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Grocery Store
Posted: 2007-03-02 06:21
by Desertfox
Ok! I swear I am going to finish this and find someone to texture it. If I dont finish this, please bannish me from making a topic in the community modding section
I plan to add something like a little stand in front for stuff to be put in, although I dont think I will put stuff in because im not that good yet

Maybe a air conditioner for the top or something
Updated: I added a shed, air conditioner,vent and some boxes.
Update: I took out the boxes and added a stand/

Posted: 2007-03-02 07:09
by KP
Neat. I'm sure that could be used for something.

Posted: 2007-03-02 08:35
by Desertfox
KP wrote:Neat. I'm sure that could be used for something.
It has a LOT of waste polygons, you see the red awning? Theres like 25% of that is sticking into the wall, like 40% of the awnings poles are into the buildings, like 10% of the railing lol.
Posted: 2007-03-02 08:45
by KP
Bah, that can be reduced, no problem. Only takes some time. I have to do it all the time when I make stuff.

Posted: 2007-03-02 10:10
by Desertfox
KP wrote:Bah, that can be reduced, no problem. Only takes some time. I have to do it all the time when I make stuff.
Yeah, well I made the mistake of attaching the objects after I thought I was done with them

Posted: 2007-03-02 10:56
by mrmong
you can just detach the polys.. its good practice though, i doubt you could use the model for anything mind
Posted: 2007-03-02 11:00
by Desertfox
mrmong wrote:you can just detach the polys.. its good practice though, i doubt you could use the model for anything mind
yeah its just for practice. Whta do you mean detach the polys?
Posted: 2007-03-02 11:05
by mrmong
select the polys you want to detach with the element or poly select tool.. and press detach, its on the right somewhere, this is in Max btw
Posted: 2007-03-02 23:22
by GeZe
I'll try to texture it, just send me the dds
Posted: 2007-03-02 23:25
by Desertfox
GeZe wrote:I'll try to texture it, just send me the dds
I dont know how to wrap it

Posted: 2007-03-02 23:43
by V3N0N_br
Also, you don't need to use the boxes if you're planning ever using that in BF2. You can make a separate model for the boxes IF you'd like, Bf2 already has some of them, and I personnaly think it's better if they're placed by the mapper - otherwise it'll look weird if you have more than 1 of that static in a map, it will have the same boxes at the same spots...
Good work though

Posted: 2007-03-03 00:35
by GeZe
Desertfox wrote:I dont know how to wrap it
me neither.
when you figure it out and get the file, send it out to me
Posted: 2007-03-03 00:57
by Desertfox
GeZe wrote:me neither.
when you figure it out and get the file, send it out to me
I had a tutorial on the TotalBF2 site but I think when they banned me they took it down, let me see if I can find it and post it up here. I also added a new screenshot, I took out the boxes and added a stand.
Posted: 2007-03-03 00:59
by GeZe
Desertfox wrote:I had a tutorial on the TotalBF2 site but I think when they banned me they took it down, let me see if I can find it and post it up here. I also added a new screenshot, I took out the boxes and added a stand.
lol, why were you banned?
Posted: 2007-03-03 01:00
by Desertfox
GeZe wrote:lol, why were you banned?
Dont even get me started lol if you really want to know add me to XFire.
Posted: 2007-03-03 01:02
by GeZe
Desertfox wrote:Dont even get me started lol if you really want to know add me to XFire.
what is it? (your xfire)
PM me
Posted: 2007-03-03 02:42
by Eagle
The idea is certainly good. It would add some realism to be able to capture and defend a grocery store or similar, as a forward base or spawnpoint.
Posted: 2007-03-03 04:09
by Desertfox
GeZe wrote:what is it? (your xfire)
PM me
I found the tutorial that I made and im UV mapping it right now.
Posted: 2007-03-03 04:19
by GeZe
Desertfox wrote: im UV mapping it right now.
Okay, send me the file when you are done.
Posted: 2007-03-04 09:44
by Desertfox
Can anyone UV map this? I tryed but its like un-readable lol