[?] Sea Based Oil Rig static?

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KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Re: Sea Based Oil Rig static

Post by KarateDoug »

'[R-DEV wrote:Rhino;1434969']Indeed, super complicated.

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I want one
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Sea Based Oil Rig static

Post by Web_cole »

'[R-DEV wrote:Rhino;1434969']Indeed, super complicated.

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Good lawd. Can't imagine trying to model that.
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DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: Sea Based Oil Rig static

Post by DevilDog812 »

a friend of mine made the DC oil rig (which was actually a ton of smaller pieces) into a single model, and converted it to bf2 and bf heroes. and it can also be placed easily on bf1942 maps. maybe if you could get permission from desert combat to use it, you could (he only used it for personal maps, not distributing it)

YouTube - BF2: DC Sea Rigs WIP...
YouTube - Battlefield Heroes: DC Sea Rigs conversion...
YouTube - DC Unauthorized: Sea Rigs on command!
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Zeno
Posts: 3430
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Re: Sea Based Oil Rig static

Post by Zeno »

DevilDog812 wrote:a friend of mine made the DC oil rig (which was actually a ton of smaller pieces) into a single model, and converted it to bf2 and bf heroes. and it can also be placed easily on bf1942 maps. maybe if you could get permission from desert combat to use it, you could (he only used it for personal maps, not distributing it)

YouTube - BF2: DC Sea Rigs WIP...
YouTube - Battlefield Heroes: DC Sea Rigs conversion...
YouTube - DC Unauthorized: Sea Rigs on command!
who to contact to get this`?

i REALY need this for Cold Response :p
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: Sea Based Oil Rig static

Post by DevilDog812 »

Zeno wrote:who to contact to get this`?

i REALY need this for Cold Response :p
first, i think you would need permission from the Desert Combat team / creator of DC Oil Rigs, and then the permission from MagnumForce aka ApacheThunder
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WelshManDan
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Re: Sea Based Oil Rig static

Post by WelshManDan »

Would be impossible to make without a lot of References, after that its possible but would take quite a while. I guess a lot of the detail is the rigging on the sides for the scaffolding, the interior is most likely quite basic with just the complicated rooms (Power), you can always lock the Complicated room doors though :)

Edit:
Maybe not...
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Edit 2:
Looking at picture A I just realised how deep those things really go
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: [?] Sea Based Oil Rig static?

Post by Imchicken1 »

To bad you can't swim underwater in BF2... That way u could start at a submerged sub, and Afterdune would get a dream come true :-P

If some one would model the first picture Welsh posted and placed a few scafoldings on either side, i would do something i probably can't say on the forums
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AfterDune
Retired PR Developer
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Re: [?] Sea Based Oil Rig static?

Post by AfterDune »

Imchicken1 wrote:To bad you can't swim underwater in BF2... That way u could start at a submerged sub, and Afterdune would get a dream come true :-P
:D

You can hop out of a sub, but the water will take you to the surface pretty quick :p .
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Deer
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Re: [?] Sea Based Oil Rig static?

Post by Deer »

I think it might possible to simulate swimming underwater littlebit, not perfectly but well enough so enemy wont spot you in the water. I think they used this trick Desert Combat oilrig too... Idea is to make a waterplane that isnt water but still has water animation, if thats possible, then you could put that waterplane on top of the real water, just like 10cm on top of the real water, that way your character cant be seen while swimming. Would need testing to see if it can be tweaked to look ok.
KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Re: [?] Sea Based Oil Rig static?

Post by KarateDoug »

wow this is turning out real well as far as suggestions go.

so far we have.

Oil Rigs, PSC based map (do they do much water based missions? seems to be more of a marine swimmer thing?), dense sea fog, creepy buoy bell noises, light houses, swimming out of sight!, submarines!

this would be so f-ing awesome.
VapoMan
Retired PR Developer
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Re: [?] Sea Based Oil Rig static?

Post by VapoMan »

KarateDoug wrote:wow this is turning out real well as far as suggestions go.

so far we have.

Oil Rigs, PSC based map (do they do much water based missions? seems to be more of a marine swimmer thing?), dense sea fog, creepy buoy bell noises, light houses, swimming out of sight!, submarines!

this would be so f-ing awesome.
Sounds like to much fun for PR to handle :-P

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Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [?] Sea Based Oil Rig static?

Post by Priby »

Is it possible to import/export a bunch of static from one map to another, so that they are still in the same direction and height?
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [?] Sea Based Oil Rig static?

