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#1 |
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PR:BF2 Developer
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Hey guys,
Going to quickly post down the basic information you need on modelling an airbase in the new system as per this highlight post: http://www.realitymod.com/forum/f196...n-airbase.html First its important that you read this post fully to understand the advantages of the new airbase system and to see how its used: http://www.realitymod.com/forum/f196...n-airbase.html Before I go any further, one thing to note is that while I'm using the Falklands runways as for a few examples for this tutorial, they are technically not the new airbase system. This is because the Falklands uses Mesh terrain and because of this, I was able to build the runways directly into the terrain mesh itself, rather than making it a road that sat on top of the terrain. How ever to make the Falklands runways, I still used the same basic textures (although with a few minor format differences etc) and the same basic techniques to make them, but it isn't a "road" that is sitting on top of the terrain like the Camp Bastion Airbase. Main points for anyone modelling these to remember: Airbase Layout When designing your airbase layout, you should try and base your runway layout on a realistic layout, even if your making a fictional map with a functional airbase, just to keep the airbase looking, feeling and behaving realistically. You can do a few things differently if you feel it will help gameplay but its best to keep things as realistic as possible, with the only thing you can't do realistically for the most point is keeping the scale of the real runway, as runways in PR are much smaller due to our map sizes. Simply search on google images/google maps etc for airbases, using terms like RAF and USAF etc and just looking at layouts, perhaps noting down bits of each one or better still, picking one to go off and perhaps making a few alterations, or if your making a map based on a real area, find as much as you can about the airbase in that location and make it. https://maps.google.co.uk/maps?hl=en...55747&t=h&z=15 Taxiways When doing your taxiways its important to ensure they can't be used as "mini runways" as this just looks retarded and brakes immersion and enables jets to get up in the air more quickly than they would otherwise be possible. Instead you should try to think of ways in your airbase design to try and stop the taxiways being used as a runway. Having a short taxiway system is the simplest route, if the taxiway is too short then it can't be used as a runway since the jet can't get enough speed to get into the air. Putting obstacles in the way at the end of the taxiway is also another good method, as jets don't want to slam into a big flood light at the end when taking off, but if the taxiway is long enough the jet can possibly climb over or serve away from this obstacles at the last second. Its important thou not to put too many near the runway in an unrealistic fashion as this could impact jets using the runway correctly in an unrealistic manner. Twists and turns in a long taxiway system also help with braking it up but not a perfect solution either. There is no one solution to this problem, but something you need to keep in mind all the time. For Camp Bastion luckily there wasn't much of a taxiway system to be used as a runway, so it was pretty simple to ensure it couldn't be used as a runway. For the Falklands for the Argentinian airbase (BAM Rio Grande) There also wasn't much of a taxiway system, but still just enough to potentially be exploited so I put lots of flood lights up, repair stations, fences and drainage pipes about to ensure that one, the taxiway system had to be used and two, anyone trying to use it as a runway would smash into one of these obstacles. ![]() Runway Length On runway Length, you should aim for a ~800m runway minimum for fast jets. The longer you can make your runway the better but measure out the area on your map to ensure its going to fit in well, a ~1000m runway is really an ideal length if you have the space and even longer will ensure that even the worse pilots have a good chance at landing on it. Also keep in mind the runway length needs to be in line with the grid size of the concrete blocks. For example you can't have a 750m runway with an 8m grid square without your last grid square not being able to fit fully on the runway and 1/4 of it having to be chopped off the end, looking odd. Grid Size Each grid square should be 8x8m, with every texture tile containing 3x3 grid squares, so each texture tile should be 24x24m. While you can technically have a different grid setup, its inadvisable. When UVing the texture to your airbase, its really a simple matter of calculating how many tiles you need. For example if you have a 800m runway, and your working on a 8m grid square, with each texture tile having 3 grids in it, with each tile being 24m, then 800 / 24 = 33.3333 tiles, which basically = 33 tiles and 1 grid block from the 34th tile. Also keep in mind however that the max amount of times you can tile a texture in BF2 is 16 (although technically 32 if you start your tiling at -16, -16 going to +16, +16) so you may need to cut your model up so you can brake the UV tiles at some point, but that isn't really much of a problem if you know how to do that and how to move your UVs correctly. ![]() Runway/Taxiway Markings All markings on the runway should