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Rhino
2008-02-23, 18:51
Heres a quick render of my (very) WIP Container Handling Crane static which will be used in the port of Muttrah City (v2) soo all my spare area is not 100% containers filling it up :p

http://img170.imageshack.us/img170/6396/95365190sc3.jpg

http://img170.imageshack.us/img170/7237/90530514pg5.jpg

Will keep you guys updated as it goes along :)

EDIT: ohhh ye forgot to include the ref pic, it will look something like this when its done, thou this pic is of a very diffrent model to what I'm making.

http://img168.imageshack.us/img168/4448/49661055tq2.jpg


Update 02-27-2008:

You take it too serious! Noone think this is driveable.

na, was more on about the endless comments I see about Insurgants being in Muttrah City :p

Anyways done some more work on this model this morning, some quick renders :)

http://img151.imageshack.us/img151/7851/89813932pl8.jpg

http://img151.imageshack.us/img151/8535/14861370ur8.jpg



Update 03-01-2008:

small update for you guys, been working on the "hook" mainly, all thats really left now is to add lots and lots of detail, then of course texture and import it :)

http://img111.imageshack.us/img111/980/68572519mj1.jpg
http://img111.imageshack.us/img111/9240/46800661si6.jpg
http://img111.imageshack.us/img111/1849/16765036zz3.jpg
http://img111.imageshack.us/img111/200/73705105yl9.jpg


Update 03-03-2008:

I dunno how many of you are interested in the process of crating a static but for thous of you who are, this is a quick update of what I've done last night and a little this morning before I go back out to work of unwrapping this static to a vbf2 stock colour pallet, and the colour layer basically dose what it says on the tin, defines the colour of the object. Still got alot of work to do, all the bits that look like lots of funky colours, the wheels, the stairs, the cabin etc have not been touched yet, but the main beams etc that are yellow have :)

http://img301.imageshack.us/img301/6180/58582239ea6.jpg

rest of the colour unwrapping, detail, bump, dirt and crack layers still to come if some of you are still wondering why it dont look at all detailed yet :D


Update 03-04-2008:
a little update, still working on the colour thou the door has a detail texture on it :p

http://img208.imageshack.us/img208/429/78002932om2.jpg



Update 03-05-2008:

done most of the colour work now, only a few little bits left :D

http://img145.imageshack.us/img145/1590/51280014rr4.jpg



Update 03-05-2008:

some nice renders now all my colour channel is done now :D

http://img179.imageshack.us/img179/2928/10mt1.jpg
http://img179.imageshack.us/img179/4835/12ot9.jpg
http://img179.imageshack.us/img179/346/11kp0.jpg

Going to now work on the detail channel :)



Update 03-08-2008:

I've now finished my detail and bump layers of my model, which means I've only got the Dirt and Crack layers to go, with also needing to do COL meshes and LODs before it can be 100% finnished, aswell as I still need to fix up my custom wheel texture abit aswell (it dont have any bump or spec maps yet, so will look a little plain, aswell as it having a fake shadow in the texture i need to get rid of :p)
heres some pics :)

My Detail Layer:
http://img366.imageshack.us/img366/7954/13sk0.jpg

And my Bump Layer:
http://img366.imageshack.us/img366/2549/13bxp7.jpg

Now they may not look like much in the 2 renders above since the detail in them is pretty fine, soo from a far render like that you are not going to see the detail, soo heres a quick close up to show you the detail :)


Detail Layer:
http://img366.imageshack.us/img366/1192/14kj2.jpg

Bump Layer:
http://img366.imageshack.us/img366/3777/14boq5.jpg

As you can see, the detail layer has lots of fine detail and the bump layer, well you may not understand it but the bump layer basically makes a 2D texture look more 3D by how the light hits it ingame, which can make something very 2D look very 3D ;)

Now ingame all the layers (Colour, Detail, Bump, aswell as the Dirt and Crack layers which I aint done yet) are all merged into 1 ingame, so to give you an idea here is my colour layer of the bit I showed you above:

My Colour Layer:
http://img366.imageshack.us/img366/9949/14crx4.jpg

Which when complied ingame, will look something like it dose in this editor shot :)
http://img366.imageshack.us/img366/3527/14gyy7.jpg

As you can see, it all looks all nice and detailed with nice veration of colour over the detail, and the bump map gives a 3D impression to the 2D surfaces where it is meant too, like on the bar too the right and on the welds etc :D

Anyways enough of that, here are some more editor SS for you :D

http://img366.imageshack.us/img366/572/13gih4.jpg

http://img366.imageshack.us/img366/7421/15ui4.jpg

http://img366.imageshack.us/img366/6734/17cl3.jpg

http://img366.imageshack.us/img366/9846/16ft7.jpg

Hope you like it so far, still got some work to do thou before this is finished :)




Update 03-09-2008:

a little WIP of my crack layer :)

http://img232.imageshack.us/img232/2096/65514928bf8.jpg

EDIT: also plz note, just moved the logo on the top bar over to the left of the model to balance it out as it was making the right to "heavy" visually :p

http://img258.imageshack.us/img258/1249/35978447ud6.jpg



Update 03-10-2008:

Anouther quick update, didn't bother with the dirt layer as most of the stock dirt textures in BF2 didn't have anything that I could really use, and thiought that the colour texture was already giving it enough of a dirty look, and only used the crack layer to add 3 logos as there wasn't really much else i could use them for, mostly the crack layer is used to put cracks in concrete walls etc.

