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| Dutch Forces Discussion pertaining to the PR Dutch Forces faction. |
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#21 |
![]() Join Date: Dec 2007
Posts: 1,567
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Is it really positioned on those sticks?
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#22 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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![]() THe only image i have to work with, haven't made it large enough to get under jjust incase it caused any game glitching. As you can see it's on some type of stilts, must be a dutch thing scared of floods. |
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#23 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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added some bumpmap but thinking I may need to increase the size from the 256x256 33kb's for added detail.
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#24 |
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Dutch Forces Mod Leader
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nice m8
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Cheers,
Glimmer To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Please visit To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. for free house music To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#25 |
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PR Mapper Team
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you really shouldn't be using custom textures.. You could make it look better (thou less like your ref) with using existing textures... Right now your canvas looks like metal sheeting.
EDIT: use these textures for your canvas: \objects\staticobjects\pr\textures\tent_cloth.dds (for the colour) \objects\staticobjects\pr\textures\cloth_folds.dds (for the bump) And use a null detail texture and maybe also a dirt texture like dirty_c.dds |
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Last edited by [R-DEV]Rhino; 05-24-2009 at 12:28 AM..
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#26 |
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PR:BF2 Developer
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If you are trying to get this static as real as possible take note of my following:
Ok where the green arrows are, are showing that the posts are built into the out side of the tower.... As you can see in your model they are inside the model? The red arrows shot what look like bump parts where the model comes out a bit in the shape of a box or something, this would not be hard to add at all so take a look... The pink arrows are pointing at where the Metal wires attach to the Tower itself, in the model they seem to just attach to a little box wile irl it looks as if it atttachs to a box like yours but then gos back out and up to the balcony. And lastly the blue is showing what i think is a vent??? correct me if i am wrong. But this can be added really easy even just by bump maps... EDIT: also maybe rise the tower as there seems tobe more clearance from the ground in the ref pic... EDIT2: Is there a way to have a mesh balcony floor rather then the solid floor, i am sure this can be done with alpha channels
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth |
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#27 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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Stuck need some assistance. I have modelled the camo net to what i would like but each time i try and put it together I keep getting error in textures.
Would some kind soul please have a go for me and set it up so I can see where i'm going wrong. This is turning into a bug bear and burning up time i would rather speed being more productive. Sorted |
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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Last edited by smee; 05-26-2009 at 07:37 PM..
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#28 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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Still stuck on camo, but had some progress, had to take out hand bars for ladder seemed to be stopping using stairs. As you can see did the suggestions that were made
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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#29 |
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PR Mapper Team
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your cloth is looking better but ehhh, having that text on both sides looks crappy, epically with the text back to front on the inside, have the text just on the outside. Also your cloth is greeny colour when the ref is sandy?
You should also tile your walkway much more, really low rez at the moment... also the unside dont have the same texture? For your stair thing, you really need some rails on the side, not only dose it look really unrealistic withoiut them its going to be hard for players to walk up without falling off unless they are putting all there concentration into walking up it Most likley your stairs / rails where not wide enough, needs to be 1/2 a meter wide + to let players past. As for your camo net, how have you exported it? |
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#30 |
![]() Join Date: Nov 2007
Location: hemel
Posts: 523
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Text on both sides was supposed to be the spray paint that goes through but can remove if you feel its crap that way. Having just sandy colour makes it disappears a lot thought green brought out the detail
will put some hand rails back on. do i have to have separate texture to tile the flooring ? Have tried both as static and bundlemesh. not working. |
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3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0
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