be modeled into the runway itself, then to have for example a white runway line or a yellow taxiway line, you simply UV thous lines onto that part of your colour texture that is white or yellow. ![]() ![]() Letters/Numbers can be done though the Text Spline tool, and the closest font I could find to the end numbers was "Agency FB Bold" with an Interpolation of 0. But keep in mind that you will need to do quite a lot of fixing up poly wise as the ngons the shape produces will screw up quite badly normally without any love. Its also important these end numbers match the degrees on the map they are placed on, otherwise if pilots try to use them realistically, they won't line up with the runway ![]() Textures Here are all the textures you need but they are the property of the Project Reality Mod and are not for use in any other mods/games/titles without my ([R-DEV]Rhino) personal permission. Download: http://realitymodfiles.com/rhino/tut...s_30-06-12.rar Instructions: Unzip into your /mods/pr_edit/ folder. Colour Textures This is one place where these airbases differ quite considerably from other statics, where I've designed them to have there own, unique colour texture for each one. This is mainly down to being able to paint on some basic dirt onto the airbase so you can get a sense/feel of where the planes are often rolling over, leaving behind a bit of rubber behind making that area of the runway/taxiway darker from the very edges etc where they never/hardly touch. Here is Camp Bastion's Airbase Colour texture: ![]() ![]() ![]() If we look at just the colour texture on from a distance we can see how this works out: ![]() This dirt can't effectively be done by the dirt layer so its best to do this dirt via the colour texture, leaving the dirt layer for hard skid marks and oil spills etc. Basically all you need to do is UV your airbase as effectively as you can onto a sheet and then paint it like the above. Since a map is only going to have one, possibly two airbases in it, each one having its own unique colour texture isn't a massive deal. Dirt Roads unfortunately can't have a dirt texture like normal statics can. However it is still possible to do them by exporting them as there own "road", then attaching the dirt as a child object to the airbase road, 0.1m under the runway surface and it will act excatly like a normal bit of dirt would on a static. ![]() ![]() Basically as mentioned above, you need to make them as a separate object so to show you how the dirt looks in max, using the airbase_di.dds so you can see them more clearly, here is the dirt model on its own: ![]() ![]() Model Depth I would advise on making the airbase have a 1m depth, although it won't be 1m above the surface of the terrain, this 1m depth is just to ensure flexibility in terrain movement around the airfield, with the mapping being able to do dips etc without a hole appearing under the runways foundation. The runway will in fact only be 0.05m (5cm) above the surface, by having an anchor in the code of "ObjectTemplate.anchor 0/-0.05/0", but the foundation is still good and dose no harm to the performance etc. Collision Meshes Since this is a 3D model it needs a col mesh, which you make like any other col mesh for any other static and for the most part is a basic clone of the airbase but removing all of the marking polys from it, unless you need to assign a new material to any of them but the entire airbase should be a concrete material and for col0, should look something a bit like this: ![]() ![]() LODs Encase there is any confusion, these airbases do not need any lods, just lod0 is perfectly fine. Exporting The exporting part of this is rather simple, very much like a normal static so if your confused at all about exporting, please read the exporting part of this tutorial here: http://www.realitymod.com/forum/f189...structure.html Spoiler for Static Export Tut:
The only key differences here is that you don't have any lods other than lod0 and your exporting path, for the main runway itself you need to export it to "\roads\staticsnoblend\pr\airbases\" and for the dirt part you need to export it to "\roads\statics\pr\airbases\". It is critical you export these into the correct folders otherwise they will not work as intended as the shaders are defined by what folder the object is in, not by the mesh itself and these airbases will only work correctly with the correct shaders. Another key difference I forgot to mention is that when naming your runway object, you need to add a suffix to the lod0 mesh of "__Bundle", so for example for my camp bastion runway mine is "camp_bastion_airbase_pt1__Bundle". Note you don't need to do this for the dirt bits, just the main runway object(s). Your hierarchy should look something like this, note that I have my main runway and helicopter runway as separate objects which is why there are two main runway parts and two dirt parts for Camp Bastion: ![]() Coding Main things you need to add in the coding is the col meshes materials, which for concrete should be material 78 and for stairs_concrete should be material 34. On top of that you need to add the anchor of, note, X and Z you can change to w/e but Y is important to be -0.05, or something around there so it snaps 0.05m above the terrain when a mapper places it, that keep in mind is assuming the object's pivot is in line with the top surface of the runway: Code:
ObjectTemplate.anchor 0/-0.05/0 Code:
rem ------------------------------------- ObjectTemplate.addTemplate *name of the dirt object* ObjectTemplate.setPosition 0/-0.1/0 rem ------------------------------------- Code:
