[?] Static Terrain?
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Wilkinson
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crazy11
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Re: Static Terrain
Look on the BF2 Editor forums.

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Rhino
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Re: Static Terrain
terrain that is a static object, he wants it as he wants to make a scale 8 map which means he can not use normal terrain in the areas the wants terrain.cat wrote:What you mean exactly?
Wilkinson, there isn't really any tuts out there on it, there are a few on crating terrain on max but there are none on how to make it for BF2, texturing and exporting it, you really just need to fully understand how terrain works in games, and also how to make statics for BF2.
btw L3DT and many other terrain gens can export heightmaps as a .obj object, so you can either import a normal heightmap into L3DT, then export it as a .obj, or you can generate a terrain then export it as a .obj, or you could look for a plugin for max that allows your to make a terrain off a highemap, sure there are some, or you could use the bf2 max lightmapping tools to import a heightmap, either way would work, but then comes the hard bit of texturing it so it looks any good, and then exporting it in such a way that it wont drain all the performance of the map.
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cat
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Re: Static Terrain
You mean a static object as a model? Did not know this works on bf2.
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Tannhauser
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Re: Static Terrain
I think he means a static terrain cover, like the one over Fallujah's underground prison (under the asylum). Also like those used over OGT's tunnel and stuff like that...
Wouldn't that be pretty much just learning to model, but do simple one faced models? At least it doesn't seem as hard as making a high quality vehicle or weapon.
Wouldn't that be pretty much just learning to model, but do simple one faced models? At least it doesn't seem as hard as making a high quality vehicle or weapon.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
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Rhino
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Re: Static Terrain
kinda but he is talking about not have any normal terrain in his map and only static terrain to get around the probs of scale 8 maps.Tannhauser wrote:I think he means a static terrain cover, like the one over Fallujah's underground prison (under the asylum). Also like those used over OGT's tunnel and stuff like that...
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cyberzomby
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Re: Static Terrain
wow! Im working on a 3d model that will be used as a static as well. But did not realise that bf2 had all that hassle for importing it in the game! I thought most of the hassle was creating the thing in a 3d modeling program right. Did some looking around but could not find anything of real help like Rhino already said.
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Tannhauser
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Re: Static Terrain
I'm guessing the DEV team and CONs have specialized & experienced porters within.. Maybe one could give you some hints?
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cyberzomby
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Re: Static Terrain
If someone has the time that would be great
But Rhino: What would you recommend? First try our hands at making a map so we understand the terrain editor and can model to it instead of model something and than go figure out how it works? Or would you recommend just model something and send it over to one of the static implementors 
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Z-trooper
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Re: Static Terrain
porters? do you mean for getting stuff ingame?
If so, we don't. Most of us learned before we joined or after when/if it is relevant for a particular project.
I cant really remember where I learned but I guess it was through some 2min static video tutorial once with exporting a box. One I knew how it was only a question of reading up on the hierarchyand name conventionof other types of objects.
I can see if I can find that tut, but it wasn't all that helpful as there was no sound or anything. I still had a lot of details to learn afterwards.
edit:
cyberzomby, what is it you are working on? care to show it in another thread or something so we can take a look at it and see what needs to be done. maybe we can guide you through it if it is ready for it.
If so, we don't. Most of us learned before we joined or after when/if it is relevant for a particular project.
I cant really remember where I learned but I guess it was through some 2min static video tutorial once with exporting a box. One I knew how it was only a question of reading up on the hierarchyand name conventionof other types of objects.
I can see if I can find that tut, but it wasn't all that helpful as there was no sound or anything. I still had a lot of details to learn afterwards.
edit:
cyberzomby, what is it you are working on? care to show it in another thread or something so we can take a look at it and see what needs to be done. maybe we can guide you through it if it is ready for it.
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cyberzomby
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Re: Static Terrain
Heres a site that members of the bf2editor.org site recommended several times.
BF2 Dev Style Sheet :: DoomLab Studios :: Game Software Development
Just spend half an hour on there reading trough everything. Boy it seems a lot harder than I imagined. First off im going to switch back to 3dsmax I reckon. Too bad because I was beginning to like maya
Didnt think making stuff for BF2 or PR would be easy but I didnt think it would be this hard 
Z-Trooper: Cool! I got a topic about it here: https://www.realitymod.com/forum/f66-pr ... tower.html
EDIT:
Heres a tutorial on how to import your custom static in to your own mod to test it out in-game
http://www.doomlab.com/Library/_Mod_Day ... Bunker.zip
BF2 Dev Style Sheet :: DoomLab Studios :: Game Software Development
Just spend half an hour on there reading trough everything. Boy it seems a lot harder than I imagined. First off im going to switch back to 3dsmax I reckon. Too bad because I was beginning to like maya
Z-Trooper: Cool! I got a topic about it here: https://www.realitymod.com/forum/f66-pr ... tower.html
EDIT:
Heres a tutorial on how to import your custom static in to your own mod to test it out in-game
http://www.doomlab.com/Library/_Mod_Day ... Bunker.zip
Last edited by cyberzomby on 2009-03-05 17:44, edited 1 time in total.
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Wilkinson
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Re: Static Terrain
Well other than cyberzomby making this thread a showcase, basically I need to just make a cover then skin it. Problem skinning is its gotta be tropical. Well I'll try it. It not i'll work something out. Cheers
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Rhino
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Re: Static Terrain
I would recommend not to even think about a 8km map until you have a full understanding of how BF2 maps work, and how to make, texture and export very complicated statics.cyberzomby wrote:But Rhino: What would you recommend?
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sittingduck911
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Re: Static Terrain
this sound like a pretty good idea..... But would there be any poly and Tri count limits involved? also sound like there may be an issue with the overgrowth and undergrowth?
But if you where planning on using this for rocky mountains and cliffs you could prolly get some really good detail in there with the skining.
But if you where planning on using this for rocky mountains and cliffs you could prolly get some really good detail in there with the skining.
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cyberzomby
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Re: Static Terrain
Was not doing that. If you read the topic than you see Zee-Trooper asking me if I made a topic about it so he can help me trough it. Also if you read this thread I posted some links to help out skinning and modeling. The thread was so vague that not a lot of people had a clue so I went with skinning tutorials because I had the feeling that was required.[R-COM]Wilkinson wrote:Well other than cyberzomby making this thread a showcase, basically I need to just make a cover then skin it. Problem skinning is its gotta be tropical. Well I'll try it. It not i'll work something out. Cheers
All you did was: Anyone have any good tutorials please.
Now thats not much to go on so sorry if in all the confusion we gave you the wrong tips and links. And also sorry if I typed a bit to much about my own idea's about skinning and modeling. This forum seems to have some really strickt people on it.
EDIT:
Woops! Forgot Rhino there: yep can imagine that lol
Last edited by cyberzomby on 2009-03-06 08:53, edited 1 time in total.




