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Old 06-12-2008, 11:19 PM   #11

GhostDance101's Avatar
Re: [Static Model] New Sidewalk

Quote:
Originally Posted by Sgt.Smeg View Post
Looks good so far but it doesn't look finished.

I'm fairly sure the wall next to it has a bump map, you can see the specularity bouncing off the edges. The texture you've used/made looks nice but seems a little flat. The dark grooves between the tiles could use a bit of depth via bump mapping.

Also, the joins are a bit dodgy.

Good start tho.

Edit: I'm not sure how relevant my post is now. Is that bump mapping I see since you've updated the image?
Hey Dude yeah it's got bump mapping, I just used the nvidia normal map plugin with the default settings I should probably mess around with the settings a bit... The original pic had doggy object placement so took better shots the second one is lightmapped.
Quote:
Originally Posted by [R-DEV]Nickbond592 View Post
yeah looking good , Keep it up !

round numbers help in the mapping process a lot though,
A 5.12M pavement will look a bit odd next to a 5M wide static object for example.
I was thinking of chamfering the edges on the joins by .06m kinda like the afghan houses, so when you join them it will be 5 m
Quote:
Originally Posted by hx.bjoffe View Post
These things are really good additions. Great mate!
I'll give you a prize if you can make a transparent ramp for it!
yeah it's already got that
Quote:
Originally Posted by Terror_Terror_Terror View Post
Friggin awesome , took you long enough

Now all we gotta do is finish god damn Daruntay and start the shitty city
I only started making it 2 days ago... The quicker you make the town the quicker the map will be made
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Old 06-13-2008, 12:03 AM   #12

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Re: [Static Model] New Sidewalk

Looking good.

Insurgent Strike Mod DEV
http://www.ismod.co.uk/

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Old 06-13-2008, 03:14 AM   #13
Gameserver Moderator

Jonny's Avatar
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.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
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Old 06-13-2008, 08:57 AM   #14

Terror_Terror_Terror's Avatar
Re: [Static Model] New Sidewalk

Quote:
Originally Posted by GhostDance101 View Post
I only started making it 2 days ago... The quicker you make the town the quicker the map will be made
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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Old 06-15-2008, 11:42 AM   #15

GhostDance101's Avatar
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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Old 06-30-2008, 09:11 PM   #16

GhostDance101's Avatar
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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Old 07-01-2008, 08:11 AM   #17

black-wolf's Avatar
Re: [Static Model] New Sidewalk

Damn, that is AWESOME!



Ingame: -|DUTCH|-|TOXIC|-
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Old 07-01-2008, 08:20 AM   #18
Gameserver Moderator

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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.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
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Old 07-01-2008, 08:40 AM   #19

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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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Old 07-01-2008, 08:58 AM   #20
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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.

Ballistics + Zeroing
!!!Nedlands1 for [R-CON]!!! (Done)
!!!Nedlands1 for [R-DEV]!!!
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