[WIP] Syrian Community mod - need help

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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

@osama: I will probably not use many specific unit names. Besides there will only be around 3/4 new technical textures. So I want to keep it simple :) But I'll look into it don't worry. Still have 3 other textures to finish first before I slap any text on them.


yeah, I know why it's always inverted :p Photoshop does that automatically for some reason.

this is what I now need to do to write Arabic correctly:

-switch photoshop to Arabic keyboard settings, allow Arabic character options
-switch computer keyboard to Arabic mode
-switch to inverted typing in photoshop
-find the correct translation on the webs
-copy paste

that for 3 simple words.

I'll probably write a tutorial on it soon, as it's useful info for other texture workers.

ignore how artificial it looks, but the spelling is correct right?
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Phoenixo_Idaho
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Re: [WIP] Syrian Community mod - need help

Post by Phoenixo_Idaho »

MineralWouter wrote:Image

while studying didn't go so well today, I found other uses of my time :D the Syrian Airforce MIG-29. Not totally finished. Needs some detail but it's 90% done :) Will show other stuff later, but I'm keeping the new assets for last. As most of them still need lots of work.
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Nice skin ! 8)
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Maj.Osama
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Re: [WIP] Syrian Community mod - need help

Post by Maj.Osama »

so much better :D

if you need any help with the arabic stuff PM :)

also the font is better than mine so i suggest it
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

Maj.Osama wrote: if you need any help with the arabic stuff PM :)
well, interested in being my translator? :p I can give you access to our team forums, and then you can make sure we make no mistakes and help us getting it right. Same for example air force unit numbers on the wings. I often struggle with those too.
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Maj.Osama
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Re: [WIP] Syrian Community mod - need help

Post by Maj.Osama »

since i'm in vacation right now , sure .
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

Alright, I'll PM you the details later. need to catch a bus.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

woohoo! Successful import of t55 of FFI into PR :p But needs a lot of work still. We will most likely use this a rebel tank.


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-texture (did that ugly thing in 5min, please ignore :p ,somebody willing to help?)
-coding(lacks tons of PR coding)
-LOD's (somebody willing to help? )
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Rhino
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Re: [WIP] Syrian Community mod - need help

Post by Rhino »

Nice, BTW we may want to use the T-55 in other areas of PR too when its done, would be good to put it as a pretty high priority tasks on your list of things to do for the faction :)

Also make sure you get and backup all the max scenes and .psds :D
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

Don't worry. We are using a well organized dropbox for all artwork. It's all nicely stored and backed-up :) So at any point we can provide the PR team with the files if necessary. But so far all credit for this thing goes to the FFI team :)

Yeah, I might try the LOD's myself. Rivers showed me the program meshlab and it looks pretty useful for the first steps of the lod creation. Moszeusz is very busy so the coding might take a while, but it's marked as HIGH on the design plan so it will be one of the first things :)
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Rhino
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Re: [WIP] Syrian Community mod - need help

Post by Rhino »

MineralWouter wrote:But so far all credit for this thing goes to the FFI team :)
Naturally, but what dose FFI stand for anyways?
MineralWouter wrote:Yeah, I might try the LOD's myself. Rivers showed me the program meshlab and it looks pretty useful for the first steps of the lod creation. Moszeusz is very busy so the coding might take a while, but it's marked as HIGH on the design plan so it will be one of the first things :)
MeshLab? Never used it myself but I wouldn't go anywhere near anything like that to do lods or anything mesh related in... All Mesh related stuff should be done inside 3DsMax 9 for BF2, nothing else. Using any other probelms, other than a newer version of max or another 3D app ONLY for baking, is very un-advisable as your just going to crate more problems than its worth...

