Page 2 of 3

Re: [Static] East Timor static / hut

Posted: 2012-04-02 18:45
by lucky.BOY
sweedensniiperr wrote:couldn't you just make the entrance "transparent"?
Sorry, but i dont quite understand what you mean, could you elaborate?

@Litoralis, I have worked on that idea you posted, this is what i have at the moment:

With crack: http://i.imgur.com/j8fRJ.jpg
Without crack: http://i.imgur.com/5oeZI.jpg

i dis it via crack texture, as i dont know about any other way of doing it. detail texture wouldnt work without color texture, and these would need to be precisely on top of each other to look good. crack will be better. That being said, i am still not sure wether i should do it like that, or leave it as it was before. What do you guys think looks better?

PS: when setting cull distance, be sure to make your editor View distance large enough.
PPS:Lito, thanks for that documantary, it is really nice!
PPSH:Those bonds around the main wall are still shaded upside down, but i think that flipping UVs will fix that.

-lucky

Re: [Static] East Timor static / hut

Posted: 2012-04-02 19:25
by sweedensniiperr
i mean so it hasn't just the part when you enter doesn't have a collision at all.

(i'm sorry i suck at mod language :P )

Re: [Static] East Timor static / hut

Posted: 2012-04-04 01:00
by LITOralis.nMd
That looks good Lucky,
as you can see, it's just a matter of lining up the vertical wood, and aligning the shadows of the wood so it maintains it's 3 dimensional illusion.

You could also add a bit of the rock in the wood skin, but I'm not sure if that is realistic to the building techniques int he region.

sweedensniiperr is trying to say you can create all the layers of a doorway, but then remove a rectangle of the COL mesh above the top of the doorway to make the entrance an appropriate height for the BF2 player model to walk in, (like ~2meters)

The player will then walk right through your skin of the removed COL rectangle area.

Re: [Static] East Timor static / hut

Posted: 2012-04-05 19:51
by lucky.BOY
As for sweedensniiperrs idea, id dont think its feasible, as even though making the entrance taller in col3 would help bots for sure, they still do have collision meshes, so they would not get through col2. And making the entrance bigger in col2 is a no-go, as that would mean all players can walk trough that part of the building, and that would suck.

This static is nearly done, only i need to improve crack layer a bit.

Question:
I have done a test map according to these tuts:
1. Creating a Basic Terrain
2. Creating a Basic Level

And i have packed it according to this tut

The problem is that when i start the game from my pr_edit, i cant see the map in my map list! (multiplayer/create local)

So the question is, what do i need to do to the map so i can load it ingame?

I'm sorry i didnt do a vbf2 map first, but i just need a map to test my statics on, I do not intend to map for pr...

Just a candy if anyone is interested..
Image

-lucky

Re: [Static] East Timor static / hut

Posted: 2012-04-22 20:50
by lucky.BOY
I did some minor things, now it looks like this:



The only problem i can see right is buggy lightmaps on lod 2. You can see that in the second half of the vid. Are these ok, or should i make custom lightmaps?

I have also upped to 512 lightmaps, as 256 gave me some ugly jitters up close. dont know if i should leave them at 512?

256 maps:
Image

So, all in all, should i make custom lightmap UVs?


Btw, im still stuck with getting that test level ingame. I cant figure out what should i do i order to make it appear in map list?

-lucky

Re: [Static] East Timor static / hut

Posted: 2012-04-22 23:04
by BroCop
lucky.BOY wrote:Btw, im still stuck with getting that test level ingame. I cant figure out what should i do i order to make it appear in map list?

-lucky
What did you do so far then?

(I assume you did actually pack the map with Rhino's script first right?)

Re: [Static] East Timor static / hut

Posted: 2012-04-23 07:42
by lucky.BOY
I have got this far by now:

Image

So far i have:
-created basic terrain and basic level as per those links above.
-changed init.con as per map audit tutorial
-copied this bit from winterwonderlands .desc file into mine:
<mode type="gpm_cq">
<maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
</mode>
-fixed my gamemodes layer folder names (removed that & from there).
-packed it with Rhinos script (thx for that, CroCop).

So far, I can see the map in maplist (Yay!), and it loads up to textures. Then i get this message above. What should i do next? Im sure im missing something.

