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#1 |
![]() Join Date: Aug 2009
Posts: 44
Location: Chicago
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This is for [RCON] Pleym's map. One is for on land and the other one is off shore.
References: http://img204.imageshack.us/img204/2...genfyrogly.jpg http://img192.imageshack.us/img192/1...enfyr2007l.jpg Im not trying to make the second larger one exactly like it is in the picture, just making it based of of it. I still have a few more things to add to the larger one. Renders: ![]() ![]() 737 polys on the smaller one, 624 on the larger one. Wireframe: http://img560.imageshack.us/img560/5115/wireframes.jpg Im not sure what else to add on the smaller one, i'd like some advise on what you think would make it better. Crits are welcome Also, im not to sure about the ladder, if anything i want to replace it with the one already ingame but i dont know how to do that, or i will leave it out completely. |
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#2 |
![]() Join Date: Aug 2010
Posts: 2,515
Location: The glorious metropolis of Pyongyang
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you give ladders and sutff in the editor as a child object. so just delete it
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#3 |
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PR:BF2 Developer
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#4 | ||
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PR:BF2 Developer
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Looks like a pretty good start, although on your big lighthouse, you should add more sides to your base, its currently very blocky for such a large object.
Also looks like you need to clean up your smoothing in some places, you might want to check this tut out: YouTube - ‪3D Studio's Max Smoothing Groups Tutorial‬‏ Also on your small lighthouse, the stands seem to have an extra edge in there which they don't look to need? On the issue of ladders, you generally don't make custom ones as already stated and you certainly don't make them as part of the main model as you have done as like already stated, they are placed on the building via code as a child object, or in the level editor by the mapper (in this case, best to place them on as a child object, small tut on it here: http://www.realitymod.com/forum/f189...n-statics.html This is also correct, if you rotate a ladder from its default vertical state, very odd things will happen and that's not at all good. There is how ever a way around having a slanted ladder like you want but without rotating it, much like I did with the Afghan v2 Ladders: ![]() This can be archived by exporting the ladder at a slant, but keeping the col2 and col1 meshs vertical which ye looks a little odd as the ladder starts really close when you at the bottom and then the ladder gets further away as you climb up, as you are climbing up vertically, but you still get off the ladder in around abouts the right place although you can't have your ladder too slanted but I can't recall the limits, you would have to do some testing there. ![]() Isn't very hard to export a ladder, they are just like a normal static but the code is a little different and you just assign the "ladder_front" col mesh to the col2 mesh, lods and the other col0 are pretty much the same. I can't really give you much more feedback than that, for the reasons I just gave to Psyrus on his garage static. Quote:
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#5 |
![]() Join Date: Aug 2009
Posts: 44
Location: Chicago
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#6 |
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PR:BF2 Developer
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Looks better for each day that goes
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#7 |
![]() Join Date: Aug 2009
Posts: 44
Location: Chicago
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#8 |
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PR:BF2 Lead Mapper
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One thing I noticed is that the stairs don't seem like the same scale, and thus why they don't look right. You might want to try making them smaller and more of them and see if that helps.
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#9 | |
![]() Join Date: Oct 2010
Posts: 559
Location: Stockholm
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Quote:
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#10 |
![]() Join Date: Aug 2009
Posts: 44
Location: Chicago
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Thanks for the help, im changing it and adding a few things, i will post update in a few days(or next week because im going on vacation)
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| house, light, mini, static |
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