So ye instead I've called my texture final, and started to work on my LODS :D

First I cloned all my mats and removed the bump maps from the clones then applied them to the LOD meshes as this means that low gfx users will not have to load the bump maps, which means they will get less lag from this static and all the other statics too as they all work like this :)

Then made started to work on my LOD1 mesh, which is basically a clone of my main mesh, and removed all the details from it, cut down on the polys in areas aswell as apply all my cloned mataerils without the bump maps to it. This is what the players with low gfx settings see, so they dont get to see the object in its full detail. Then with my LOD2 and LOD3 meshes, basically just used the multirez tool in max to auto cut down on the polies in areas around the model aswell as remove some more detail by hand :)

now ill list each mesh in order from LOD0 to LOD3 (highest to lowest detail) with also listing there poly counts :)

LOD0: 5040 polys - what the users with high gfx settings see when up close.
http://img518.imageshack.us/img518/6292/18uz1.jpg

LOD1: 4222 polys - what the players with low gfx settings see when up close, and what high gfx players see when a little far away.
http://img518.imageshack.us/img518/1701/19ii2.jpg

LOD2: 3237 polys - what all players see when a little more far away then LOD1.
http://img518.imageshack.us/img518/1662/20cq0.jpg

LOD3: 1837 polys - what all players see when really far away.
http://img518.imageshack.us/img518/3040/21le7.jpg


Now these are here to mainly let players not having to load a huge mesh when really far away from a object, instead they only load the bits they can really see, like the main beams etc, you aint going to be able to see a hand rail on the stairs when 500m away from a object, even if it was drawing it for exsample so this means that your GFX card dont have to process the objects that you are not going to see anyways, thou when your up close you still get the full detail (providing your on high gfx) :)

Only really the col meshes to go and the final import guys, almost done! :D




Update 03-16-2008:

Well got hung up a little with my cols, mainly on my ladders not working quite correctly, the player was getting off them outside the walkways and falling to his death after climbing them thou with a few tweaks I sorted it :)

Anyways its all done now, so I've prepared a little scene to show off the final version :)

Bare in mind the map (Muttrah City [v2]) is still very WIP, and this little scene ive done will probably not be there in the final version, will most likely be deleted and remade in a slightly different way :p
Also the truck at this point have no lightmaps (shadows) cast on it, thou it will when the map is released :)

http://www.rhinorage.co.uk/images/statics/crane01/s1.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s2.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s3.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s4.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s5.jpg

Hope you like it :D

And for thous of you who are interested in the creation of a static, here are the collisions meshes I've made for this static. The Collisions meshes determine where bullets hit a object, where players can walk on a object and where vehicles will crash into them etc :D
There are 3 main types of collision mesh used in BF2. Decal, Physics and Player.

Decal is used for projectiles and the like, from pistol rounds to laser guided bombs, hit the object and what kind of impact they have. The collision meshes also have materials applied to them, which detriments and effects that happen when a bullet strikes the object, for example if its metal, you will get a ping when the bullet hits it, if it was glass then you would get a glass braking sound and effect :D

Physics is used primary for vehicle moment, where a vehicle can and can not go. These like all the other col meshes also have materials applied to them, and when a car crashes into a metal col post, you will get a bang sound like you have hit metal :D

Player is really just to determine where the player can walk over the object and can not. These like all the other col meshes also have materials applied to them, and when a player walks over a metal col walk way, he will have footstep sounds as if hes walking on metal :D

Now the BF2 Editor has very kindly colour coded all the materials onto the col meshes so you can easily tell which surface has which materiel applied to it :D

Material List:
http://www.rhinorage.co.uk/images/statics/crane01/6.jpg

And the col meshes.

Decal:
http://www.rhinorage.co.uk/images/statics/crane01/col0_1.jpg
http://www.rhinorage.co.uk/images/statics/crane01/col0_2.jpg


Physics:
http://www.rhinorage.co.uk/images/statics/crane01/col1_1.jpg
http://www.rhinorage.co.uk/images/statics/crane01/col1_2.jpg


Player:
http://www.rhinorage.co.uk/images/statics/crane01/col2_1.jpg
http://www.rhinorage.co.uk/images/statics/crane01/col2_2.jpg



As you can see, they look rather plain from the meshes you can see ingame, thou this is because the game dont want to think more than it wants to, so we give it more simple meshes to work with so that we dont strain it when its trying to work out if that jet flying just clipped its wing while flying though that object :D

anyways hope you guys have learned from that, took me I think just under 1 month to make this from start to finish :mrgreen:

GeZe
2008-02-23, 18:52
Looks great

Muttrah 2 is going to be epic.

