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Re: 3ds max 9

Posted: 2016-03-20 09:13
by W.Darwin
[R-DEV]Rhino wrote:

Only BundleMeshes have to say inside the 1:1 UV Cords. StaticMeshes can go from -16:-16 to +16:+16 tiling max, effectively giving you a max tiling of 32 tiles which is enough even to do the massive airbases with, with a little cutting up of the Mesh/UVs thou.
Cool! I'll look into texture deeper. TBH, it's a load of information to assimilate, I do alot of trial and error at the moment.
[R-DEV]Rhino wrote: For now, just make the one, but when it comes to exporting, you will want to weld all three up together, deleting the hidden faces to save on LM UV area and to reduce draw calls. Can also export single and double blocks too for mappers who might want to use that setup.
That is wierd. Irritating. I really don't have a clue of what you try to say here?

''for now, just make the one''
The one what? The LOD0 ??

''you will want to weld all three up together''

The three what?

Flower pot+flower+???=Profit

''Can also export single and double blocks''
Whattt????
what blocks u talk about??

Sorry I am tired, i still will be awake for 8-10 hours, depending on my efficiency to model, but maybe my communication skillz are dropping down

Re: 3ds max 9

Posted: 2016-03-20 09:40
by Rhino
W.Darwin wrote:Cool! I'll look into texture deeper. TBH, it's a load of information to assimilate, I do alot of trial and error at the moment.
One of the many reasons why you don't want to be doing this on a big, complex model that since you will need to do a lot of rework to learn it all.
W.Darwin wrote:That is wierd. Irritating. I really don't have a clue of what you try to say here?

''for now, just make the one''
The one what? The LOD0 ??
Sorry I mean just make LOD0 for now.
W.Darwin wrote:''you will want to weld all three up together''

The three what?

Flower pot+flower+???=Profit

''Can also export single and double blocks''
Whattt????
what blocks u talk about??

Sorry I am tired, i still will be awake for 8-10 hours, depending on my efficiency to model, but maybe my communication skillz are dropping down
All three pots together and possibly export alternative versions with only two or a single pot.

Flowers would remain totally separate as I said above.

Re: 3ds max 9

Posted: 2016-03-22 09:35
by W.Darwin
Hello everyone!

This is an update on the development of the DEV work given to me + some extra content

Enjoy!


Here is a video of the bin and flower pot in action during BF2 editor test.

If the video doesn't load on its own, you will have to copy the link I circled in red in your search bar and paste it there.
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The only problem I see is the lightmapping of the cracks on the flower pot. Probably I will add 7-8 edges and it'll fix the buggy shadow.

I would like to put a recycle sign and a garbage sign on those bins,
I see there is place in Common_01_de.DDS
Could I use this free space to add some trash signs?

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Some eye candy stuff

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The cars are now all customs

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2 buildings are functionnal right now, they might be ready to be examinated by the DEV's by friday.

The 2 small props have the right material on the right places, I made tests on them
My only question is, How do I setup the configuration for ''low graphic'' ?

I started the map In-game with low graphic and I still had high polygons version of the Flower pot.

About the flower-pots, I would like to make the Flower myself
Although I think it's slightly different since the vegetation is dynamic in this game

Where is the tutorial for that? I haven't seen it




Question: When doing lod's , should I reduce the texture quality too?
Question 2: Anyone wanna make the texture for my models? :mrgreen:

Re: 3ds max 9

Posted: 2016-03-23 13:28
by Ratface
W.Darwin wrote: Question: When doing lod's , should I reduce the texture quality too?
You don't really need to reduce texture quality, but usually if you have dirt/crack maps you'll remove them from the last LOD since it renders so far away. You would just set up a new material in your sub-material that is a copy of the main texture, but only uses color/detail channels.

That way it doesn't have to call near as many textures at that distance as it normally would.

Just remember that you'll want to do all of your texture work first, then make your LODs. I suppose you could make the LODs first, but in large objects like buildings you'd be spending a lot of time that could be saved by just UV mapping the main object, cloning it, then optimizing it. This goes for most LODs except maybe the final one, which is usually just a very basic outline of the object that is rendered at a far distance.

Re: 3ds max 9

Posted: 2016-03-23 15:18
by Mats391
If you want something rather easy and that we actually need, you could look into making turrets for Machbet and ADATS. Only need the turrets and then would put it on our M113 chassis.

