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[Static Model] Office [WIP]
Posted: 2009-03-19 00:42
by smee
Been doing some work on making a static. and thought would post a WIP for any comment. ( 1100 polys, can't find tri's in Max 7 )
So far found that when I took it into PR. the stairs Col2 was to steep so going to have to change the angle of the stairs. And also that have to double the normals on the inside walls doah.
It's the same height as hotel and the small box at the entrance would be a man size.
Any links on tutorials for making transparent textures. Getting a bit confused.
DXT1 No Alpha
Basic color patterns, not really for details.
For transparency, use DXT1 Alpha with the material name
"Alphatest||Alphatest".
So is that for the detail channel or do I have to make a seperate child for the glass?
Re: [Static Model, WIP] Office
Posted: 2009-03-19 01:00
by Rhino
nice, but can't see much from your render is all blury... a edged faces render / screenshot would be nice too
Take it this building is Chinese?
and ye, best to test stairs are not to steep before you go to far, not much you can do about that now apart from rework a lot of the model but just bare it in mind for the future
As for Transparency, ehhh, its only possible with a static object to have surfaces 100% or 0% transparent, ie, totally see though or not at all.
Glass has to be exported as a separate bundled mesh object which can have transparent textures and then added to the object in the editor via a child object to the main object or placed ontop of the main object in the level editor, easiest to do the child object
looking good so far but would like some better renders etc and I can give you some more feedback

Re: [Static Model, WIP] Office
Posted: 2009-03-19 01:15
by space
If it was used in game, I would say it might be a little bit too unique, if you know what I mean. Also its quite tall, and there's not many other tall buildings in the files to surround it with, so it could look out of place.
Cool model though, and the poly count seems really good.
Re: [Static Model, WIP] Office
Posted: 2009-03-19 02:14
by IronTaxi
[R-DEV]Rhino wrote:
As for Transparency, ehhh, its only possible with a static object to have surfaces 100% or 0% transparent, ie, totally see though or not at all.
export glass only as a bundle mesh and get as much colur / dirt / transparency as you like.
Re: [Static Model, WIP] Office
Posted: 2009-03-19 02:34
by Rhino
[R-DEV]IronTaxi wrote:export glass only as a bundle mesh and get as much colur / dirt / transparency as you like.
what I said later in my post?
[R-DEV]Rhino wrote:Glass has to be exported as a separate bundled mesh object which can have transparent textures and then added to the object in the editor via a child object to the main object or placed ontop of the main object in the level editor, easiest to do the child object
Re: [Static Model, WIP] Office
Posted: 2009-03-19 02:46
by IronTaxi
[R-DEV]Rhino wrote:what I said later in my post?
ok...was a bit unclear.. your initial statement came across as final...

Re: [Static Model] Office [WIP]
Posted: 2009-03-24 23:12
by smee
Having problem sorting out transparent polys have got to the stage that it's transparent in the editor but bf2 error coming up.
Material Error Unknown staticmesh shader combox 0 glass_cube glass_cube is flawed please fix and re import.
I have set the material \as alpha_glass_material||AlphaEnvmap
and set the material in Bf2 editor as common glass. Any thoughts where I'm going wrong,
red circles are bits showing up on the cubes which is right. Textures from PR
Many thanks .
Re: [Static Model] Office [WIP]
Posted: 2009-03-25 02:46
by Rhino
is your material a bundle mesh material or is it a staticmesh2 material? it needs to be bundle.
Re: [Static Model] Office [WIP]
Posted: 2009-04-10 15:17
by smee
Feeling that going round in circles. but back to transparents again.

think this is going to be a bug bear for me.
Any idea why i cant get a transparent edge.
Its alpha_straw||alpha and a DXt5 with alpha thats been normallized. but not getting the transparency. In PR.
oh going to reduce the height a bit, think they could be a foot shorter.
and file is called . _deb in chanel 2 dxt preview shows parts were expecting to be cutout.

