[Request] (MOUT) Shoothouse Statics

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chuckduck
Posts: 227
Joined: 2009-02-22 12:08

[Request] (MOUT) Shoothouse Statics

Post by chuckduck »

Im making a new training map which is rather large and needs some custom statics
Official Map Topic found here:
https://www.realitymod.com/forum/f354-community-maps/56910-map-training-grounds-wip.html#post981014
If your intrested in starting modeling and maybe building these statics:
https://www.realitymod.com/forum/f66-pr ... kshop.html

What I need is some one who is relativley-quite good at making statics and texturing them.
I need statics for the training maps shoothouse heres and example shoot house from Americas Army:
Image
As you can see the main statics i will need will be
  • Different Targets BLUFOR, OPPFOR and Civ each different target having a non-destructable and desructable (from being shot once) version
  • Large plywood sheet wall section
  • Large wooden Pillars/Beams
  • A Wooden Floor section
  • A plywood wall/door section
Is it possible to animate the (static model) targets so they turn around when shot, and turn back again after a certain amount of time? Or does that have to be handled by a trigger in the BF2 Editor?

I can help get the needed pictures for the targets if needed, for now i just need to know if anyone is willing to make these?
If you are interested in making these statics i would greatly appreacate it.

Cheers :-)
Last edited by chuckduck on 2009-04-02 17:06, edited 1 time in total.
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McBumLuv
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Re: [Request] (MOUT) Shoothouse Statics

Post by McBumLuv »

Well, I don't think you can animate the way a static dies. What you can do, though, is have them explode after two shots or so (by giving them the same health as a soldier), and making them respawn in ways similar to caches. This way, you can have so many targets up at a time, and when one dies, another'll spawn somewhere else in the training facility.

I'd suggest having both opposing targets, and friendly targets, so that you learn to differentiate between them. I'm not sure if you can use the player models themselves, but I'd also suggest making them into assets, rather than statics, so that they spawn. Just don't make them enterable, else it'll be like you're possessing them :lol:
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Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: [Request] (MOUT) Shoothouse Statics

Post by Pte.Paynter »

chuckduck wrote:Im making a new training map which is rather large and needs some custom statics
Official Map Topic found here:
https://www.realitymod.com/forum/f354-community-maps/56910-map-training-grounds-wip.html#post981014

What I need is some one who is relativley-quite good at making statics and texturing them.
I need statics for the training maps shoothouse heres and example shoot house from Americas Army:
Image
As you can see the main statics i will need will be
  • Different Targets BLUFOR, OPPFOR and Civ each different target having a non-destructable and desructable (from being shot once) version
  • Large plywood sheet wall section
  • Large wooden Pillars/Beams
  • A Wooden Floor section
  • A plywood wall/door section
Is it possible to animate the (static model) targets so they turn around when shot, and turn back again after a certain amount of time? Or does that have to be handled by a trigger in the BF2 Editor?

I can help get the needed pictures for the targets if needed, for now i just need to know if anyone is willing to make these?
If you are interested in making these statics i would greatly appreacate it.

Cheers :-)
I help with the Modeling I'm new to it but I will do the best I can as I need practise.

Your Friend, Jordan Paynter


:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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Insurgent Strike Modification Developer

http://www.ismod.co.uk
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

Its good to hear that i got at least one modeler to help out ,well some of the models shouldnt be too hard to make and texture (i think). For the targets i will either have to make them as McLuv says, so they get desroyed and respawn or i could try and give each target a trigger so when its shot it turns around, indicating a kill.

Just a quick question if anyone can answer it...
What do the "Shoot" triggers do. Do they act when a bullet goes into its radius or do they go off when someone shoots in the radius of the trigger?

Thanks Get back to you tommro.
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DeltaFart
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Re: [Request] (MOUT) Shoothouse Statics

Post by DeltaFart »

If paytner doesn't want to, I can always help you out, should be a good test compared to a real person
chuckduck
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Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

DeltaFart wrote:If paytner doesn't want to, I can always help you out, should be a good test compared to a real person
Well thats good to hear, both of you guys can make different statics i think the more expereinced one of you two will be making the targets because they are more curved and each need different textures. Some of the models wont be too hard, ill post the textures for the targets in a mo.

Give me a shout when you can get modeling, thx. :grin:
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Z-trooper
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Re: [Request] (MOUT) Shoothouse Statics

Post by Z-trooper »

My recommendation for whoever will be making this static is:

"model" each module (basically all boxes)
- plywood wall section in aspect 1:1
- corner wood log thingys
- top trim segments
- floor segment
- plywood wall section with door

THEN texture all of the above, and then actually start building the house from these modules. Most efficient and best looking way.
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chuckduck
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Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

[R-DEV]Z-trooper wrote:My recommendation for whoever will be making this static is:

"model" each module (basically all boxes)
- plywood wall section in aspect 1:1
- corner wood log thingys
- top trim segments
- floor segment
- plywood wall section with door

THEN texture all of the above, and then actually start building the house from these modules. Most efficient and best looking way.
Do you mean build them in the editor or build them after modeling them, in the modeling program. :? ??:
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OkitaMakoto
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Re: [Request] (MOUT) Shoothouse Statics

Post by OkitaMakoto »

You can set the targets to be wrench/crate repairable within say 2 seconds, and have a custom crate/object like the command center that will repair across the whole map.