Symplify
2008-02-25, 02:06
Nice, cool so see some new statics.

Razick
2008-02-25, 02:20
Rhino;615837']

EDIT: ohhh ye forgot to include the ref pic, it will look something like this when its done, thou this pic is of a very diffrent model to what I'm making.

http://img168.imageshack.us/img168/4448/49661055tq2.jpg

Can we also get those Isuzu trucks too?:grin: Beef it up with an auto cannon and molotov launcher and give it to the insurgents it will be great.

ReadMenace
2008-02-25, 03:26
The big flying thing from TRON? :twisted:

Looks awesome!

-REad

[uBp]Irish
2008-02-25, 03:29
hmmm snipers playground is written all over it.

Expendable Grunt
2008-02-25, 03:34
Will we be able to climb all over it?

Rhino
2008-02-25, 03:50
more or less yes.

BloodBane611
2008-02-25, 04:13
Sweet, more tall buildings to shoot snipers off of!

Well, should be cool. Definitely think it'll fit well with the muttrah theme, your minimaps look like container heaven.

ConscriptVirus
2008-02-25, 04:25
i feel like they have soemthing very simliar to this in karkand (near factory) but dont remember. havent played karkand in a while..

Rhino
2008-02-25, 04:28
i feel like they have soemthing very simliar to this in karkand (near factory) but dont remember. havent played karkand in a while..

na thats a much larger crane, is a container crane but dont do the same job as this one, that one loads containers on and off of ships, this one for trucks mainly.

was also on afew other maps, dalian plant, dragon valley etc. you can see it to the left of this pic: http://www.juho-clan.com/e107_plugins/content/e107_files/images/01p_dalian_plant.jpg

Brummy
2008-02-25, 07:26
Nice!

Expendable Grunt
2008-02-25, 07:26
Wasn't there a similar one on that supply yard map?

Rhino
2008-02-25, 07:55
Wasn't there a similar one on that supply yard map?

thats the same dock crane that was in karkand, dalian plant, dragon valley, muttrah v1 and many other maps... there is nothing in vBF2 or PR that dose the same job as this...

EDIT: heres some pics which should help you understand the process..

http://img254.imageshack.us/img254/730/sterminaldevelopment2ih7.jpg
http://img254.imageshack.us/img254/2171/image303rp9.jpg

CheRiTTo
2008-02-25, 09:25
Will we be able to drive this thing :grin:?

Ragni<RangersPL>
2008-02-25, 09:39
Very nice :D Can't wait to see the new Muttrah :twisted:

Maxfragg
2008-02-25, 10:06
the only question is, will on Muttrah also be that much containers ? than it could get hard without minimap
"Help we are lost at the container terminal"

Rhino
2008-02-25, 10:40
the only question is, will on Muttrah also be that much containers ? than it could get hard without minimap
"Help we are lost at the container terminal"

i had to read that 4 times over before i got what you where saying...

I will do my best to not make the port into a maze of crates, because no one likes fighting in a maze hence the reason for making this static is to keep each area different.

Maxfragg
2008-02-25, 11:24
good to know, and sorry, i try to say thinks easyer to understand ;-)

bosco_
2008-02-25, 11:51
Very nice, looks like you're becoming a great modeler as well.

Maxfragg
2008-02-25, 11:59
yeah, form originally beeing "only" a mapper ;-), now he just has to skin it by hisself

Spaz
2008-02-25, 13:02
looks good!

Rhino
2008-02-25, 17:29
yeah, form originally beeing "only" a mapper ;-), now he just has to skin it by hisself

skinning aint hard, just very time consuiming.

Nickbond592
2008-02-25, 17:34
looking good :D

Cyrax-Sektor
2008-02-25, 17:40
Very nice! :D So many snipers will use that spot and perish. :P

Hans Martin Slayer
2008-02-25, 19:01
very imressive! looking forward to see the finished version. :-D

hall0
2008-02-25, 19:13
Cant wait to play the map :mrgreen:

WeeGeez
2008-02-25, 19:35
bosco;616062']Very nice, looks like you're becoming a great modeler

Wait, wait, wait... I'm sure i'm seeing things here, let me have another look,

bosco;616062']Very nice, looks like you're becoming a great modeler

becoming?? he is one :-D :twisted:

Good job rhino. Oh and i found your toys ("trolls") btw 8)

Ghost1800
2008-02-25, 19:53
Very nice! :D So many snipers will use that spot and perish. :P

God I can see it now...

"M203, hit that crane, 4th landing up on the left!"

Rhino
2008-02-25, 20:25
becoming?? he is one :-D :twisted:

I aint actually been modeling statics for that long, only really got into it when matt.b sort of vanished :p

TeRR0R
2008-02-26, 00:42
Can't wait to drive through the city with this, throwing containers on insurgents! Additionally you can let rain snipers if you brake too hard. :lol:

Rhino
2008-02-26, 01:19
I really dont undestand why 1, even thou it says in the title "Static" ppl are asking/thinking is it drivable and 2, why do people thing Muttrah is going to have insurgents in it... Muttrah would be exstramly unrealistic to be ever overrun by insurgent, its like saying Glasgow is going to be..

