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[Static Model] Any one need a Church?
Posted: 2009-01-25 00:41
by GhostDance101
Hey It's been a while since I last posted.
Amongst other things I've been working on I made this Model of a church, and was wondering if any mapper might like to use it?
It's all my own work..
I made the textures from heavily photoshoped photos from cgtextures.com I'm not sure if that allowed or not?

It's still a wip but if someone wants the files for It I could send them in a few days when it's finished.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 00:42
by HughJass
...yes please!
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 00:45
by LtSoucy
WOW! Amazing job there, looks perfect. Ghost check your PM's please.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 01:18
by steve_06-07
Daanng! Looks great.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 01:26
by J.F.Leusch69
yeah

Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 01:41
by Rudd
those windows actually look really beautiful, I've always loved stained glass.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 01:44
by Scot
Looks like the one from FH2, but waaay better

Great job

Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 01:56
by Wilkinson
This needs to go into the German Forces
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 02:01
by Hans Martin Slayer
looks a bit like the old bf1942 church iirc?
great job there!
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 05:27
by torenico
The Interior its familiar, nice job.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 09:22
by Rhino
looking pretty good.
My main questions are, how many vBF2 and PR texture pallets have you used or is this only pure new textures? It needs more interior objects thou I take it your working on them.
Right for some tips, make your windows as separate objects, then export them as bundle meshes so that way you can make them transparent and you can also not to cast any lightmaps. If you wanted to be really clever you could probably if you generated your lightmaps in 3DsMAX get the light to look like its going a little bit dimer etc, wont be able to change its colour thou.
Could also make each window separate and make them a destructible object like I have done for the Muttrah Mosque.
When making the interior objects make them also as a separate object so you can control there lods etc more easily.
Its looking pretty cool thou more like a Western Europe Church than anything else?
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 11:42
by General_J0k3r
what's the prob with western europe?
seriously, i like it

Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 11:45
by Rhino
General_J0k3r wrote:what's the prob with western europe?
there is no current or future maps in progress for it, so it wouldn't be used unless used in a unrealistic environment.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 11:46
by eggman
Nice work!
Must climb steeple.....
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 11:48
by Rhino
[R-DEV]eggman wrote:Nice work!
Must climb steeple.....
with teh 1337 sniper rifle?

Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 12:53
by LtSoucy
Rhino, if he made it into 2 seperate objects like Muttrah Mosque? IF thats what you mean I fully agree, even though I never dont.

And I feel like egg, but for me its just to jump off.

Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 14:45
by Rhino
LtSoucy wrote:Rhino, if he made it into 2 seperate objects like Muttrah Mosque? IF thats what you mean I fully agree, even though I never dont.

And I feel like egg, but for me its just to jump off.
The mosque is like 4 separate objects, 2 for the main building, 1 for the interior objects and then the windows are all separate objects, and in fact I still need to make windows for the sky light.
Very easy jut to snap them all together, thou the windows take a little more work but not much.
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 16:41
by Tomato-Rifle
That is amazing
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 20:29
by GhostDance101
[R-DEV]Rhino wrote:looking pretty good.
My main questions are, how many vBF2 and PR texture pallets have you used or is this only pure new textures? It needs more interior objects thou I take it your working on them.
Right for some tips, make your windows as separate objects, then export them as bundle meshes so that way you can make them transparent and you can also not to cast any lightmaps. If you wanted to be really clever you could probably if you generated your lightmaps in 3DsMAX get the light to look like its going a little bit dimer etc, wont be able to change its colour thou.
Could also make each window separate and make them a destructible object like I have done for the Muttrah Mosque.
When making the interior objects make them also as a separate object so you can control there lods etc more easily.
Its looking pretty cool thou more like a Western Europe Church than anything else?
Hey Thanks for the tips,
I'm using 2 new 512-512 detail textures. I could send you the files if you want? One for the stone bricks and one for marble windows and pilers and other bits. also an altered version of a pr roof tiles texture.
It's exported it as one object. I was planing on making some more objects for the inside. Like pews an alter maybe candles...
The window have full alpha transparency and have a very convincing stained glass effect, but are not currently destuctable.
If I light map in 3dmax I'm sure could do some very fancy stuff with point lighting...
Your right that it looks western European.
Maybe it could be used for a Polish vs Russian map? based in Poland?
Re: [Static Model]Any one need a Church?
Posted: 2009-01-25 20:55
by Rhino
ye, polish could possibly use it.
Unless you really need to its best not to make cloned existing textures with small edits unless the edits are 100% necessary to get the right effect since you want as few textures as you can in the mods and the statics all sharing textures to minimise the amount of memory used.
I would also advise you to use crack and dirt textures where ever you can to make the detail and colour textures look less tiled and give variation here and there. A nice crack up a wall will really do a lot
And ye, candles and pews will add a lot to the inside, but export them as a separate object which you then just snap onto the main model in the level editor
