[Task]Kandahar Airfield boardwalk static
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[Task]Kandahar Airfield boardwalk static
For our 4km Uruzgan map we need a few statics,
These must modeled and uvmapped to a texture palette!
https://www.realitymod.com/forum/f189-m ... ettes.html
The model we need is the wooden boardwalk at Kandahar airfield.
The only refs i have of this are these:
Since i don't have any idea how long it is and the exact shape of the whole thing i suggest it to be made modular so the mapper can set it up as he deems fit.
If you are interested and up to the job please contact me via PM.
*We need this asap.
These must modeled and uvmapped to a texture palette!
https://www.realitymod.com/forum/f189-m ... ettes.html
The model we need is the wooden boardwalk at Kandahar airfield.
The only refs i have of this are these:
Since i don't have any idea how long it is and the exact shape of the whole thing i suggest it to be made modular so the mapper can set it up as he deems fit.
If you are interested and up to the job please contact me via PM.
*We need this asap.
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Re: [Task]Kandahar Airfield boardwalk static
i believe there was a british reporter there, was on discovery channel... i think it was ross kemp
saw something about the burger shop there
ill update with a link if i find anything
saw something about the burger shop there
ill update with a link if i find anything
Last edited by H.sta on 2009-12-07 16:55, edited 1 time in total.
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Re: [Task]Kandahar Airfield boardwalk static
There is an entire 6 part series about the base called Airforce Afghanistan.H.sta wrote:i believe there was a british reporter there, was on discovery channel... i think it was ross kemp
saw something about the burger shop there
ill update with a link if i find anything
It was aired by the Five channel some time ago.
I have it on my HDD.
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Re: [Task]Kandahar Airfield boardwalk static
Right Glimmerman asked me to put in potential textures you can use for this.
For the floor texture got a few you could use for your main detail texture, would probaly want to mix it with a colour texture to get the right sandy colour you want or you could edit the texture and give it a prefix for your map:
\objects\staticobjects\pr\textures\boards_tile_256_de.dds
\objects\staticobjects\pr\textures\boards_v2.dds
\objects\staticobjects\pr\textures\militiaback\militiafloor_c.dds (the one near the bottom maybe, although this texture wont be loaded and is quite big so I wouldn't use it)
\objects\staticobjects\common\textures\common_02_de.dds (got both floor and beam textures in here, not easy to tile mind you)
For your wood beam textures there is also a few you can use.
\objects\staticobjects\pr\textures\houses_dest_beam_alpha_de.dds
\objects\staticobjects\pr\textures\houses_dest_frame_wood.dds
\objects\staticobjects\pr\textures\village5.dds (wood texture on the left, this is part of the dest ME Village statics, the village buildings on Kashan but you can get away with using this single texture without using the other buildings if you want)
\objects\staticobjects\common\textures\common_02_de.dds (got both floor and beam textures in here, not easy to tile mind you)
Now all I did to find these textures was to browse though all the main texture folders just looking at each palette with this tool: Windows Texture Viewer
Very easy and quick way to look at texture using the arrow keys to switch though each texture in that folder. Not only dose it let you view textures really fast, but it also tells you lots of info about them such as the DXT format, file size, mip maps etc. So next time who ever is making this static, try and look for potential textures yourself
For the floor texture got a few you could use for your main detail texture, would probaly want to mix it with a colour texture to get the right sandy colour you want or you could edit the texture and give it a prefix for your map:
\objects\staticobjects\pr\textures\boards_tile_256_de.dds
\objects\staticobjects\pr\textures\boards_v2.dds
\objects\staticobjects\pr\textures\militiaback\militiafloor_c.dds (the one near the bottom maybe, although this texture wont be loaded and is quite big so I wouldn't use it)
\objects\staticobjects\common\textures\common_02_de.dds (got both floor and beam textures in here, not easy to tile mind you)
For your wood beam textures there is also a few you can use.
\objects\staticobjects\pr\textures\houses_dest_beam_alpha_de.dds
\objects\staticobjects\pr\textures\houses_dest_frame_wood.dds
\objects\staticobjects\pr\textures\village5.dds (wood texture on the left, this is part of the dest ME Village statics, the village buildings on Kashan but you can get away with using this single texture without using the other buildings if you want)
\objects\staticobjects\common\textures\common_02_de.dds (got both floor and beam textures in here, not easy to tile mind you)
Now all I did to find these textures was to browse though all the main texture folders just looking at each palette with this tool: Windows Texture Viewer
Very easy and quick way to look at texture using the arrow keys to switch though each texture in that folder. Not only dose it let you view textures really fast, but it also tells you lots of info about them such as the DXT format, file size, mip maps etc. So next time who ever is making this static, try and look for potential textures yourself
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Re: [Task]Kandahar Airfield boardwalk static
Thanks for the info Rhino
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Re: [Task]Kandahar Airfield boardwalk static
Rhino is the best, and thanks for that texture tool btw
(I'm not making the static)
(I'm not making the static)
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Re: [Task]Kandahar Airfield boardwalk static
he's modelled every panel?..... how many tris is that?
really you should have the panels done via a texture, not polys. Really isn't going to turn out well like that.
Also you need to raize the thing off the ground, not only is it on the refs but having it so close to the ground is going to cuase zfighting with the terrain under it.
really you should have the panels done via a texture, not polys. Really isn't going to turn out well like that.
Also you need to raize the thing off the ground, not only is it on the refs but having it so close to the ground is going to cuase zfighting with the terrain under it.
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Re: [Task]Kandahar Airfield boardwalk static
This is what he said in a PM.
dergammla wrote:One Segment counts about 1180 Polygons and is 12m long and 5m wide.
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Re: [Task]Kandahar Airfield boardwalk static
gdgd, if you really, really want gaps in your texture you could make a new one and have it with an alpha channel but still I would use one of the above textures if you can. The main problem with what you need and all the above floor panel textures I can see is that they have multiple boards on each stretch where yours only appears to have one.
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Re: [Task]Kandahar Airfield boardwalk static
Ok, thanks for the tips/infos!
I'll continue the "highpoly" modelling and reduce the polygoncount when I finished.
I'll continue the "highpoly" modelling and reduce the polygoncount when I finished.
Actually it is above the ground but the bottom border of those vertical beams are below zero and the plane which I created for the render is on zero.[R-DEV]Rhino wrote:Also you need to raize the thing off the ground, not only is it on the refs but having it so close to the ground is going to cuase zfighting with the terrain under it.
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Re: [Task]Kandahar Airfield boardwalk static
dergammla send me little update, he is making nice progress on the model
dergammla wrote:so far I've modelled and UV-mapped a corner static, one normal segment and one segment with kind of a gate on one side.
Here's a screenshot from 3ds:
The detail texture I used is boards_v2.dds or something like that. The texture probably needs some work because there's no Alpha Channel (pretty glossy in editor) and the some parts are too dark.
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Re: [Task]Kandahar Airfield boardwalk static
Do you know if these boardwalks used in other bases or just Kandahar?
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Re: [Task]Kandahar Airfield boardwalk static
I guess its something specific for this base.
Havent seen it in any of my refs.
Havent seen it in any of my refs.