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[?] Static meshes
Posted: 2007-02-12 19:30
by Jarek Mace
What are the complexities of remodelling new structures for bf2 engine?
Buildings/static objects.
ie
poly limits
3D app import/export (maya? max?) maya would be preferable.
UV specs, texture limitations (size/dimensions/gamma clip) Format (dds.jpg.tga)
scale reference/game unit
orientation
normals orientation
tags<?>
Automatic/manual LOD?
Any links to quick tuts for importing to game engine?
TIA
Posted: 2007-02-12 20:12
by eggman
matt.b is a static modelling ghod and hopefully will see this thread.
I am clueless, tho I do like the destructible buildings

Posted: 2007-02-12 21:47
by Clypp
I am getting familiar with 3DstudioMax and would like to know these things as well.
What I have planned is an ammo dump bunker and an ammo tent both for reloading tanks. I am also thinking of making a repair shed structure. What I would like to make down the road is a scud launcher type thing. I'm not sure whether I will try make that mobile or not. For now it is just the bunker and I will see where I go from there.
Posted: 2007-02-12 23:42
by IronTaxi
its not impossible...just take a look at the bfeditor forums and you will find all the info you need..
(google it)
Posted: 2007-02-13 00:34
by Jarek Mace
I thank you Irontaxi for your gracious help, wish I had thought of google.
I am an experienced amateur developer debating over building a scenario, something a little different. I source my own textures, build my own models.
I have worked on a few game engines and know it's common noob practice (god have I seen it before) to send someone on an RTFM crusade, I am not asking how to build a map, just some small technical data (known to any experienced bf2 content dev) If the process is not too labour intensive (see working with ase/clipping/q3-et-you can google it

) it will sway me in the right direction. What I don't want to do is create another map like all the others, if it's too much work to be original (incorporate unique content) I will pass, and just enjoy playing this wonderful piece of art you guys made.
I have found maya 6.01 has an importer/exporter, ok good start, any issues with the maya import/export function I should be aware of?
Posted: 2007-02-13 00:35
by Jarek Mace
Thanks eggman. Those destructable entities do take things to the next level.
Posted: 2007-03-04 20:44
by Jarek Mace
ok lets try with some candy.
These were built for another mod I worked on, I can pump these things out all day, very simplistic compared to the hi res characters I am used to messing with. I have been using maya since v2 before that I started out in max v1.0 (don't ask me to go back to max)
Alternatively I am willing to build statics for an experienced mapper, but the engine conversion (unless I'm pointed to an easy tut) will be down to you.
Posted: 2007-03-04 20:47
by Jarek Mace
One shot ingame, this was on the ET engine.
I also have some good quality textures, tiled (my own taken with a DSLR) that I am willing to donate to PR.
Posted: 2007-03-04 20:59
by soraflair
great work man head over here for importing n' stuff like that.
http://bfeditor.org/forums/
Contact (I believe) fuzzhead, I think he is the lead mapper.
Posted: 2007-03-04 21:21
by Jarek Mace
Thanks, I checked the bf2 forums, it seems there are a boat load of issues for the maya exporter. a couple of the plugins were compiled against maya 4.5 and the rest against maya 6.
I'm hopefully looking for an experienced mapper that has a view to trying something very different.
Here are a couple of tex samples, the originals are 1024x1024
Posted: 2007-03-04 21:51
by Maistros
I've got a few great ideas that I'd love to work on if I had the objects to do it. I hate the limited choice of objects currently available. I'd love to give any idea a go. You can see my current WIP here:
http://realitymod.com/forum/t13405-wip- ... -base.html
Posted: 2007-03-04 23:00
by DJJ-Terror
man, if you are willing to create something...
I would love to have this kind of static!

Posted: 2007-03-04 23:06
by Maistros
I think the biggest thing most mappers are itching for is more buildings with interiors.
Posted: 2007-03-04 23:10
by Jarek Mace
Good stuff, possibly we can do some work together. Maybe get on voice and have a chat about it all, do you use skype?
I play a few instruments, guitar, keyboard, bass etc. Knocking up sound Fx/music is not too difficult for me.
sample 902kb :
http://jace.homedns.org/temp/dow.zip (rename extension from .zip to .mp3)
Set winamp to loop.
Posted: 2007-03-04 23:11
by Jarek Mace
[R-CON]DJJ-Terror, building that is no problem, putting it into the game is where you will come in.
Posted: 2007-03-04 23:28
by IronTaxi
well we have the gracious MAttb and i have become a static apprentice of sorts...Would love to have you help us out....i can import and get objects in game quite quickly at this point...honestly though i have only used max fro this task so cant really help in maya...
we are building quite a library of custom statics adn more would be great...
If you really would like to help out lwt me know and i can give you as much info as i have because right now its only myslef and MAttb doing custom statics..
the greatest thing you could make would be eyecandy structures (ie. unique buildings), destructibles and generic structures that can be reused...
peace..
Posted: 2007-03-04 23:34
by mrmong
i want to be an R DEV and make stuff but requiem won't reply to my PMs >: (
Posted: 2007-03-04 23:44
by Jarek Mace
[R-DEV]IronTaxi
I could export to 3ds/ase for one of you guys to add to game. I assume tex paths will remain absolute. The alternative is you go through it with max and ill translate to maya, I used upto max 3 before switching to maya my memory of max is hazy and I hated the interface.
So long as someone goes through the technical aspects with me as listed in my original post Ill be happy to build some statics for pr. It's why I have been such a pain in the arse in this thread
mrmong you can have my DEV tag if you want, I don't want it, I just want to build some meshes

Posted: 2007-03-05 00:00
by IronTaxi
cheers jarek...well have alot of options...my only worry is wether the texture paths would remain crossing from maya to max. (i mean the unique paths fro bf2)
if the uvs were set i could easily apply the textures as per your instructions...thats not too difficult...
first things first
please be sure to make a copy of the entire PR directory and rename it PR test or something like that so that you have a clean install fro playing...
next be sure to extract the entire objectsclient in the objects directory..
have a look at that..there is an existing texture directory in the PR folder...make sure everything will be native to that location...ie put your textures there when texturing the model..
also...try to be as frugal as possible on texture sizes obviously...i guess the PR textures currently in the folder would be a good refrence..additionally some of our lightmap files are getting big..hehe....oh well...anyway...
so what would you like to model?
Posted: 2007-03-05 00:28
by Jarek Mace
Ill try using the maya exporter first (crate time), see where that gets us. Be prepared for a ton of questions
Ill check tex sizes/type thanks for the locations.
Whats the average poly/tris count for a static building?
As for tex paths Ill tex by face for buildings, it's quick and easy, rather than laying the uv's out, unless the clipping functions use uv's as reference
As to what to model, well maybe best to see what map/scenario they will be used in/on. I'm flexible.
Ill start tomorrow it's half past midnight here almost, I have been in Brighton all day, the sea air always makes me sleep like a baby.
Thanks for the help it is appreciated.
[R-PUB]Maistros that offer still stands, let me do a couple of meshes to see how it all goes, Ill be happy to knock some models up for you, just gimme some time to go from noob to groove with this engine
[R-CON]DJJ-Terror, same deal mate.