-lucky

Re: [Static] East Timor static / hut

Posted: 2012-04-23 07:58
by Matrox
The rock texture at the base is very blue, and to be honest may be a little large for what you are after. Could you post up your texture sheet please? Preferably in PSD, not .DDS

Re: [Static] East Timor static / hut

Posted: 2012-04-23 07:58
by Psyrus
I believe it is saying it can't find your tx_s1 in your test_level as per the error message. I'm not sure what that means...

Also, are you running pr.exe off pr_edit or pr (just curious)?

Re: [Static] East Timor static / hut

Posted: 2012-04-23 08:08
by Tim270
Yeah, that is a error with the map not the static. Should be easy to fix it by coping over one of the other colourmap tiles and rename it, or just regenerate it using tpaint.

One thing about the roof, the bottom parts of it, or the ends of the straw you should keep those faces at the same pixel resolution to the rest of the roof to keep it consistent imo. The ends look too small right now.

Either way, good job for sticking with it.

Re: [Static] East Timor static / hut

Posted: 2012-04-23 08:17
by Psyrus
Matrox wrote:The rock texture at the base is very blue, and to be honest may be a little large for what you are after. Could you post up your texture sheet please? Preferably in PSD, not .DDS
Doesn't this post have the texture sheets?
https://www.realitymod.com/forum/f388-p ... ost1741980

Re: [Static] East Timor static / hut

Posted: 2012-04-23 09:29
by lucky.BOY
Matrox wrote:The rock texture at the base is very blue, and to be honest may be a little large for what you are after. Could you post up your texture sheet please? Preferably in PSD, not .DDS
I can see what you mean, color can be adjusted easily, although not quite sure how to fix that "too big stones", I would have to manually copy paste stones on the texture and fit more of them on it.

Im working in gimp, so i work with .xcf files. Here is a zip with all my texture sheets (color, detail, crack, detail normal and crack normal), all of them in .dds,.xcf and resaved to .psd. I dont know how much gimp screwed those files when exporting to psd, I had a quick look at them in Ps and they seem ok, but god knows.

Anyway, here is the archive:
texture_sheets_23.4.zip | Game Front
Psyrus wrote:Also, are you running pr.exe off pr_edit or pr (just curious)?
Running it from pr_edit, judging from that it says 0.966 is obsolete version (my main pr is last version of course), and i can load my map, which is located in pr_edit/levels.
'[R-CON wrote:Tim270;1763144']One thing about the roof, the bottom parts of it, or the ends of the straw you should keep those faces at the same pixel resolution to the rest of the roof to keep it consistent imo. The ends look too small right now.

Either way, good job for sticking with it.
Not sure what do you mean here, the straw ends are too big or too small? Or the pixel resolution on the bottom of the roof is too small?

I have fixed that loading error, turned out i had like half of my sorrounding terrain generated, so i went on and generated it all, and then repainted my map with TPaint.
It now fully loads, but cant spawn. it does not crash, I just cant spawn. looks like this:

Image

on the british side it says choose spawn point (might be that the one spawn i have placed is bad), and on the PLA side it deasnt let me choose rifleman (red text choose another kit or something), and when i choose combat engineer and spawn, i get instatly killed (message you cant select this kit).

Something must be horribly wrong.

Re: [Static] East Timor static / hut

Posted: 2012-04-23 20:39
by lucky.BOY
Just letting you know that i have got my test level to work, turned out i had factions set up all wrong, and then my static was missing, so i packed it into maps own zips and it works.

However, it leads me to another issue, that the entrance is too small even for a crouching soldier :D . Now if anone knows the exact height of a soldier "collision mesh", it would really help so i dont need to adjust it by trial and error.

So, does by any change anyone know the exact height of a soldier "collision mesh".

Re: [Static] East Timor static / hut

Posted: 2012-04-23 22:36
by BroCop
1.7?

I believe this should be useful

Re: [Static] East Timor static / hut

Posted: 2012-04-24 05:42
by lucky.BOY
Sorry i expressed myself unclearly, what i mean is height of a crouching soldier, not standing. And to my knowledge, you cant crouch in editor, and you cant enable 3rd person view ingame :( . I think i have an idea though, since my level is all nicely packed up now, ill put it into my brothers computer and make a LAN game, then one can crouch and the second can printscreen it :D

Re: [Static] East Timor static / hut

Posted: 2012-04-24 09:01
by Psyrus
lucky.BOY wrote: I think i have an idea though, since my level is all nicely packed up now, ill put it into my brothers computer and make a LAN game, then one can crouch and the second can printscreen it :D
You could just record a local demo and play it back at any angle you want :)

demo.recordDemo "name" (I think)

Re: [Static] East Timor static / hut

Posted: 2012-04-24 12:38
by lucky.BOY
Hmm, weird. I recorded that demo and put it into the right folder, but when i try to play it back, when loading it crashes at 62% - without an error message.