Re: 3ds max 9

Posted: 2016-03-23 15:36
by W.Darwin
Ok, i'll get into that,

But so far, all I done will soon be used!

i'm currently making multiple static vehicule thats are more optimized that what is available,
I developped a technique that will allow us to places alot of cars on the road without frame drops :D
They look good don'T they?
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There will be 5 colors of SUV too and 5 colors of an other variety of modern car. probably Hatch back, something like a fiesta.


[edit:]
Wow, whats that Machbet cannon, this is going to be a infantry slaugther

[edit2:]
I am not comfortable with doing articulated object!
I need a tutorial to teach me how to make those

I can start that machine gun turret, And i'll just build every piece seperated!



[edit3:]
That's some tough work man! I could only find 2 different angle of the turret. Most of it is my interoretation of the shape of it.

That's how it looks so far.

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I'm really not sure about the next steps,
anyone got pictures? knowledge?
help


Ok, been modelling & more for the last 12 hours, i'll take a break and be back in 2-3 hours

Re: 3ds max 9

Posted: 2016-03-23 22:55
by Mats391
You can find tons of pics on google. The ADATS is way easier btw. Just a bunch of tubes and a radar dish :D

Re: 3ds max 9

Posted: 2016-03-24 04:17
by W.Darwin
U give option, I take hardest. :D

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[Update]

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I want honest opinion I don't mind retouching what is already done


Question: If I create a vehicule with seperated wheels and setup the lods and col, for everything, would it be easy then to code it and make it a playable object?

Re: 3ds max 9

Posted: 2016-03-24 16:08
by Mats391
From my non-modeler point of view it looks good for low poly. Not sure if you need high poly to bake normals from. Gotta wait for the knowledgeable peeps to show up :)

Re: 3ds max 9

Posted: 2016-03-24 16:23
by W.Darwin
Low poly D:

Man, yeah.. ok, I can see what you mean, the support frame made of square stuff could use of polishness,
That's what i'll do soon. i'm so not a fan of high poly models Grrrr, the computer I use is running PR in very low with a frame of 20 fps, hehe,

other than that,

Latest Work!

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It's an OG work without any reference. I think it does look like an Audi tho.

Ok ok ok , I know its luxuary, next car is going to be something like an Honda Civic, or a Toyota corolla





[Edit1:]
[Update]

Minor changes applied,
Fixed some assymetry

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And placed it on the m113
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Now I was thinking,
should I make the model version of the Crewman popping out of the turret, or the one with digital camera so the guy is inside the armor instead?

There are so many variant
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ALSO
as we see on these pictures,
the IDF seems to use Sandbags to cover their APC,
I think it probably is a good tactic to protect your armor from RPG's ?
Maybe we could add such sand-bag and place a hit point modifier on them, making the APC harder to destroy

[Edit2:]

Hey rhino, Do you think of any possible technique to add banners that could give this feeling to a map?

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Maybe most of the banner could be 6 faces cube with some of them having extruded borders

how gorgeous would it be to play in a map like that, with a Lightmapping made in 3dsmax
such as this example



Question:
Make Glass for static object? Possibly with Alpha_blend :D
Also, where is located alpha blend? lol

Last note,
I found this tutorial
https://www.realitymod.com/forum/f189-m ... eshes.html

Wich should be sticky, its really good, now I feel more comfortable to edit textures







[EditX:]
[Update]

More tris... more details.. lol
This turret is going to be a Player slaughter, and a low-spec computer slaughterer too

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Gettin closer, get'n closa

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I added an extra to the cannon, what do you think bout it?

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:mrgreen:

[UPDATE]

Alright, I need some freaking feedback on that, Rhino, I knoe your near!!!!!

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Question:
I lost the definition of the Edge between 2 vertex????? why? any solution?
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And just in case someone still come at me saying '' Connect your verts ''

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Oooooh, I found, I need to select 'smooth' from the object modifier

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Who are the modders that should get their name on that honorific W.I.P PR sculpture ?
I made a quick list:
Zaku
Z-trooper
Wybl
tonnie
Tim270
HellSpike
Foul_killer
Stigger
Samonius
Retardedmonkey
PRC_Heavy_Z
Motherdear
Matt.b
insanitypays
CTRifle
77SiCaRiO77
Adriaan
Rhino

:D
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:mrgreen:

PS: Rhino, I think it would be efficient if I was doing the rough part of the static and then you do the polishing, then you send me back the file and I do the LOD 2-3-4-(5)-(6) [and everything else, col, bla-bla]

I don't feel comfortable doing the LOD0 , you're the man.