So you shoot something, it goes down, and then gets repaired by the custom repair enabled object... at least, thats how I would try to do it...
Z-trooper
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Re: [Request] (MOUT) Shoothouse Statics

Post by Z-trooper »

chuckduck wrote:Do you mean build them in the editor or build them after modeling them, in the modeling program. :? ??:
all done in the modeling program :)

EDIT:

Now I'm not going to do this one for you, but I believe that this will be a great learning experince for the one/ones who do.
Whoever will do this will gain some experince with modular design if he follows my instructions.

Here is a quick 10min example I made from some old wood textures I made some time ago.

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See, not all that hard if you spend a little time on the base modules :)
Last edited by Z-trooper on 2009-04-02 10:09, edited 1 time in total.
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"Without geometry, life is pointless"
chuckduck
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Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

[R-DEV]Z-trooper wrote:all done in the modeling program :)

EDIT:

Now I'm not going to do this one for you, but I believe that this will be a great learning experince for the one/ones who do.
Whoever will do this will gain some experince with modular design if he follows my instructions.

Here is a quick 10min example I made from some old wood textures I made some time ago.

See, not all that hard if you spend a little time on the base modules :)
OMG! :-o
That looks fantastic.
So what are saying exactly?
Is that just an example or are you going to lend us your modules so how ever is modeling can use them.
Or are you going to teach the novice modelers to do that by themselves?
Either way thanks for helping out. :-P
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Drav
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Re: [Request] (MOUT) Shoothouse Statics

Post by Drav »

anyone that can model should be able to look at Zs example and make their own sections easily enough. Its only manipulating boxes and planes after all.
cyberzomby
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Re: [Request] (MOUT) Shoothouse Statics

Post by cyberzomby »

Alright nice tip there! Lets try that out this weekend w00t!
Rhino
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Re: [Request] (MOUT) Shoothouse Statics

Post by Rhino »

nice Z, but you should use the Ply Wood textures already in PR.
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Z-trooper
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Re: [Request] (MOUT) Shoothouse Statics

Post by Z-trooper »

Helping novice modelers was the idea.

I know a few people here that might be interested and there has already been some responses in this thread and the map thread.

A fun thing we could do is hold a workshop for this static since it involves a lot of aspects that can be useful for peoples future trys at static creation.
Have all the people who want to do it make it. In the end you can chose your favorite(s) and use it on the map.

I could supply the textures, advice and help along the way. I (and I know a lot of other devs like rhino) are always answering the same questions over and over again. We have discussed doing long and detailed tutorials but the fact is that people learn when they make their own.

So having this workshop could teach people to make stuff as well as serve as a library of Q/A.

If there is support for this idea I will create a seperate thread for this "event". PM me if anyone is interested and lets take it from there.

@ Rhino.. yea this was just what I had laying around on my laptop when I compiled this example during my math lecture D:
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"Without geometry, life is pointless"
chuckduck
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Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

Cool, cool
Hopefully Z will tech yo guys the art of making walls and texturing them while i go take some screenies to use for the BLUFOR+OFFOR targets!

Parle exemple...
Image
Last edited by chuckduck on 2009-04-02 12:02, edited 1 time in total.
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Rhino
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Re: [Request] (MOUT) Shoothouse Statics

Post by Rhino »

A workshop is a interesting idea thou think it would be pretty hard to work with it.
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chuckduck
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Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

A work shop sounds like a good idea, but we will have to find new guys to take part. If we are going to have ths workshop, i think we should start up a new thread, In the main section. This way people will see it more easily and we can start from there.
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Z-trooper
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Re: [Request] (MOUT) Shoothouse Statics

Post by Z-trooper »

yea, I will create a new topic to see who is up for it so we dont spam your thread any more :) sorry about that btw.
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chuckduck
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Re: [Request] (MOUT) Shoothouse Statics

Post by chuckduck »

[R-DEV]Z-trooper wrote:yea, I will create a new topic to see who is up for it so we dont spam your thread any more :) sorry about that btw.
Sounds good.
anyways its fine to spam this thread, its kinda like a brainstorm.

Z-tropperhas just started up a new thread, on his modeling workshop wher he wll teach begginers how to model and texture! Maybe some of the begginers hes training can build the models i need.

Z-troopers modeling+texturing workshop thread:
https://www.realitymod.com/forum/f66-pr ... kshop.html
Last edited by chuckduck on 2009-04-02 17:09, edited 1 time in total.
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