Masaq
2008-02-26, 02:04
Dude. Glasgow is full of glaswegians. It's practically a 24/7/365 war zone there anyways.

Was up there a few months back, minding my own business in a chippie. Bought some fish and chips when this local bloke headbutted me, shattering my nose. No provocation, no nothing - he wasn't even drunk.

Anyways, I wiped the blood off with my England top and carried on whistling "Swing Low, sweet chariot."

Rhino
2008-02-26, 02:45
Masaq;616680']Dude. Glasgow is full of glaswegians. It's practically a 24/7/365 war zone there anyways.

Was up there a few months back, minding my own business in a chippie. Bought some fish and chips when this local bloke headbutted me, shattering my nose. No provocation, no nothing - he wasn't even drunk.

Anyways, I wiped the blood off with my England top and carried on whistling "Swing Low, sweet chariot."

lol

ReadMenace
2008-02-26, 03:03
Rhino;616658']I really dont undestand why 1, even thou it says in the title "Static" ppl are asking/thinking is it drivable and 2, why do people thing Muttrah is going to have insurgents in it... Muttrah would be exstramly unrealistic to be ever overrun by insurgent, its like saying Glasgow is going to be..

I was just joking about flying it around ala TRON..

-REad

TeRR0R
2008-02-26, 12:42
Rhino;616658']I really dont undestand why 1, even thou it says in the title "Static" ppl are asking/thinking is it drivable and 2, why do people thing Muttrah is going to have insurgents in it... Muttrah would be exstramly unrealistic to be ever overrun by insurgent, its like saying Glasgow is going to be..

You take it too serious! Noone think this is driveable.

Pride
2008-02-26, 13:56
Masaq;616680']Dude. Glasgow is full of glaswegians. It's practically a 24/7/365 war zone there anyways.

Was up there a few months back, minding my own business in a chippie. Bought some fish and chips when this local bloke headbutted me, shattering my nose. No provocation, no nothing - he wasn't even drunk.

Anyways, I wiped the blood off with my England top and carried on whistling "Swing Low, sweet chariot."

:grin::grin:

SuperTimo
2008-02-26, 18:47
hmmm now what would happen say if a jdam was dropped at its feet (not saying its going to but what if?)

lets ask the what if machine!
http://img171.imageshack.us/img171/7185/craigharriswhatif117493iv1.jpg

Rhino
2008-02-27, 10:46
You take it too serious! Noone think this is driveable.

na, was more on about the endless comments I see about Insurgants being in Muttrah City :p

Anyways done some more work on this model this morning, some quick renders :)

http://img151.imageshack.us/img151/7851/89813932pl8.jpg

http://img151.imageshack.us/img151/8535/14861370ur8.jpg

Spaz
2008-02-27, 11:57
looks really good rhino! :D

You are just not a leet mapper now your a leet modeler ;)

bosco_
2008-02-27, 12:24
Now learn to UV and import, and you're the new god of PR! :p

hall0
2008-02-27, 14:21
Getting better and better every day

Rhino
2008-02-27, 22:22
bosco;617860']Now learn to UV and import, and you're the new god of PR! :p

I've already unwrapped and imported many other statics than this, I could in fact import models before I could unwrap / model them well :p

I'm just showing off this one as its by far the most complicated model I'm going to be undertaking for some time hehe.

Sparky Speirs
2008-02-29, 11:48
nice:grin:

Rhino
2008-03-01, 11:56
small update for you guys, been working on the "hook" mainly, all thats really left now is to add lots and lots of detail, then of course texture and import it :)

http://img111.imageshack.us/img111/980/68572519mj1.jpg
http://img111.imageshack.us/img111/9240/46800661si6.jpg
http://img111.imageshack.us/img111/1849/16765036zz3.jpg
http://img111.imageshack.us/img111/200/73705105yl9.jpg

Ablack77
2008-03-01, 12:08
Looking very sweet Rhino

Just curious what sort of tri and poly count will this end up having? (ball park figure)
Also what is the max amount that is suitable for PR statics?

Rhino
2008-03-01, 12:33
Looking very sweet Rhino

Just curious what sort of tri and poly count will this end up having? (ball park figure)
Also what is the max amount that is suitable for PR statics?

at the mo 4881 polys, aiming for under 6000.

max poly count really in the end comes down to what kinda model your making, thou there is a max that you are limited too, thou cant remember the figure off the top of my head.

BloodBane611
2008-03-01, 12:45
Looking cool rhino. Should we be expecting hazard-warning yellow for its color?

Rhino
2008-03-01, 12:50
Looking cool rhino. Should we be expecting hazard-warning yellow for its color?

good guess, providing I've got a good yellow colour in the stock pallets, otherwise I will have to make a new texture pallet which I dont plan on doing :p

SuperTimo
2008-03-01, 12:53
i want it orange!!