I can go as far as LOD1 but then, you gotta put the PR feeling to it hehe





























Ok last update before I go to sleep,

I said there would be 2 tall building by the week end, but things didn't go as planned, Instead, this Turret will be done modelling for the Week-end. :)

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Anyway no hurry for the buildings, no mapper seemed to be interested apart from Moose, wich only will be online for some Map editor in the next month. ^^

Goodnight.



Btw, 3433 Tris

Re: 3ds max 9

Posted: 2016-03-26 04:55
by W.Darwin
Hello! Good week-end everyone!

I want to make use of this new page and beginning week-end to create this new content event in my thread, I decided to call it the;

!Week-end's Release!

I will try to release at least 1 new item every week-end!
This week-end, as a starter, i'll upload 2 new static props to be evaluated and to be used hopefully!
I made all the test, the statics seems fine. :mrgreen:

I might upload this post 2-3 time this week-end, as there will be more to come.



New content:

Flowerpot
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DOWNLOAD HERE!

A nice Flower-pot that still waits to receive its flowers in it.
Will be updated as soon as I know how to make Animated meshes for vegetation

Recycle&Garbage Bin
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DOWNLOAD HERE!

A modern garbage AND recycle bin put together on a black metal shaft, this one is up and ready to use
(you might want to adjust the lods in BF2 editor, D: :mrgreen: )

Bus Stop
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DOWNLOAD HERE!

A bus stop, with asian banners to it! Large enough to hold a whole squad waiting for their lift :D














[UPDATES]

Rock formations, It always lacked in PR

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Rock formation no2
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Rock formation 3, more desertic and steep

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Oh yah, And i want to say...

If anyone is thinking '' He is doing a bad job! ''

Well, before the last 3 weeks, my only experience in modding was in StarCraft:BroodWar map editor, lol.






Well, 3 hours later,

Watch this!

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950~tris

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As you can see its a Cliff not a mountain.

Last version of it

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Re: 3ds max 9

Posted: 2016-03-28 12:21
by mries
Shame it is not being updated anymore W. Darwin, while some of your posts were overenthouisiastic and a bit annoying, your latest posts and show of content/work was really nice to see and read. I can understand your motivation is vaporated.

Re: 3ds max 9

Posted: 2016-03-28 12:28
by W.Darwin
It also really annoys me.

I consider PR the best game to this time.

I think the dev's dont like me. So no chance for my models to be put in the game.

But then I thought about talking with the community mapper, so at least I could be useful in the PR-X mappack (unofficial mappack)

but even the community mappers doesn't look so interested..

So by now, I think it's just a waste of time for me to put passion in this.
Although, as you can read my signature, I stay open for anyone who might want my help, and I would be glad to make stuff on requests :)
I am a bit turned-down but still positive :D

Also, Thank you for the consideration man!



Edit:
I think its comprehensible.. Maybe after 10 years developping a game, you become affectionnate for your creation and you become reluctant when new people come to put their ideas to your ''baby''

Maybe I was too intense,
I will let everything cool down for few weeks/months
And i'll probably come back afterward :P


The frustrating thing is, I am inside this forum for the last 7-8 years, and I was always told,

'' If you want something in the game, do it yourself and it will be implemented''

And now that I make stuff for the game, the devs don't care, haha

Re: 3ds max 9

Posted: 2016-03-28 12:35
by Mineral
We aren't the ones who directly need these models :p We don't just put stuff in cause we can. It will be up to our mappers and community mappers to decide to use them or not, that will be the way these can end up in the game. Most statics in the dev team are made on request of mappers themselves or the mapper himself makes them(most cases).

Re: 3ds max 9

Posted: 2016-03-28 12:42
by W.Darwin
I would try to make maps but the computer I use cannot support to run BF2editor with 4KM map layout.

Only thing I could do is map the size of Fallujah. Ha..

Anything else make the computer extremely laggy or just freeze.
(as you can see in the video I uploaded)

Re: 3ds max 9

Posted: 2016-03-28 13:42
by Mineral
That's alright. Mostly saying that we don't 'hate' you cause we aren't responding or suddenly implementing these into the game. It's all dependent on the maps. I suggest working together with mappers from the community.

