Page 4 of 6

Re: Deir Ez Zor [4km]

Posted: 2017-06-21 12:38
by Rhino
Just a matter of looking for one though the files that works, just go looking around in the _c.dds files (although don't use any in the asia, ind, military etc folders unless your making that static for that scenario only, same goes for ME if you where making a non-me static). the \staticobjects\common\textures\ are for use for anything:
Image

Re: Deir Ez Zor [4km]

Posted: 2017-06-21 13:10
by CaptMiller
reworked
Image

used conc_tile_2 for outside walls,roof and foundation, is it ok now ? Just read your message, try the common_01_c textures or leave with conc_tile_2 ?

Re: Deir Ez Zor [4km]

Posted: 2017-06-21 22:03
by Rhino
I said "conc_tile_2_de.dds" not "conc_tile_2.dds", and that was only for the foundation/roofs detail texture, not the entire models colour texture...

At the end of the day you should be trying to match your ref (unless you have good reason to go off of it), and matching a ref as closely as possible will make it look more realistic.
Image

Re: Deir Ez Zor [4km]

Posted: 2017-06-22 20:53
by CaptMiller
yes, now this looks better

Image


Re: Deir Ez Zor [4km]

Posted: 2017-06-22 21:29
by Rabbit
CaptMiller wrote:yes, now this looks better

Image

Only feedback I can think of is the window wells dont make it look like the brick continues back, though I guess they could have just plastered over it.

PR also has an AC unit iirc, would make a nice attachment to the building.

Re: Deir Ez Zor [4km]

Posted: 2017-06-28 15:56
by CaptMiller
Hi, devs, I need help, some shit happened again.

I made my own _de, _deb textures for my airfield. After I exported it in meshviewer it looks fine, but in Editor is horrible. What did I wrong ? In editor looks compressed on some pieces and glossy

When I did detail_map and normal_map I saved it as DDS file with dx1

Image
Image
Image

Re: Deir Ez Zor [4km]

Posted: 2017-06-28 16:27
by BroCop
Isnt this an issue when you dont have a alpha channel on your texture?

Re: Deir Ez Zor [4km]

Posted: 2017-06-28 17:27
by Rhino
Firstly, this is how you should make your airbase: https://www.realitymod.com/forum/f189-m ... rbase.html
with using this texture, don't see a reason to make another texture for yours?
Image

Next your texture is most likely super shiny as you haven't made a spec map for the texture, which goes in the alpha channel Firstly, this is how you should make your airbase: https://www.realitymod.com/forum/f189-m ... rbase.html

Next your texture is most likely super shiny as you haven't made a spec map for the texture, which goes in the alpha channel of the detail texture.

You're normal then doesn't at all work because it's firstly all over the place, it's like it was poured and then never smoothed over leaving a seriously uneven surface like the surface of the moon...

Finally your normal is the wrong way round for BF2, so your cracks are popping out and your slabs are sinking inwards, where they should be the other way around. While it's the correct way around for most games/engines, BF2 has the green channel flipped which IMO, makes more sense since then its a lot easier to see how the normal works just looking at the texture and here is yours flipped quickly, and now you can probably see the unevennesses more clearly:
Image

In contrast here is the normal for my airfield texture (which is only used on "The Falklands" since there the airbases are totally built into the terrain, for making an airbase in the proper method, you can't use a normal) and you can see, it's very smooth in comparison, only with the cracks between the slabs and the tiny bumps in the concrete itself.
Image
Image
Image
Image


Finally as for why your UV is messed up, hard to say just from looking at the shot but could be exceeded tiling of the texture over 16 tiles, or could just be bad UVing :p

Re: Deir Ez Zor [4km]

Posted: 2017-06-28 18:03
by CaptMiller
Ok this is not important for me which is texture to use, I just didn't find this in PR folder, will use argentinian textures, but think it is too dark for meImage

which _c texture I can use it be more lighter like on 2nd screenshot



to undestand why UV is messed:

1.Yes it is probably more than 16 tiles(it is because my airfield have length Width 1.17x0.15 kilometres and therefore it requires big tile number), but may be less, but how does it affect on display in Editor.
2.In meshviewer all works fine.

Re: Deir Ez Zor [4km]

Posted: 2017-06-28 18:44
by Rhino
CaptMiller wrote:Ok this is not important for me which is texture to use, I just didn't find this in PR folder, will use argentinian textures, but think it is too dark for me
I dunno how many times I have to say this:

[quote=""'[R-DEV"]Rhino;2167009']I always recommend previewing your statics in the editor as Mesh View often lies, sometimes drastically with not using the correct shader techniques etc.[/quote]

If you look at that tutorial I linked you, you can see that in-game/editor it is much brighter...
Image
Image
Image

And you shouldn't use the argentine textures, you should just use the airbase textures. Again, read my tut on making an airbase, it is all explained there.


[quote="CaptMiller""]to undestand why UV is messed:

1.Yes it is probably more than 16 tiles(it is because my airfield have length Width 1.17x0.15 kilometres and therefore it requires big tile number), but may be less, but how does it affect on display in Editor.
2.In meshviewer all works fine.[/quote]

1. Read my tut I linked above.
2. Again, Meshview lies, you should never trust it...

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 18:11
by CaptMiller
Cant run my map in game, what shuuld I do to run it ?

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 18:27
by Rabbit
CaptMiller wrote:Cant run my map in game, what shuuld I do to run it ?
Window mode, if no error comes up tell us what % it crashes at.

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 18:43
by CaptMiller
I need tool for paking of mya map

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 20:44
by Outlawz7
You can pack your map with editor...

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 20:50
by CaptMiller
[R-DEV]Outlawz7 wrote:You can pack your map with editor...
rabbit told devs have some special tools for packing, if do it by hand it takes a lot of time

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 20:59
by Rabbit
CaptMiller wrote:rabbit told devs have some special tools for packing, if do it by hand it takes a lot of time
I also dont want to go over explain client/server archives and troubleshooting that will come with that because I am lazy.

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 21:12
by Outlawz7
CaptMiller wrote:if do it by hand it takes a lot of time
Put all files into two .zips called server and client, close enough for playing your own map locally.

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 22:11
by CaptMiller
but I have my own static, it is not problem ?

Re: Deir Ez Zor [4km]

Posted: 2017-06-29 22:28
by Rhino
CaptMiller wrote:but I have my own static, it is not problem ?
You are aware of this area of the forums, aren't you?
Modding Tutorials - Project Reality Forums

If you look around there you can normally find what your after....
https://www.realitymod.com/forum/f189-m ... ntent.html

Re: Deir Ez Zor [4km]

Posted: 2017-06-30 01:30
by Rabbit
Rhino is a grump old man.