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Thread for new static objects for Syria

Posted: 2016-06-24 22:21
by CaptMiller
It is one of several buildings which I plan to added on syrian maps. It is the simplest of them.

340 polys - 750 tris. It is already optimized.

I will add new static objects in this thread.

UV is ready
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Some screenshots
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Holes in the walls are made specifically for snipers as it important part of this conflict.

Re: Thread for new static objects for Syria

Posted: 2016-06-24 22:23
by CaptMiller
in the future, I plan to make a large building of the police station , as in the photo
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Re: Thread for new static objects for Syria

Posted: 2016-06-24 22:54
by Mr.VdHeide
I don't really know anything about statics. I do really love the looks of that building you made though.

However, I am not quite sure about that wall. Sure, it looks nice but I am pretty sure you are going to want your wall to be longer then this and form a nice little compound for instance. So it might actually be better to make it a separate object/static. A static you can use around this building but can also be used to make compounds around other buidlings on your map.




D.J.

Re: Thread for new static objects for Syria

Posted: 2016-06-25 04:48
by Ratface
Unless you're a planning on doing your textures by hand, I would look into some of the uV texture tutorials in the modding tutorial section. It's best to use some of many sheets that already exist in PR to contain the mod size if possible.

And yea about that extra wall, I guess it'd be fine but I'd think maybe let the mapper have control whether or not they want a wall there. But, that's all up to you in the end ;)

Re: Thread for new static objects for Syria

Posted: 2016-06-25 08:05
by Outlawz7
CaptMiller wrote: UV is ready
http://i.imgur.com/h9Nl6Wi.png
1. That's not how statics are UVd, you UV to existing texture, not make a texture on top of UV.

https://www.realitymod.com/forum/f189-m ... orial.html

2. Too low poly. BF2 is old but it isn't that old. The key is optimised LODs.

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Those firing holes need to be more round and chamfer to look good, add more detail like window frames to windows, not just bars like its a prison and remove that wall or extend it around to make a compound.

Chamfer the corners, can also add damaged edges like this https://snag.gy/dZNLXO.jpg and external wiring to connect those lights https://snag.gy/raNFOp.jpg

Re: Thread for new static objects for Syria

Posted: 2016-06-25 10:24
by CaptMiller
how to make a chamfer holes in wall ? this holed I did by inset+extrude+delete interior poligons of holes, but dont know how do it chamfer

Re: Thread for new static objects for Syria

Posted: 2016-06-25 10:47
by CaptMiller
TextureCheker 2048
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I have a few questions:
1.In Photoshop I have to create a sheet size of 2048x2048 or 4096x4096.(also 32bit or 16 bit parameter?)
2.If my house has square walls and the existing texture has a rectangular wall , how to properly use this texture ? because there is a mismatch proportions.


Some attempts of using existing textures in PR, It came out very blurry. I cut out square pieces of the upper wall texture
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my door too blurry too
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Re: Thread for new static objects for Syria

Posted: 2016-06-25 10:51
by CaptMiller
I tried to do as much as possible lowpoly , I would like to see many of the buildings were inhabited , so I tried to make the most lowpoly, that there were no problems with low FPS with many players

Re: Thread for new static objects for Syria

Posted: 2016-06-25 10:54
by CaptMiller
'[R-DEV wrote:Outlawz7;2135534']2. Too low poly. BF2 is old but it isn't that old. The key is optimised LODs.

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jeeeeez, is it really 7500 polys ?

Re: Thread for new static objects for Syria

Posted: 2016-06-25 11:32
by Mineral
Please don't double post. You can edit your own post and add new paragraphs to it.

Re: Thread for new static objects for Syria

Posted: 2016-06-25 12:14
by Outlawz7
CaptMiller wrote:how to make a chamfer holes in wall ? this holed I did by inset+extrude+delete interior poligons of holes, but dont know how do it chamfer
https://knowledge.autodesk.com/support/ ... A-htm.html

Chamfer the edges is what I meant.

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And with smoothing:

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Max texture size in PR is 2048, sheets can be any size as long as its power of 2 (512x1024, 256x2048,64x512 etc.)
Some attempts of using existing textures in PR, It came out very blurry. I cut out square pieces of the upper wall texture
You need texture slices, one texture wont fit an entire wall.

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To get rid of bluriness you need to use dx shader. Its available in both Standard and BF2 StaticMesh materials.
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Re: Thread for new static objects for Syria

Posted: 2016-07-03 06:27
by CaptMiller
Popular storage tower on many blockposts of syrian army, iraqy army
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Re: Thread for new static objects for Syria

Posted: 2016-07-03 13:13
by Mr.VdHeide
We need wire frames to give you feedback.



D.J.

Re: Thread for new static objects for Syria

Posted: 2016-07-04 14:02
by CaptMiller
help me to fix that shit pls. When I try to put cap on this area , cap cover full cylinder, but i need cover only tube shape

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Re: Thread for new static objects for Syria

Posted: 2016-09-25 16:36
by CaptMiller
Hi all, I have tried use existing PR texture, but it is looks is too blury I think, what I did wrong ?
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Re: Thread for new static objects for Syria

Posted: 2016-09-25 17:30
by B2P1
AHAHAHHAHAHAHAHAHAHA





I'm sorry that last picture cracked me up.

Re: Thread for new static objects for Syria

Posted: 2016-09-26 01:34
by CTRifle
@capt miller

Do not use that texture for that one static ... itll just force us to load it when the static is in a map. Find one of the smaller concrete textures that are in there, best bet would be a tile-able texture which will make it easier for you as well.

Reason its blurry is because you chose a texture that, say has the height of a normal wall, and scaled it to something twice as high and long, so it stretches the whole thing to accommodate

Re: Thread for new static objects for Syria

Posted: 2016-09-26 10:15
by CaptMiller
Ok

I have used small tileble texture and now it is ok(it is existing PR texture)
There are many variations of these towers , they have almost all the checkpoints in Iraq

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Re: Thread for new static objects for Syria

Posted: 2016-09-26 11:33
by Outlawz7
Is that a 3ds Max render? That only displays the visible channel, not the combination of all 6 possible channels BF2 static meshes use.

Export and take pics from BFMeshView which displays how it'll actually look in BF2.

Re: Thread for new static objects for Syria

Posted: 2016-09-26 15:48
by rPoXoTauJIo
At first i were like
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But then i became like
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That's same base and detail texture applied to material.

Also the fuck is this, some shaders?
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