LODs should be done within 3DsMax, by hand by someone who understands 3D Modelling for best results.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

rhino wrote:MeshLab?
Shapeways

Haven't tried it on bf2 models, if it doesn't work out well then obviously I won't use it :) But I thought it was worth a shot, it's better then nobody working on it I guess.

rhino wrote:but what dose FFI stand for anyways?
http://www.moddb.com/mods/idf-fight-for ... 1#imagebox

USI never used the t55 as far as I know. GueDoe supplied me with the files from FFI.
Last edited by Mineral on 2013-06-10 18:34, edited 1 time in total.
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Rhino
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Re: [WIP] Syrian Community mod - need help

Post by Rhino »

MineralWouter wrote:Shapeways

Haven't tried it on bf2 models, if it doesn't work out well then obviously I won't use it :) But I thought it was worth a shot, it's better then nobody working on it I guess.
ummm no. For starters that purpose of that thing is for dealing with models over as it put its "1 million polygons", aka ~2 million tris. We are dealing with models under 10k tris here.

3DsMax also has a similar thing called "Multirez" which I would advise using much more over anything 3rd party, but I would then strongly advise against using it other than when you know how to use it and only really on the very late lods and wrecks. Multirez will also keep most of your UVs intact where a 3rd party program will most likley, not. There is also "optimize" in 3DsMax but that doesn't preserve the UVs and is only really useful for optimizing cols but again, you need to know how to use to use it otherwise your going to do far more damage than good.

MineralWouter wrote:Old Renders image - IDF: Fight for Independence Mod for Battlefield 2 - Mod DB

USI never used as far as I know. GueDoe supplied me with the files from FFI.
Ah IDF:FFI, thought you where on about the Syrian faction somehow being called FFI, couldn't work it out :p
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Tim270
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Re: [WIP] Syrian Community mod - need help

Post by Tim270 »

PLEASE please, post up LOD progress if its being done so we can crit it so it does not need to be worked on again.

As Rhino Says, Best way really is just to "hand Optimize" maybe a little multires on the last or second last - but always "clean it up". As long as you keep it posted its not rocket science at all.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

Relax guys, all i said was I heard about a program that might help with the progress. Nowhere did I write I would just slap some lod's on it and export the model :D I have no modeler right to work on it, so unless any of you want to assist I want to try it myself, if the program turns out not very useful, then I simply won't use it and will leave the LOD's to be done by somebody else with more experience in the modelling department.

@Tim, sure thing. I'll probably make a separate thread for it. I will make separate threads for most assets which require modelling work. Just like I did for the rpg29 and the truck.
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Tim270
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Re: [WIP] Syrian Community mod - need help

Post by Tim270 »

Yeah sorry dude, hard to keep up this forum sometimes on top of everything else. As you said a separate thread is best.

The best thing really is to load up bf mesh view and look at existing lods and use them as a guide line. Vanilla stuff is generally a fairly good guide-line, although a lot of PR stuff uses a extra LOD and has a much lower tri count for the final two, and especially the last LOD as we have much longer draw distances.

If you have any Q's hit me or Rhino on xfire and I am sure we can help.
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Re: [WIP] Syrian Community mod - need help

Post by Nusrah »

Are you guys working on the Syrian Maps? or did you already make a map?
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

maps are WIP but we can always use more mappers :)
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Nusrah
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Re: [WIP] Syrian Community mod - need help

Post by Nusrah »

I Don't have any experience in Modding/Making textures and maps and all that stuff. But I know a lot about the Arab Uprisings A LOT. I know a lot about what weapons they use, Their tactics, Clothes/camo they wear, also tons of armies/brigades fighting the syrian arab army. If you let me help you on this project/team, I could help you on what weapons you should make and stuff?
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CTRifle
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Re: [WIP] Syrian Community mod - need help

Post by CTRifle »

If you want to learn how just ask ;)

I think Mineral has set our design plan already, but extra advice is always good
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

ah, I just feel like repeating myself :p As the OP of this thread says, we are focusing on developing the Army faction first. This is our primary task right together with maps. We will bring a few assets to the insurgent faction but again, not our focus right now. When we get around to it I will ask around for sure for feedback on possible additions for the insurgent weapon layout. You are always free to use this thread or our own website to post any reference material you might have, you can never have enough ;) If you are interested in helping out with the development I can always suggest mapping. But again, our focus lays on the army right now.
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