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| Modding Tutorials Information and tutorials related to modding BF2. |
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#21 |
![]() Join Date: Mar 2009
Location: Bridgewater, NJ
Posts: 786
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Is there anything that explains what the Size ratio is for the BF2 engine? I'm using Gmax so I'm pretty sure that the 3ds max ratio is the same for Gmax.
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#22 | ||
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PR Mapper Team
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#23 |
![]() Join Date: Nov 2009
Location: Brighton
Posts: 83
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BF2 development tools for 3DS' link doesn't work, and I need these tools to do any modelling for BF2, anyone know a different link I couldn't find any?
Thank you, Dylan. |
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#24 |
![]() Join Date: Jun 2010
Posts: 72
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EDIT: i've found the first part of the beretta 9000 tutorial, the original link for part 1 wasn't working, this is the link that i've found on moddb.com at the comment section: http://rs732.rapidshare.com/files/31..._modelling.rar
ps: thanks for the tutorials!! |
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Last edited by Epipen; 08-04-2010 at 02:15 AM..
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#25 |
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What is the acceptable poly count for a soldier model + kit geometries? I've got a soldier model @ 3.4k poly atm, without kit.
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#26 |
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PR:BF2 Developer
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You should use only the vbf2 soldiers and make only kit geoms.
As for tri count - best thing you can do is to check what is already in game in editor or bfmeshviewer. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
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#27 |
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I've got the PR British player model now, can i use it? I mean my goal is to create new kit geoms and retexture the whole thing to look like a Finnish soldier for PR and then get some more Finnish players interested and start a new community faction. I know we ain't gonna get a subforum easily but we can still develop it, right?
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#28 |
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PR:BF2 Developer
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The body itself is only a reference, you dont need to and shouldn't edit, therefore permission is not really needed, as long as its only a reference you dont touch.
Our kit geoms guys may give a word about it, but i would suggest to take US bf2 soldiers. As for your faction, you started with wrong things. Kit geoms are neat and all that, but they are not urgent thing, without which faction cannot live. So far only IDF got custom kit geoms on release, all others received(if any) them later in process. You should put detailed design plan, decide what is a high priority and work on it. In general you would want "infantry" assets to be done in 1st place- trucks, jeeps, apc, transport helicopter. Other vehicles may wait a bit. All in all, I would advise you to invest your skills in other com factions/core instead of making new one. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
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#29 | |
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