Post by arjan »

lmao indeed :razz: , i could give shitloads of reference and movies.
My uncle works on a dutch oil rig.

Even did a lecture about it with my uncles references. hehe
Zeno
Posts: 3430
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Re: [?] Sea Based Oil Rig static?

Post by Zeno »

[R-DEV]Deer wrote:I think it might possible to simulate swimming underwater littlebit, not perfectly but well enough so enemy wont spot you in the water. I think they used this trick Desert Combat oilrig too... Idea is to make a waterplane that isnt water but still has water animation, if thats possible, then you could put that waterplane on top of the real water, just like 10cm on top of the real water, that way your character cant be seen while swimming. Would need testing to see if it can be tweaked to look ok.
nonono... you make waterplanes that have holes that fits the legs of the platform so that you can walk under water.
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Sea Based Oil Rig static

Post by sylent/shooter »

WelshManDan wrote:Would be impossible to make without a lot of References, after that its possible but would take quite a while. I guess a lot of the detail is the rigging on the sides for the scaffolding, the interior is most likely quite basic with just the complicated rooms (Power), you can always lock the Complicated room doors though :)

Edit:
Maybe not...
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Edit 2:
Looking at picture A I just realised how deep those things really go
Well if engineers can build it I'm assuming our crack modelling team can :D

but wtf... do you have to WALK? ALL that way down? D:

Killing the enemy sylently
Rhino
Retired PR Developer
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Re: Sea Based Oil Rig static

Post by Rhino »

sylent/shooter wrote:Well if engineers can build it I'm assuming our crack modelling team can :D

but wtf... do you have to WALK? ALL that way down? D:
Engineers get paid and you would have a shit load of them with many working on different areas, a team specializing in pipe work, anouther team on electrics etc.

For a model like this, if you could assemble a team to make it (pretty much impossible unless your willing to dish out lots of money) the best you can hope for is each team member making details objects each and one main guy coordinating everyone's work and putting it all together. When you get multiple people all working on the main structure it gets very complicated modelling wise so it really needs to be done by one guy and you would also want to make all the detail objects in high poly using subdivision modelling etc most likley, depending on the object itself of course.


That DC oil rig posted before is really low detail you can tell it came from BF1942, also dosen't have any materials set on its col mesh as every time the guy shot a wall no effects where triggered etc. It would be best to use it as a reference if someone really wanted to go ahead and make an oil rig, but IMO, although it sounds "really cool", its not going to turn out as cool as it sounds and going to be a huge amount of work to get done :p
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anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [?] Sea Based Oil Rig static?

Post by anglomanii »

does a presentable rig have to be as huge or complicated as the ones in the pictures are there not inshore models that are less massive and require less work to create then these monoliths? and rhino i take it any such static should really be a single model not a conglomerate of statics (i hope that is right?)



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Rhino
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Re: [?] Sea Based Oil Rig static?

Post by Rhino »

anglomanii wrote:does a presentable rig have to be as huge or complicated as the ones in the pictures are there not inshore models that are less massive and require less work to create then these monoliths? and rhino i take it any such static should really be a single model not a conglomerate of statics (i hope that is right?)
Well sure there are simpler ones out there but w/e one you pick its still going to be a complicated task.

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That's a slightly more simpler one but if you look closely it still has a lot of detail, but the main structure is pretty simple its the detail that's going to be the killer :p

And You dont excatly want a single static model but you dont want also loads and loads of small tiny statics spammed everywhere.


What you want is the setup the vBF2 carrier, the Kubra Dam etc are setup as as in its made as one big static, then its cut into a few big chunks and then thous chunks are put together in the editor, this helps a lot with LODs etc so for example if your one one end of the carrier, your not drawing the other end of the carrier in its highest possible detail, drawing every light bulb and nut instead your drawing one of its LODs :)
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kevlarorc
Posts: 147
Joined: 2008-04-13 19:44

Re: [?] Sea Based Oil Rig static?

Post by kevlarorc »

I would totally take this on if I didn't suck massively at 3DS Max. I might still use the idea of an oil rig for practice though.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [?] Sea Based Oil Rig static?

Post by anglomanii »

oh good. so if i set the pylons and seperate the floor levels into smaller sector's and lock alot of the under floor area off i should be able to reduce the LOD problems, also to reduce some of the work load can i use the existing pylon statics and creat a custom floor space as above.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
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