Re: 3ds max 9

Posted: 2016-03-28 21:56
by Mats391
Had a look at your flowerpot, bin and bus station. They all had some issues :(
- Something went wrong with the export. The textures point to paths like

Code: Select all

c:/program files (x86)/project reality/project reality bf2/mods/pr_edit/objects/staticobjects/common/textures/common_01_c.dds
should look like this:

Code: Select all

objects/staticobjects/common/textures/common_01_c.dds
This is most likely because you set up your export tools wrong. Make sure /mods/pr_edit/ is listed in the setup:
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Very good that they are using common textures!

- Lots of lods. A 400 poly flowerpot does not really need 6 lods. 3 should be enough. You have to remember that each lod also takes up memory.

- Samples too big. Again for your small objects like the flowerpot you need to reduce your sample size. 128x128 is way too big. No expert on it so cant tell which number would be best, sorry :( Hope someone else will provide that.

- Bin has too many lods again imo and the last one is broken. A random face appears offset from the model:
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- Same for the collisions. I guess you made them from last lod?
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Also you got the assignments wrong. The soldier col (col2) seems to be your projectile col
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For your col1 and col2 a simple box that matches the bin would do totally fine here. They are bit too detailed.

- On your bus stop your last lods are removing big parts of the mesh which will certainly be visible:
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That should be improved or maybe just decide to do less lods and remove those :)

- Again samples are too big. 512x512 is too big for bus stop, i ll ask our modelers what they should have at max.

- Cols here look good. On the projectile col i maybe would add the mounting of the billboards on back panel as well. You did on the sides.
Only issue is that you have a random material assigned to some faces:
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The green Mat3. Check your export scene and make sure everything only has the materials assigned that you want.

Hope its not too much :)
Regarding the rocks, i think we already have a bunch in PR. Korengal has quite some in the valley. Like Mineral said, these types off terrain statics are best made when mappers need them. Props like your flowerpot etc. are better suited to simply throw them out there for people to use :)

Re: 3ds max 9

Posted: 2016-03-29 02:41
by W.Darwin
''regarding the rocks, I think we already have a bunch in PR ''

What?
You can't be serious

Korengal got the Hollow rock used to be the cavern inside mountain.
That's all.

As far as I know.
Even lashkar tried to get some rocky mountain looking formation and the only ting the mapper found was to re-use the same 2-3 hollow rock statics of korengal.

I looked up the PR_edit and BF2 folder in object, and I found nothing interesting to moedlize realistic forested area

Most of the time, in forest, you will see rocks.


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This is a picture of Kashan desert, Although the mountain formation are mainly made of dust and dirt (Wich the BF2 Editor can simulate with its terrain programs, you can see some big rocky chunks at the top of those hills (In-game would totally change the tactical deployement of a team. Worth it )
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Here is a picture of how a canyon looks like (Bijar)
Everything would look better than the Steep terrain created for that map '-' .....
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About the download, Oddly, I uploaded the not-finished version of the Bin.
Thank you for the export location (and general feedback), I didn't had PR_edit in it.













Edit1:

I think not all mappers think about getting along with the 3d artists, Just like you see in the Community mapping thread, most of the mapper take what is already at disposition and only rarely will a mapper ask for 3d assistance.

Maybe because they think its too much work for osmeone to make special 3d statics just for them...

While in reality, If we could have different and new static for each map, it would be awesome!

As far as I know with the Game engine, We could get tons of new statics in all maps


As long as we use the same texture palette and not a crazy amount of variety, it would be possible

ex:

Map1:
Rock1
Rock2
Rock3

Map2:
Rock4
rock5
rock6

Map3:
rock7
rock8
rock9



Only 3 type of different rocks per map

But always different shape

Re: 3ds max 9

Posted: 2016-03-29 08:42
by Rhino
If you want to make rocks, could do with some more jagged rocks you see on the Falklands, since most of ours are very rounded.

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Re: 3ds max 9

Posted: 2016-03-29 11:40
by Outlawz7
[R-DEV]Mats391 wrote: - Samples too big. Again for your small objects like the flowerpot you need to reduce your sample size. 128x128 is way too big. No expert on it so cant tell which number would be best, sorry :( Hope someone else will provide that.


- Again samples are too big. 512x512 is too big for bus stop, i ll ask our modelers what they should have at max.
64 for the bin, 128 for bus stop. Consider doing custom lightmap UVs in non-uniform scale (2:1, 4:1) to further save on space. Bus stop could be 128x64.