Rhino
2008-03-03, 09:07
I dunno how many of you are interested in the process of crating a static but for thous of you who are, this is a quick update of what I've done last night and a little this morning before I go back out to work of unwrapping this static to a vbf2 stock colour pallet, and the colour layer basically dose what it says on the tin, defines the colour of the object. Still got alot of work to do, all the bits that look like lots of funky colours, the wheels, the stairs, the cabin etc have not been touched yet, but the main beams etc that are yellow have :)

http://img301.imageshack.us/img301/6180/58582239ea6.jpg

rest of the colour unwrapping, detail, bump, dirt and crack layers still to come if some of you are still wondering why it dont look at all detailed yet :D

MasterTom
2008-03-03, 10:33
again: looks promising Rhino!

G.Drew
2008-03-03, 18:23
looking excellent Rhino

Rhino
2008-03-04, 07:23
a little update, still working on the colour thou the door has a detail texture on it :p

http://img208.imageshack.us/img208/429/78002932om2.jpg

Dr Rank
2008-03-04, 10:06
Looking hawt!!!! :D

Tweaky
2008-03-04, 10:08
Needs more rust, and graffiti from those young hooligans :D

Rhino
2008-03-04, 10:10
Needs more rust, and graffiti from those young hooligans :D

rust comes with the dirt layer, thou these things really aint rusty, realistically my colour texture is really too dirty on its own to be realistic but I think it gives it a nice effect :)

IronTaxi
2008-03-04, 11:06
pimp my crane...hehe...that thing needs a boom box on tap...

looking good rhino...im totally going to import it and make a driving model...LOL....

Rhino
2008-03-04, 11:10
IronTaxi;621881']pimp my crane...hehe...that thing needs a boom box on tap...

looking good rhino...im totally going to import it and make a driving model...LOL....

:p

you could make it drivable kinda with triggerables, would be quicker :p

Rhino
2008-03-05, 11:58
done most of the colour work now, only a few little bits left :D

http://img145.imageshack.us/img145/1590/51280014rr4.jpg

Maxfragg
2008-03-05, 12:26
i just wonder, would it be possible to have it as a static driving around, or is it right what I've heard that statics can only have cirular animations ?

Rhino
2008-03-05, 12:33
i just wonder, would it be possible to have it as a static driving around, or is it right what I've heard that statics can only have cirular animations ?

you cant make them drive around very effectively, thou you can make them moment in linear and rotational movements thou this ingame will be just static all the time :p

Rhino
2008-03-05, 15:09
some nice renders now all my colour channel is done now :D

http://img179.imageshack.us/img179/2928/10mt1.jpg
http://img179.imageshack.us/img179/4835/12ot9.jpg
http://img179.imageshack.us/img179/346/11kp0.jpg

Going to now work on the detail channel :)

SuperTimo
2008-03-05, 15:13
yay its orangey!!

looks awesome Rhino!

=Romagnolo=
2008-03-05, 15:35
Will us see any new picture of the map with these beauts ? :mrgreen:

Maxfragg
2008-03-05, 15:39
looks great
@ Romangnolo: did you mean "Will you show us any new picture of the map with these beautys ? "
answer would be: "not until I've imported them into BF2"

Rhino
2008-03-05, 16:03
looks great
@ Romangnolo: did you mean "Will you show us any new picture of the map with these beautys ? "
answer would be: "not until I've imported them into BF2"

well ive already imported a few versions to test that players can climb the stairs / walk down the walk ways and to test detail textures etc but they look really rubbish as the detail textures are repated over the most part, or the real early versions are just covered in the uncal sam texture :p

soo the awanser would be "not until the final version is ingame" ;)

Maxfragg
2008-03-05, 16:57
also okay.
btw, is the moving part fixed, or are there 2-3 obejects to put together, so that not all cranes have the container arm at the same position?
(imagine a container with open doors hanging at the arm, then you use the grappeling hook and noone will finde you)

Rhino
2008-03-05, 17:05
also okay.
btw, is the moving part fixed, or are there 2-3 obejects to put together, so that not all cranes have the container arm at the same position?
(imagine a container with open doors hanging at the arm, then you use the grappeling hook and noone will finde you)

well I could make it into 2 parts and have the container arm in different postions, BUT the problem is that it wouldn't be realistic to have the arm in a different position than it is there unless it was in use, cos the guy needs to bring it all the way back to be able to get the 2 ramps to join together so he get out and walk onto there, thou in r/l there is a saftey ladder that goes onto the top so the guy can jump down thou i didnt add that due to the amount of extra polies it would have added onto the model and it wouldn't have been used since players will just jump up from the side railing :)

Brummy
2008-03-05, 17:15
Looks nice! I'm going to teabag lots of snipers there!

asianator365
2008-03-07, 03:57
Why do I get the horrible feeling that this could be used to wreck a chopper when it flies through the crane?

llPANCHOll
2008-03-07, 04:00
Looks tight..
and yes some of us like fighting through a maze..
Lots of containers would be alright in my book

Desertfox
2008-03-07, 05:59
Post the new pic's on the first page, not everyone looks through every page to find new pictures :P

