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#1 |
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Hello,
In response to these treads, i have started to work on a hut static. http://www.realitymod.com/forum/f388...ast-timor.html http://www.realitymod.com/forum/f388...r-statics.html I am however trying to make it generic, so it can be used in multiple theatres. This is my refence: ![]() What I have so far: ![]() ![]() ![]() 269 tris so far. Questions: I would like to make walls from one plane instead of two planes, right now they have thickness, which i want to get rid of (except for the entrance) to save up on tris. Sloud I do this? If yes, how do I do this? I dont quite understand how do I make a 2 sided poly, and how can i convert a 2 sided poly into a 1 sided poly... EDIT: Also, as of now the model has 18 sides, and is about 3 meters across. Are 18 sides enough? Too many? Too few? |
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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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#2 | ||
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PR:BF2 Developer
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Looks like an ok start but really could do with some more, bigger edged face shots and also wire shots. This should help: http://www.realitymod.com/forum/f388...de-assets.html
The main thing you should be concerned about right now before you start modelling is textures. Currently there are no textures like that in the mod iirc and you should probably be looking into make a few new texture palettes since with statics, you really need the textures before you model as you model to the textures, rather than texture to the model. Quote:
Quote:
Looks about right, possibly a few more edges for lod0 wouldn't hurt but not really necessary, you just need to smooth it. | ||
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#3 |
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Update
- added sides, it has now 21 sides - added detail to the edge of the roof - decreased edge count on the bottom of the foundation to save tris - applied noise to the roof edge - improved smoothing The model seems pretty much final to me, but it probably isn't 345 tris at the moment Images: ![]() ![]() ![]() ![]() ![]() ![]() ![]()
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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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#4 |
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PR:BF2 Contributor
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I would try adding the supports that go around the circumference of the cylinder (little wire belts) :P It might make it to high tri count though. But worth a shot...
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#5 | |
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Quote:
Also, thanks Rhino for all that info, its really usefull. Right know im trying to figure out the texturing tutorial, and then ill try to make some new texture palletes, hopefully. -lucky | |
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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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I've been working on textures in the last days, and im getting pretty close to having them all ready. However, I have some questions on texture palettes:
- detail textures. They are transparent, but how exactly? Shoud it be transparent whole by one exact percentage, or should the transparency vary trought the texture? - manual editing of normal maps. Isnt there any tut or anything on how to effectively edit normal maps, or is it all trial end error? - texture palette layout. Where should i look for well made texture palettes, and what layouts should i avoid? - This is more about actual model texturing - where can i find good dirt texture palettes, i mean those that contain actual dirt textures? -lucky |
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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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#7 |
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Bumping this, because im now totally out of ideas on detail maps. I really have no clue on how to add transparency to detail map, i.e. what should i do with tileable texture to make it a detail map. Isnt there any tut on making texture palettes for BF2?
Btw, ive got my color map put together: ![]() still WIP |
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#8 |
![]() Join Date: Aug 2010
Posts: 2,515
Location: The glorious metropolis of Pyongyang
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#9 |
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PR:BF2 Lead Mapper
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Take a look at the bfeditor.org forums, esp this one for textures:
Official BF Editor Forums -> Texture Creation It has topics about transparency, normal maps, shiny surfaces, etc. |
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#10 |
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Doc.Pock, i did that tut, i know about it, it teaches how to use of texture palettes, not how to make them. Thanks anyway
---- Im pretty happy with textures right now, except for one little thing - The crack layer is missing, when i view the model in bfeditor. I really dont know what can cause that. I can see it in the bfmeshviewer just fine. Any advice? ![]() ![]() ![]() My texture palettes so far: color, 1024x512 ![]() detail, 2048x512 ![]() crack, 1024x1024 ![]() a cracked soil detail texture, 512x512 ![]() I am also using houses_di.dds from pr/textures. I'll post better pictures of the textured model (with normal maps) when i get the crack texture sorted out. |
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| Tags |
| east, hut, static, timor |
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