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Re: Sea Based Oil Rig static
Posted: 2010-09-06 13:08
by KarateDoug
'[R-DEV wrote:Rhino;1434969']Indeed, super complicated.

I want one
Re: Sea Based Oil Rig static
Posted: 2010-09-06 13:38
by Web_cole
'[R-DEV wrote:Rhino;1434969']Indeed, super complicated.

Good lawd. Can't imagine trying to model that.
Re: Sea Based Oil Rig static
Posted: 2010-09-06 15:49
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!
Re: Sea Based Oil Rig static
Posted: 2010-09-06 20:25
by Zeno
who to contact to get this`?
i REALY need this for Cold Response

Re: Sea Based Oil Rig static
Posted: 2010-09-07 02:58
by DevilDog812
Zeno wrote:who to contact to get this`?
i REALY need this for Cold Response
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
Re: Sea Based Oil Rig static
Posted: 2010-09-07 03:27
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...
Edit 2:
Looking at picture A I just realised how deep those things really go
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 05:44
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
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
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 06:25
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
You can hop out of a sub, but the water will take you to the surface pretty quick

.
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 06:39
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.
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 09:02
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.
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 09:27
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

Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 10:10
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?
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 10:10
by arjan
lmao indeed

, 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
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 10:20
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.
Re: Sea Based Oil Rig static
Posted: 2010-09-07 10:53
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...
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
but wtf... do you have to WALK? ALL that way down? D:
Re: Sea Based Oil Rig static
Posted: 2010-09-07 11:03
by Rhino
sylent/shooter wrote:Well if engineers can build it I'm assuming our crack modelling team can
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

Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 11:54
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?)
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 12:06
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.
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
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

Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-07 19:16
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.
Re: [?] Sea Based Oil Rig static?
Posted: 2010-09-08 01:29
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.