Rhino
2008-03-08, 11:46
Ok DF ill update the first page :p

Anyways now I've finished my detail and bump layer of my model, which means I've only got the Dirt and Crack layers to go, with also needing to do COL meshes and LODs before it can be 100% finnished, aswell as I still need to fix up my custom wheel texture abit aswell (it dont have any bump or spec maps yet, so will look a little plain, aswell as it having a fake shadow in the texture i need to get rid of :p)
heres some pics :)

My Detail Layer:
http://img366.imageshack.us/img366/7954/13sk0.jpg

And my Bump Layer:
http://img366.imageshack.us/img366/2549/13bxp7.jpg

Now they may not look like much in the 2 renders above since the detail in them is pretty fine, soo from a far render like that you are not going to see the detail, soo heres a quick close up to show you the detail :)


Detail Layer:
http://img366.imageshack.us/img366/1192/14kj2.jpg

Bump Layer:
http://img366.imageshack.us/img366/3777/14boq5.jpg

As you can see, the detail layer has lots of fine detail and the bump layer, well you may not understand it but the bump layer basically makes a 2D texture look more 3D by how the light hits it ingame, which can make something very 2D look very 3D ;)

Now ingame all the layers (Colour, Detail, Bump, aswell as the Dirt and Crack layers which I aint done yet) are all merged into 1 ingame, so to give you an idea here is my colour layer of the bit I showed you above:

My Colour Layer:
http://img366.imageshack.us/img366/9949/14crx4.jpg

Which when complied ingame, will look something like it dose in this editor shot :)
http://img366.imageshack.us/img366/3527/14gyy7.jpg

As you can see, it all looks all nice and detailed with nice veration of colour over the detail, and the bump map gives a 3D impression to the 2D surfaces where it is meant too, like on the bar too the right and on the welds etc :D

Anyways enough of that, here are some more editor SS for you :D

http://img366.imageshack.us/img366/572/13gih4.jpg

http://img366.imageshack.us/img366/7421/15ui4.jpg

http://img366.imageshack.us/img366/6734/17cl3.jpg

http://img366.imageshack.us/img366/9846/16ft7.jpg

Hope you like it so far, still got some work to do thou before this is finished :)

PARAMEDIC.CA
2008-03-08, 12:05
Wonderful work!

Ablack77
2008-03-08, 12:06
Hope you like it so far
Oh I do, I do :D

I'm sure your a busy man Rhino, but is there any chance you might make some sort of tut in the modding section to help some of us aspiring modelers?

Show us how you model.
How you UV map things.
How you do colour, bump, detail, dirt and crack layers.
How to port it over to PR.
Basically a start to finish "make model and put it in game" tut.
(well maybe not start to finish but at least give us the general gist of how you do it)

I'm sure it would be appreciated by many people.........pretty please :)

Rhino
2008-03-08, 12:16
Oh I do, I do :D

I'm sure your a busy man Rhino, but is there any chance you might make some sort of tut in the modding section to help some of us aspiring modelers?

Show us how you model.
How you UV map things.
How you do colour, bump, detail, dirt and crack layers.
How to port it over to PR.
Basically a start to finish "make model and put it in game" tut.
(well maybe not start to finish but at least give us the general gist of how you do it)

I'm sure it would be appreciated by many people.........pretty please :)

hehe, well there are tuts out there but really do to a full start to finish tut would take months to make and tbh, I have still got loads to learn about 3Ds Max, I've only really been using it for 6 or so months, just alot of the work I've done on CAD programs etc in the past made it quite easy to catch on, the hardest bit was to get my head around the fact that in game modeling you have to make stuff the opposite way that you do in CAD, in CAD you make something as detailed as possible and as 100% accurate, in game modeling its really the opposite, you make something that only has too look good, and really be as optimized as possible so that it dose not lag players, which was surprisingly the hardest bit for me was just to get my head around it hehe.

heres afew tuts that should help, not that I used these I mainly nagged matt.b and IronTaxi for the little things I didn't understand :p
Beginner Need Help With Exporting To Bfeditor - Official BF Editor Forums (http://bfeditor.org/forums/index.php?showtopic=10610&view=findpost&p=70235)
Uvmapping - The Other Way Around (56k Warning!) - Official BF Editor Forums (http://bfeditor.org/forums/index.php?showtopic=4556)
Video-training Series "static_mesh" Creation. - Official BF Editor Forums (http://bfeditor.org/forums/index.php?showtopic=9798)

hope that helps :)

bosco_
2008-03-08, 12:20
Ok Rhino, now UV and import that M16A4 w/ M203, will you :D

=Romagnolo=
2008-03-08, 12:26
Fantastic !

Rhino
2008-03-08, 12:33
bosco;624523']Ok Rhino, now UV and import that M16A4 w/ M203, will you :D

hehe, statics work very differently from weapons/vehicles, they are modeled differently, textured differently, imported differently, I wouldnt know where to start (apart for go searching for tuts :p)

Soo ye, main thing the M203 needs is a texture afaik, maybe a UV aswell which I cant do both for weapons :p

ZaZZo
2008-03-08, 15:34
Awesome :D

hall0
2008-03-08, 15:47
Very nice :D

llPANCHOll
2008-03-08, 19:55
So you do all this in the BF2 Editor, Object Editor??