Edit: Tried it through LAN, somehow it managed to crash also. So i made higher by hand, just have tested it and it works.

Also fiddled with color of those stones, now it looks like this (ingame):

http://i.imgur.com/sPAej.jpg
http://i.imgur.com/Ow2BU.jpg

Now just custom lightmaps and some minor things and i think its done :)

Re: [Static] East Timor static / hut

Posted: 2012-04-24 14:11
by Matrox
Think rhino or matt.b wrote up all the heights. Don't know if its in the editor forums or the dev ones though.

Edit:
'[R-DEV wrote:Rhino;1526653']This is just so I don't loose this info again, will expand on it in the future at some point when I can be asked and post it in the public :p

NOTE: All the min/max values are the absolute limits and you should go above/below them as much as possible or with the Recommend value or around abouts if there is one.


Min Stand Gap Height: 1.7m
Min Crouch Gap Col Height: 1.4m
Min Crouch Gap Visual Height 3p: 1.3m (Below this, the head in 3p clips though the object when you move, example of 1.3m visual height and 1.4m col height)
Min Prone Gap Height: 0.52m
Min Gap Width: 0.5m
Recommend Doorway Height: 2m (required for New Breachable Doors)
Recommend Doorway Width: 1m (required for New Breachable Doors)
Recommend Door Frame Thickness: 0.04m (semi-required for New Breachable Doors)
Min Gateway Height: 2.5m (required for New 3m wide gates)
Min Gateway Width: 3.05m (required for New 3m wide gates)
Recommend Gateway Height: 3m + (required for New 3m wide gates)
Recommend Gateway Width: 3.06m (required for New 3m wide gates)


Min Standing Cover Height: 1.65m
Min Crouched Cover Height: 1.15m
Min Prone Cover Height: 0.55m
Recommend Standing Cover Height: 1.7m +
Recommend Crouched Cover Height: 1.3m + (at 1.3m you can see top of helmet when moving, can't at 1.35m)
Recommend Prone Cover Height: 0.6m +


Max Standing Firing Position Cover Height: 1.47m
Max Crouched Firing Position Cover Height: 0.95m
Max Prone Firing Position Cover Height: 0.37m
Recommend Standing Firing Position Cover Height: 1.32m
Recommend Crouched Firing Position Cover Height: 0.85m
Recommend Prone Firing Position Cover Height: 0.3m to 0.35m


Max Jump Height - Standing: 1.37m
Max Jump Height - Walking: 1.45m
Max Jump Height - Sprinting: 1.62m


Min ATV Gap Width: 1.2m

Re: [Static] East Timor static / hut

Posted: 2012-04-24 15:18
by lucky.BOY
So for a crouching entrance, there is optimally a 0.1m gap between visible mesh and col mesh. Like on that picture you quoted. That is good, because i made it like that and until now i was worried if there wouldnt be a helmet sticking through :D

Thanks for your support

PS: UVing a cirular object is PITA!

EDIT: I have done custom lightmaps, but except for Lod0 they didnt export correctly. More precisely, On all lods except LOD0, lightmap UVs are simply copied crack UVs, even though i made them exactly the same way as LOD0s lightmap UVs. And yes, i did all lightmap UVs in channel 9. Anyone else ran into this?

Re: [Static] East Timor static / hut

Posted: 2012-04-25 21:53
by lucky.BOY
OK, its finally done :)

So, what now? :D Should i PM those files to somebody, or post them here? It would be nice if someone took a look at it, as its my first static, so it probably still has some errors.

Uploading it right now. That zip contains all textures in dds, psd and xcf, plus the complete folder of the static (staticmesh, colisionmesh, samples, tweak etc.), and a max scene. Anything else needed?

PS: For my last problem described above, i restarted everything and i worked :) . Well, except for LOD2, and that was caused by one unwelded verticle.

Cheers!