Page 3 of 6

Posted: 2007-03-08 07:21
by IronTaxi
thanks requiem....?? haha..

anyway...yeah that looks pretty good and the detail looks about right for a bf2 model...

like i said before an detail we can do with a texture is better than using polys..

i dont think there are any guideline that exist but it looks about on the money...i would say of course less is more.. dont forget we need at least 6 copies of this in varying levels of detail to make an ingame static...

simplify the windows and the little vent on the roof and we are looking good... can you email that file or post it here and ill look at it...

Posted: 2007-03-08 13:54
by Jarek Mace
P.M'd you the file so far IronTaxi.

I can remove a max of 4 polys from each window frame, but I think it would 'flatten' the model some up close, see what you think.

Posted: 2007-03-08 14:24
by [BFD]Ells
May be of use:
Heirachy
http://bfeditor.org/forums/index.php?sh ... poly+count

Poly Count Limits
http://bfeditor.org/forums/index.php?sh ... poly+count

And my noob questions which may help
http://bfeditor.org/forums/index.php?sh ... entry63420

Excellent control tower there, I was just about to start making one.

Posted: 2007-03-08 15:11
by Jarek Mace
[BFD]Ells they were golden links thank you.

Posted: 2007-03-08 20:18
by jarleif
just remember those are guidelines....you dont need to follow them to the letter(or in this case the number)

Posted: 2007-03-09 01:35
by Jarek Mace
Okidoke jarleif noted.

Little update on the experimental victim, so far I have managed to do without max, I found the multires modifier to be no different (better/worse) than maya reduce tools. So I done the LOD's manually.

3Collision meshes assigned the concrete shader (or rather a lambert with the concrete tag/name)
Still messing with the uv's but just tidying to do.

Question please : I want to split the building textures across 2 bitmaps (2048x2048 x2 -if thats not too big) Any problems with multiple uv sets ingame?

Posted: 2007-03-09 02:07
by IronTaxi
as far as i know no problem...im not exactly sure what you mean...but bascially the object can have 2 or more seperate textures applied to seperate areas of a single object without any prob as i understand it...

looks great btw

Posted: 2007-03-09 05:40
by Jarek Mace
Yup they were close enough to the words I was looking for :)

Thanks.

I had better try suss this bf2editor out soon, I'm almost ready to try stuffing this mesh into the engine to see what explodes.

understanding this cgfx shader business is next up I guess.

Posted: 2007-03-09 11:48
by Maxfragg
really cool building, would be cool to see it in 0.7 or so on the airport map

Posted: 2007-03-09 17:05
by jarleif

Posted: 2007-03-10 14:30
by Jarek Mace
Thanks Jarleif they are all helping. 2 very nice links.

Posted: 2007-03-10 15:24
by jarleif
Have you looked at the texture sheets that EA did? That also might help give you and idea on how to do it

Posted: 2007-03-10 18:10
by Jarek Mace
I am pretty clear (I think) as to how to approach the next step ie, making up base colour detail specular normals and decal layers. I still need to figure a little of the bf2editor so I can get an ingame idea and work out how to import a model to check.

I have scaled the building (warehouse roof is 11m) - on the basis one maya unit = 1 game unit. Scaling textures @ 1 pixel per game unit (cm).
I want to change some uv's a bit, move around some topology and rebuild the 2 lower lods with this texture method in mind.

What style of texturing do you want on this? Eastern/western?

Posted: 2007-03-11 00:12
by IronTaxi
i would skin it twice! once as desert and once as european/western... then we can set the second texture as a woodland map skin and presto...2 different models...

you really dont need many layers of textures... I have a nice bunker coming in the next build that has only colour, detail and dirt layer..thats it! and it looks very very nice.. thats usually enough to tell you the truth...

once you start skinning your own statics you will see just how "simple" the stock objects are.. :)

Posted: 2007-03-12 03:47
by Jarek Mace
Im starting to gnash my teeth, I have figured out the most unusual uv method required (this bent my head for a while)

Multiple uv's are required, one for each shader layer.
Armed with my new found knowledge I attacked again, to get a kick in the teeth from some kind of issue with cgfx inside maya, It worked fine, now I can not get realtime texture view in viewport, I assign the cgfx shader, assign bitmaps and the model faces vanish in texture view mode, I am left with a wired cube, makes it hard to work with.

Any clues?

On a good note I setup the bf2editor (followed the pinned post on this forum)

Posted: 2007-03-12 04:10
by Jarek Mace
nevermind I fixed it :D

Posted: 2007-03-12 07:44
by Jarek Mace
Almost ready to test importing

Posted: 2007-03-12 08:04
by causticbeat
looks really nice! can you get in that tower?

Posted: 2007-03-12 09:02
by Jarek Mace
Not this version, I want to keep everything simple until I get the process right.
Maybe an updated one later with stairs and interior, have to see.

Posted: 2007-03-12 23:14
by Jarek Mace
Thanks for the help throughout this thread, pr squadwork don't only happen ingame. ;)

I managed to get the model into the bf2editor, all seems good (only 1 lod+collision meshes) I need to work the textures properly now, these are only base/temp ones and do some tidying up.

Anyway, wouldn't have got this far without your help, so thanks again all.