Rhino
2008-03-08, 19:59
So you do all this in the BF2 Editor, Object Editor??

3Ds max you model, unwrap etc then you just import the model into BF2 and view it via the BF2 editor, + you tweak its col properties etc when going on a little bit later :)

KP
2008-03-08, 20:42
Damn, this thing must've been a bitch to UV and texture... :razz:

Rhino
2008-03-08, 20:47
Damn, this thing must've been a bitch to UV and texture... :razz:

I'm still not finished with the UVs, got the dirt and crack layers to do yet :p

and statics work diffrently from weapons, they work off pallets so no need to texture unless making new pallets / textures, thou i mainly used stock textures apart from made a new yellow/black stipe colour texture, and a new wheel texture but apart from that, all stock textures.

KP
2008-03-08, 20:55
Well, I guess that's a start... A bitch to UV, though. ;)

Rhino
2008-03-09, 18:58
a little WIP of my crack layer :)

http://img232.imageshack.us/img232/2096/65514928bf8.jpg

EDIT: also plz note, just moved the logo on the top bar over to the left of the model to balance it out as it was making the right to "heavy" visually :p

http://img258.imageshack.us/img258/1249/35978447ud6.jpg

~KILL~Pirate
2008-03-09, 19:32
Very Nice Work Rhino :grin: Awesome conversion from RL pic...

Rhino
2008-03-09, 19:38
~KILL~....Pirate-X;625568']Very Nice Work Rhino :grin: Awesome conversion from RL pic...

well its a mix and match of many r/l designs which best suit for my ingame model, that pic has many diffrences than the main versions ive been working off, thou is one of the best pics I have for showing as a example :)

Symplify
2008-03-09, 19:48
Is it possible to make so you can go inside the crane operator seat? :D

zenrique
2008-03-09, 20:03
Isn't a vertical stair missing there, linking the top of the first one to the bottom of the second stair? What I'm realy wondering is: will we be able to climb this beauty up to the top?

Besides, put a driveable version of it in a forest map, and I'd call this an TTRPDV: Tree Top Rally Point Destruction Vehicle.

Rhino
2008-03-09, 20:04
Is it possible to make so you can go inside the crane operator seat? :D

as in you push "e" to get into it? then it would have to become a player controled object rather than a static...

Isn't a vertical stair missing there, linking the top of the first one to the bottom of the second stair? What I'm realy wondering is: will we be able to climb this beauty up to the top?

there will be ladders on them ingame, ladders are added as seprate objects to the model :)

=Romagnolo=
2008-03-09, 22:17
Rhino, what do NOT you do ? Nice work !

Rhino
2008-03-09, 22:27
Rhino, what do NOT you do ? Nice work !

I dont know sh*t about game animation? :mrgreen:

Mora
2008-03-09, 22:42
Well then thats about it. I mean you got everything else covert :)

Rhino
2008-03-10, 01:17
Anouther quick update, didn't bother with the dirt layer as most of the stock dirt textures in BF2 didn't have anything that I could really use, and thiought that the colour texture was already giving it enough of a dirty look, and only used the crack layer to add 3 logos as there wasn't really much else i could use them for, mostly the crack layer is used to put cracks in concrete walls etc.

So ye instead I've called my texture final, and started to work on my LODS :D

First I cloned all my mats and removed the bump maps from the clones then applied them to the LOD meshes as this means that low gfx users will not have to load the bump maps, which means they will get less lag from this static and all the other statics too as they all work like this :)

Then made started to work on my LOD1 mesh, which is basically a clone of my main mesh, and removed all the details from it, cut down on the polys in areas aswell as apply all my cloned mataerils without the bump maps to it. This is what the players with low gfx settings see, so they dont get to see the object in its full detail. Then with my LOD2 and LOD3 meshes, basically just used the multirez tool in max to auto cut down on the polies in areas around the model aswell as remove some more detail by hand :)

now ill list each mesh in order from LOD0 to LOD3 (highest to lowest detail) with also listing there poly counts :)

LOD0: 5040 polys - what the users with high gfx settings see when up close.
http://img518.imageshack.us/img518/6292/18uz1.jpg

LOD1: 4222 polys - what the players with low gfx settings see when up close, and what high gfx players see when a little far away.
http://img518.imageshack.us/img518/1701/19ii2.jpg

LOD2: 3237 polys - what all players see when a little more far away then LOD1.
http://img518.imageshack.us/img518/1662/20cq0.jpg

LOD3: 1837 polys - what all players see when really far away.
http://img518.imageshack.us/img518/3040/21le7.jpg


Now these are here to mainly let players not having to load a huge mesh when really far away from a object, instead they only load the bits they can really see, like the main beams etc, you aint going to be able to see a hand rail on the stairs when 500m away from a object, even if it was drawing it for exsample so this means that your GFX card dont have to process the objects that you are not going to see anyways, thou when your up close you still get the full detail (providing your on high gfx) :)

Only really the col meshes to go and the final import guys, almost done! :D

Dr Rank
2008-03-10, 02:15
Awesome work matey! :D Can't believe how good its gonna look even with lowest poly LOD!! :o Very nice!!

