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Z-trooper
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I have made the "model" (which is actually just two boxes -_-
and now I'm texturing it.
This is just to let you know that I havent forgot about it
This is the perfect assignment for me to learn how to skin models and it will be good practice for the Negev LMG model I'm making for the IDF. That model might be finished before I go to bed tonight
and now I'm texturing it.
This is just to let you know that I havent forgot about it
This is the perfect assignment for me to learn how to skin models and it will be good practice for the Negev LMG model I'm making for the IDF. That model might be finished before I go to bed tonight
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DJJ-Terror
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Z-trooper
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Hey, Had a little break, and i JUST started with the texturing after having made the UV map.
Here is a quick WIP shot.

(no wood textures, planks, rusty nail ect ect ect done)
Just wanted to confirm that I'm on the right track.
Though it might be a good idea to put the arabic text there too. The English text has a stencil font like it was quickly painted on there and the arabic text will be "handwritten" on there when its done..
I could also make a version where the wood has been painted over with a splash of red paint like on one of the references you posted.
Here is a quick WIP shot.

(no wood textures, planks, rusty nail ect ect ect done)
Just wanted to confirm that I'm on the right track.
Though it might be a good idea to put the arabic text there too. The English text has a stencil font like it was quickly painted on there and the arabic text will be "handwritten" on there when its done..
I could also make a version where the wood has been painted over with a splash of red paint like on one of the references you posted.
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Z-trooper
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This is my first texture for my own model - I'm learning.[R-DEV]Rhino wrote:ehhh how high rez is that texture? It looks super high...
also why would nails be in the sides of the sign?
It might be crazy high but I have no idea what size to pick for a bf2 texture.. its 1024x1024
about the nails.. well, it was just fo show. I've only have photoshop opened for 30min or so...
I've scratched it again, because I fucked up with the model structure, so if I need to change something now might be a good time
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Rhino
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skinning statics in BF2 is nothing like skinning a weapon / vehicle.
In BF2 textures work of "pallets" as you have many static objects and if every static had its own unique textuer then there would be lots more lag. Instead they share textures off each other.
thou for unique objects like this (as for the mine bit) it may require a small additional texture, or for that new texture to be included in a new pallet.
1024x1024 is miles too high for a sign post
a signal pallet is around abouts 2048x512 I think going off the top of my head, and each pallet includes loads of textures in it.
I would say you should aim for a 128x128 colour texture, maybe 256x256 max, your colour texture can be custom, but then I would use a wood detail texture from a detail pallet from vBF2.
In BF2 textures work of "pallets" as you have many static objects and if every static had its own unique textuer then there would be lots more lag. Instead they share textures off each other.
thou for unique objects like this (as for the mine bit) it may require a small additional texture, or for that new texture to be included in a new pallet.
1024x1024 is miles too high for a sign post
a signal pallet is around abouts 2048x512 I think going off the top of my head, and each pallet includes loads of textures in it.
I would say you should aim for a 128x128 colour texture, maybe 256x256 max, your colour texture can be custom, but then I would use a wood detail texture from a detail pallet from vBF2.
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Z-trooper
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Ok. I'm pretty new to this modelling thing[R-DEV]Rhino wrote:skinning statics in BF2 is nothing like skinning a weapon / vehicle.
In BF2 textures work of "pallets" as you have many static objects and if every static had its own unique textuer then there would be lots more lag. Instead they share textures off each other.
thou for unique objects like this (as for the mine bit) it may require a small additional texture, or for that new texture to be included in a new pallet.
1024x1024 is miles too high for a sign post
a signal pallet is around abouts 2048x512 I think going off the top of my head, and each pallet includes loads of textures in it.
I would say you should aim for a 128x128 colour texture, maybe 256x256 max, your colour texture can be custom, but then I would use a wood detail texture from a detail pallet from vBF2.
Let me see if I got this right:
The only things I should make are the unique stuff like the nails and the text, for the wooden part I should use vbf2 texture pallets?
if that is correct, I know very little of how to proceed. I can imagine I sould open the BF editor
But how to save my 3ds max model and import it into the editor, along with saving the unique texture bits and loading them in aswell - I have no idea on how get start. Not even thinking about how to edit it when I finally get that done.
I guess I should just spend some time searching the web for tutorials, reading them, but that will have to wait a bit cause its getting late now.
Anyway, thanks for spotting my errors at this stage. I could just imagine I had finished it and then got shot to pieces
I'm just trying to learn, thats all.
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Rhino
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