rem ------------------------------------- ObjectTemplate.addTemplate *object name*_SupplyObject_*Type and number* ObjectTemplate.setPosition *x/y/z* rem ------------------------------------- ObjectTemplate.create SupplyObject *object name*_SupplyObject_*Type and number* ObjectTemplate.modifiedByUser "*Your Name*" ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.radius *in meters* ObjectTemplate.workOnSoldiers 0 ObjectTemplate.workOnVehicles 1 ObjectTemplate.healSpeed 1 ObjectTemplate.refillAmmoSpeed 2 ObjectTemplate.teamFromClosestCP 1 ObjectTemplate.addVehicleType *define number, 2 = Jets, 3 = Choppers, 5 = Jets & Choppers, 0 = Land, 1 = Sea and 4 = All* Spoiler for Camp Bastion Pt1 .tweak:
You should also mark out the supply locations and post it publicly with your map info post so everyone can see where they can reload, as well as putting your supply objects in sensible, realistic locations where planes/choppers would reload in r/l and not "vbf2 style in the middle of the runway". Shaders Providing you have exported the objects into the correct paths as above and have used the correct textures as stated in this topic, the shaders should do the rest. However the shaders in the current v0.973 release of PR are not the correct shaders for these airbases to work properly. However in the next major PR update they will be in and they should work perfectly fine. Until then, they might look a bit odd ingame and won't show up to the full View Distance (VD) like they do in my screenshot examples. Mapper Notes Mappers using these runways in there map should note that when you come to save your "Complied Colour/Detail Textures", you should delete/hide the airbases from your map otherwise they will be baked into the surface of your map's colour texture, which isn't needed once the new shaders are in and working but until then, its best you bake them in so you can see the runway at a distance, but not for the final release of the map. I hope this helps, any questions please post below. |
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Last edited by [R-DEV]Rhino; 08-27-2012 at 03:38 AM..
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#2 |
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Can u upload textures?
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#3 |
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PR:BF2 Developer
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They are uploaded and link/info is in the Textures bit, about 1/4 the way down.
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#4 |
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I cannot download them.
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#5 |
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Thanks for the info, its much appreciated
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PFunk - You BLUFOR snobs are utterly hopeless. |
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#6 |
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PR:BF2 Developer
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#7 | |
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PR:BF2 Developer
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Quote:
@Stemplus, the only airbase model that has been made so far is the Camp Bastion airbase and that's only for maps in Southern Afghanistan, with Camp Bastion in it (ie, Sangin). In time hopefully someone will make a generic airbase model that can be used on multiple maps but right now and for the foreseeable future, I'm far too busy to do it myself. | |
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#8 |
![]() Join Date: Jun 2011
Posts: 283
Location: Poland
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@Rhino
My map is located near the Afghanistan-Iran border, so it is South-west afghanistan |
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Last edited by Stemplus; 08-23-2012 at 12:06 PM..
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#9 | |
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PR:BF2 Developer
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Quote:
http://en.wikipedia.org/wiki/Herat Also Bastion is quite far away from the Iran border, Helmand Province isn't even on its border. Google Maps As such I can't see any reason why it should be in your map Your best off making a concept for an airbase (or two) then getting someone to model them for you, as per this tut. Also the airfield design you have on your concept: http://i45.tinypic.com/xm1tn5.jpg I would scrap that design. Having two runways isn't needed for a start and isn't realistic (as in having two pointing in the same direction). You also have loads of taxiways with that concept that could be used for taking off / landing etc. I would really look into re-designing your concept before getting anyone to model it, with keeping the notes in this tut on the runway length, layout etc in mind when doing so. | |
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#10 | |
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Retired PR Developer
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Quote:
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Originally Posted by whatshisname55:
"Ah yes, that link to your hard drive is working perfectly." |
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| Tags |
| airbase, info, making, modelling |
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