Fabryz
2008-03-10, 13:41
I'm looking forward to play Muttrah v2, i miss too much the v1 :grin:

Rhino
2008-03-16, 06:59
Well got hung up a little with my cols, mainly on my ladders not working quite correctly, the player was getting off them outside the walkways and falling to his death after climbing them thou with a few tweaks I sorted it :)

Anyways its all done now, so I've prepared a little scene to show off the final version :)

Bare in mind the map (Muttrah City [v2]) is still very WIP, and this little scene ive done will probably not be there in the final version, will most likely be deleted and remade in a slightly different way :p
Also the truck at this point have no lightmaps (shadows) cast on it, thou it will when the map is released :)

http://www.rhinorage.co.uk/images/statics/crane01/s1.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s2.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s3.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s4.jpg

http://www.rhinorage.co.uk/images/statics/crane01/s5.jpg

Hope you like it :D

And for thous of you who are interested in the creation of a static, here are the collisions meshes I've made for this static. The Collisions meshes determine where bullets hit a object, where players can walk on a object and where vehicles will crash into them etc :D
There are 3 main types of collision mesh used in BF2. Decal, Physics and Player.

Decal is used for projectiles and the like, from pistol rounds to laser guided bombs, hit the object and what kind of impact they have. The collision meshes also have materials applied to them, which detriments and effects that happen when a bullet strikes the object, for example if its metal, you will get a ping when the bullet hits it, if it was glass then you would get a glass braking sound and effect :D

Physics is used primary for vehicle moment, where a vehicle can and can not go. These like all the other col meshes also have materials applied to them, and when a car crashes into a metal col post, you will get a bang sound like you have hit metal :D

Player is really just to determine where the player can walk over the object and can not. These like all the other col meshes also have materials applied to them, and when a player walks over a metal col walk way, he will have footstep sounds as if hes walking on metal :D

Now the BF2 Editor has very kindly colour coded all the materials onto the col meshes so you can easily tell which surface has which materiel applied to it :D

Material List:
http://www.rhinorage.co.uk/images/statics/crane01/6.jpg

And the col meshes.

Decal:
http://www.rhinorage.co.uk/images/statics/crane01/col0_1.jpg
http://www.rhinorage.co.uk/images/statics/crane01/col0_2.jpg


Physics:
http://www.rhinorage.co.uk/images/statics/crane01/col1_1.jpg
http://www.rhinorage.co.uk/images/statics/crane01/col1_2.jpg


Player:
http://www.rhinorage.co.uk/images/statics/crane01/col2_1.jpg
http://www.rhinorage.co.uk/images/statics/crane01/col2_2.jpg



As you can see, they look rather plain from the meshes you can see ingame, thou this is because the game dont want to think more than it wants to, so we give it more simple meshes to work with so that we dont strain it when its trying to work out if that jet flying just clipped its wing while flying though that object :D

anyways hope you guys have learned from that, took me I think just under 1 month to make this from start to finish :mrgreen:

GeZe
2008-03-16, 07:10
Looks very nice.

The Cyrillic text says "reality"?

Rhino
2008-03-16, 07:14
GeZe;630050']Looks very nice.

The Cyrillic text says "reality"?

dose it? hehe, its one of matt.b's crack textures he used on some of the containers :D

EDIT: also for the people who are going to be looking at this page, there is a update on the last page: https://www.realitymod.com/forum/f196-pr-dev-journal/35975-statics-container-handling-crane-10.html#post630046

Spec
2008-03-16, 08:49
Looks great! Good job Rhino!

Raniak
2008-03-16, 11:03
Rhino;630051']dose it? hehe, its one of matt.b's crack textures he used on some of the containers :D

EDIT: also for the people who are going to be looking at this page, there is a update on the last page: https://www.realitymod.com/forum/f196-pr-dev-journal/35975-statics-container-handling-crane-10.html#post630046

This thing is hot! Muttrah² is looking really, really good !

TroyMcClure
2008-03-16, 12:46
It's really awesome Rhino, thank you :grin:

Ablack77
2008-03-16, 14:20
Damn you and your modeling skills Rhino :-P

Looks like a bought one, top job, can't wait.

=Romagnolo=
2008-03-16, 14:40
I cant understand why you wasn't already contrated by any games producer. U has teh skilz !

Rhino
2008-03-16, 16:21
cheers guys for the comments :)

I cant understand why you wasn't already contrated by any games producer. U has teh skilz !

well most of the game devs I've talked to is that what keeps developers out of the games industry is really them self's tbh, they dont go head hunting as such :p

When I'm done with PR I can then look onto what I want to do next :D

=Romagnolo=
2008-03-16, 16:50
I dont want you go away, but you do a fantastic work with modeling, editing, codding and etc. You know how and could work with it.

I hope the "next" you said is something like PR 2 :P

Once again, congratulations !