[Static Model] Mine sign

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DJJ-Terror
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Joined: 2006-06-14 21:51

[Static Model] Mine sign

Post by DJJ-Terror »

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
Who want to get things done will find a way and who dosen't will find an excuse.

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Rhino
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Post by Rhino »

there is already a mine sign...

objects/staticobjects/destroyable_objects/Warning_sign/

and there is also a mine fence :p

have fun.
Last edited by Rhino on 2007-10-09 14:23, edited 1 time in total.
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Z-trooper
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Post by Z-trooper »

[R-DEV]Rhino wrote:there is already a mine sign...

objects/staticobjects/destroyable_objects/Warning_sign/

and there is also a mine fence :p

have fun.
If you need a new one, just let me know, and I'll try to make it, would be a fairly good assignment for me to practice "skinning" on :)
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Rhino
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Post by Rhino »

NickO wrote:Seen one on mestia.. But it's just a red sign with a white skull in it.
yep, thats the one i mentioned above and also is on HoH but no one notices it :p

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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ZaZZo
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Post by ZaZZo »

[R-DEV]Rhino wrote:yep, thats the one i mentioned above and also is on HoH but no one notices it :p
I used to use those to mess about with in the PELA preparations for HoH
tupla_s
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Post by tupla_s »

Would be cool if engineers could place those, to warn friendlies from mines, beside roads. Not on both ends of road, but before the mine to show to the direction friendlies will most likely be coming from but enemies wont see them.
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Outlawz7
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Post by Outlawz7 »

Yeah, but I bet the lone wolf, who just jacked a jeep, will still drive over them :/
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DJJ-Terror
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Post by DJJ-Terror »

Z-trooper wrote:If you need a new one, just let me know, and I'll try to make it, would be a fairly good assignment for me to practice "skinning" on :)
Great! If its not too much of trouble i would apriciate that!!!
Tnx!
Who want to get things done will find a way and who dosen't will find an excuse.

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Z-trooper
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Post by Z-trooper »

[R-CON]DJJ-Terror wrote:Great! If its not too much of trouble i would apriciate that!!!
Tnx!
Ok, but do you still need it, people seem to have found lots of signs?
I'll make one anyway :)
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ArmedDrunk&Angry
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Post by ArmedDrunk&Angry »

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.
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My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Z-trooper
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Post by Z-trooper »

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 :P
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DJJ-Terror
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Post by DJJ-Terror »

:15_cheers
Who want to get things done will find a way and who dosen't will find an excuse.

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klan DOJAJA
Z-trooper
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Post by Z-trooper »

Hey, Had a little break, and i JUST started with the texturing after having made the UV map.

Here is a quick WIP shot.
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(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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Post by Z-trooper »

Another quick update, here is a better feel for what I mean. Still a lot left to do.

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Rhino
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Post by Rhino »

ehhh how high rez is that texture? It looks super high...

also why would nails be in the sides of the sign?
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Z-trooper
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Post by Z-trooper »

[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?
This is my first texture for my own model - I'm learning.

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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Post by Rhino »

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 :p

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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Post by Z-trooper »

[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 :p

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.
Ok. I'm pretty new to this modelling thing :P but we have to learn at some point right? :)

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 :roll:
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 :P
I'm just trying to learn, thats all.
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Rhino
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Post by Rhino »

its hard to exsplain, espicaly since my knowlage on this subject is very limited, i only got into doing statics a while back but have had alot of background info before going into them which helped me alot.

check bfeditor.org, sure they have lots of tuts etc.
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