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| PR Community Modding : Discussion on PR community mod projects. |
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#11 | ||||
![]() Join Date: May 2008
Posts: 61
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Re: [Static Model] New Sidewalk
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#12 |
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Re: [Static Model] New Sidewalk
Looking good.
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#13 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,670
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Re: [Static Model] New Sidewalk
Dont forget about parts for driveways, with the kerb lowered to the surface of the road so cars can drive over it.
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#14 |
![]() Join Date: Jan 2008
Posts: 85
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Re: [Static Model] New Sidewalk
Yeah but we've been talking about this object for ages. Anyway we'll have to see when the colour map is ready don't forget and maybe those apartments I was talking about would be nice to include and then after we've done the major objects, the colour map and the veg (which I reckon will take ages and be annoying and crash the editor multiple times) we're still gonna have a shit load to do :P
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#15 |
![]() Join Date: May 2008
Posts: 61
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Re: [Static Model] New Sidewalk
Anybody know of any good tuts on how to make lods for maximum viewing distance?
I just followed the ea tut which didn't mention how... Is it something like cloning lod0 and renaming it lod1? Also when I export What paths do I use for my textures? Something like: /objects/staticobjects/pr/textures/new_sidewalk_de.dds sorry for the n00b question... The sooner I find out the soon I'll finish |
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#16 |
![]() Join Date: May 2008
Posts: 61
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Re: [Static Model] New Sidewalk
Now with added Sewers and manhole!!!
I'm hoping to make destructible manhole covers... ![]() ![]() ![]() Could someone tell me how big a texture file I can use for the sidewalk? I was thinking 1024-1024 is that ok? A bit of topic but I'm also trying to model the AA12 which I'm finding to be quite hard...being a noob and all. Check it |
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Last edited by GhostDance101; 06-30-2008 at 09:28 PM.
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#17 |
![]() Join Date: Dec 2007
Posts: 780
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Re: [Static Model] New Sidewalk
Damn, that is AWESOME!
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![]() Ingame: -|DUTCH|-|TOXIC|- |
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#18 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,670
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Re: [Static Model] New Sidewalk
Look in staticobjects/pr/militia/sewer.
Make absolutely sure it can connect to these objects. Make yours the extra bits that this is missing, like a road surface, manhole (as shown), corners, etc. If it fits onto those statics then yours will be a lot more useful. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#19 |
![]() Join Date: Nov 2007
United KingdomLocation: Shire of Staffs - England
Posts: 759
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Re: [Static Model] New Sidewalk
Why not make it a triggerable manhole cover rather than destructable?
It'd be more realistic seeing manholes used correctly than being blown up. Lookin' good tho. |
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#20 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,670
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Re: [Static Model] New Sidewalk
triggerable is set by the mapper. It just needs a seperate (non destructible) cover to be there.
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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