[Static Model] Container Handling Crane
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Maxfragg
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Rhino
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you cant make them drive around very effectively, thou you can make them moment in linear and rotational movements thou this ingame will be just static all the timeMaxfragg wrote:i just wonder, would it be possible to have it as a static driving around, or is it right what I've heard that statics can only have cirular animations ?
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=Romagnolo=
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Will us see any new picture of the map with these beauts ? 
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
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[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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Maxfragg
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Rhino
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well ive already imported a few versions to test that players can climb the stairs / walk down the walk ways and to test detail textures etc but they look really rubbish as the detail textures are repated over the most part, or the real early versions are just covered in the uncal sam textureMaxfragg wrote:looks great
@ Romangnolo: did you mean "Will you show us any new picture of the map with these beautys ? "
answer would be: "not until I've imported them into BF2"
soo the awanser would be "not until the final version is ingame"
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Maxfragg
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Rhino
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well I could make it into 2 parts and have the container arm in different postions, BUT the problem is that it wouldn't be realistic to have the arm in a different position than it is there unless it was in use, cos the guy needs to bring it all the way back to be able to get the 2 ramps to join together so he get out and walk onto there, thou in r/l there is a saftey ladder that goes onto the top so the guy can jump down thou i didnt add that due to the amount of extra polies it would have added onto the model and it wouldn't have been used since players will just jump up from the side railingMaxfragg wrote:also okay.
btw, is the moving part fixed, or are there 2-3 obejects to put together, so that not all cranes have the container arm at the same position?
(imagine a container with open doors hanging at the arm, then you use the grappeling hook and noone will finde you)
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Brummy
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asianator365
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llPANCHOll
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Rhino
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Ok DF ill update the first page 
Anyways now I've finished my detail and bump layer of my model, which means I've only got the Dirt and Crack layers to go, with also needing to do COL meshes and LODs before it can be 100% finnished, aswell as I still need to fix up my custom wheel texture abit aswell (it dont have any bump or spec maps yet, so will look a little plain, aswell as it having a fake shadow in the texture i need to get rid of
)
heres some pics
My Detail Layer:

And my Bump Layer:

Now they may not look like much in the 2 renders above since the detail in them is pretty fine, soo from a far render like that you are not going to see the detail, soo heres a quick close up to show you the detail
Detail Layer:

Bump Layer:

As you can see, the detail layer has lots of fine detail and the bump layer, well you may not understand it but the bump layer basically makes a 2D texture look more 3D by how the light hits it ingame, which can make something very 2D look very 3D
Now ingame all the layers (Colour, Detail, Bump, aswell as the Dirt and Crack layers which I aint done yet) are all merged into 1 ingame, so to give you an idea here is my colour layer of the bit I showed you above:
My Colour Layer:

Which when complied ingame, will look something like it dose in this editor shot

As you can see, it all looks all nice and detailed with nice veration of colour over the detail, and the bump map gives a 3D impression to the 2D surfaces where it is meant too, like on the bar too the right and on the welds etc
Anyways enough of that, here are some more editor SS for you




Hope you like it so far, still got some work to do thou before this is finished
Anyways now I've finished my detail and bump layer of my model, which means I've only got the Dirt and Crack layers to go, with also needing to do COL meshes and LODs before it can be 100% finnished, aswell as I still need to fix up my custom wheel texture abit aswell (it dont have any bump or spec maps yet, so will look a little plain, aswell as it having a fake shadow in the texture i need to get rid of
heres some pics
My Detail Layer:

And my Bump Layer:

Now they may not look like much in the 2 renders above since the detail in them is pretty fine, soo from a far render like that you are not going to see the detail, soo heres a quick close up to show you the detail
Detail Layer:

Bump Layer:

As you can see, the detail layer has lots of fine detail and the bump layer, well you may not understand it but the bump layer basically makes a 2D texture look more 3D by how the light hits it ingame, which can make something very 2D look very 3D
Now ingame all the layers (Colour, Detail, Bump, aswell as the Dirt and Crack layers which I aint done yet) are all merged into 1 ingame, so to give you an idea here is my colour layer of the bit I showed you above:
My Colour Layer:

Which when complied ingame, will look something like it dose in this editor shot

As you can see, it all looks all nice and detailed with nice veration of colour over the detail, and the bump map gives a 3D impression to the 2D surfaces where it is meant too, like on the bar too the right and on the welds etc
Anyways enough of that, here are some more editor SS for you




Hope you like it so far, still got some work to do thou before this is finished
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PARAMEDIC.CA
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Ablack77
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Oh I do, I doRhino wrote:Hope you like it so far
I'm sure your a busy man Rhino, but is there any chance you might make some sort of tut in the modding section to help some of us aspiring modelers?
Show us how you model.
How you UV map things.
How you do colour, bump, detail, dirt and crack layers.
How to port it over to PR.
Basically a start to finish "make model and put it in game" tut.
(well maybe not start to finish but at least give us the general gist of how you do it)
I'm sure it would be appreciated by many people.........pretty please
There he goes. One of God's own prototypes.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
A high-powered mutant of some kind never even considered for mass production.
Too weird to live, and too rare to die.
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Rhino
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hehe, well there are tuts out there but really do to a full start to finish tut would take months to make and tbh, I have still got loads to learn about 3Ds Max, I've only really been using it for 6 or so months, just alot of the work I've done on CAD programs etc in the past made it quite easy to catch on, the hardest bit was to get my head around the fact that in game modeling you have to make stuff the opposite way that you do in CAD, in CAD you make something as detailed as possible and as 100% accurate, in game modeling its really the opposite, you make something that only has too look good, and really be as optimized as possible so that it dose not lag players, which was surprisingly the hardest bit for me was just to get my head around it hehe.Ablack77 wrote:Oh I do, I do
I'm sure your a busy man Rhino, but is there any chance you might make some sort of tut in the modding section to help some of us aspiring modelers?
Show us how you model.
How you UV map things.
How you do colour, bump, detail, dirt and crack layers.
How to port it over to PR.
Basically a start to finish "make model and put it in game" tut.
(well maybe not start to finish but at least give us the general gist of how you do it)
I'm sure it would be appreciated by many people.........pretty please![]()
heres afew tuts that should help, not that I used these I mainly nagged matt.b and IronTaxi for the little things I didn't understand
Beginner Need Help With Exporting To Bfeditor - Official BF Editor Forums
Uvmapping - The Other Way Around (56k Warning!
Video-training Series "static_mesh" Creation. - Official BF Editor Forums
hope that helps
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=Romagnolo=
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Fantastic !
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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Rhino
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hehe, statics work very differently from weapons/vehicles, they are modeled differently, textured differently, imported differently, I wouldnt know where to start (apart for go searching for tuts[R-PUB]bosco wrote:Ok Rhino, now UV and import that M16A4 w/ M203, will you![]()
Soo ye, main thing the M203 needs is a texture afaik, maybe a UV aswell which I cant do both for weapons








