[REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Discussion pertaining to the PR Dutch Forces faction.
KingLorre
Posts: 1893
Joined: 2006-10-21 14:01

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by KingLorre »

Whoa that is fast mate! Quality work right there!
MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by MCI »

Awesome job! Thumbs up :D !
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Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Z-trooper »

pretty cool stuff Hyperion :)
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"Without geometry, life is pointless"
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Salmonella »

hey, since you're not making a whole new texture palette for this trailer you can make it as bundledmesh that uses only 1 UV set and 2 textures rather that 2uvs and 3 textures as staticmesh.

Furthermore I really think 2k is too much for a ~3x4m trailer. in the guidelines says 600-1000 for anything considered small. Those civilan cars uses 2k but they are fully working and with interior...

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Hyperion
Posts: 40
Joined: 2008-09-14 17:33

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Hyperion »

Yeah, you're right, polycount will be reduced soon. No promises but I think I can cut it down to 1500 tris.

But I want to keep it as a staticmesh. I am using a slightly modified (colored stripes added) AO-Map as colortexture. I can bake some AO parts of the model into the detailtexture, but its impossible to use the AO for the tileable parts of the texture (white body of the caravan).

Bundledmeshs need AFAIK dynamic shadows instead of lightmaps, dunno if this is better than keeping it as static with one additional texture that makes the model look much better...anyway I am checking this option out.

Edit:
Trianglecounts are now:
LOD0: 1380 = 100%
LOD1: 924 = 67%
LOD2: 356 = 25,8%
LOD3: 183 = 13,3%

Now I only have to finish the normal and specularmap and its done!

Edit2:
Its done, uploading the model @ rapidshare. Glimmerman will soon get a PM with the DL information. Hope you like it, its kinda lowpoly and lowres but acceptable imo. Have fun!
Last edited by Hyperion on 2010-03-26 16:28, edited 2 times in total.
Reason: Updated, Finished model
nope.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by anglomanii »

just as a quick query, are there going to be Dykes on the Dutch home maps? and if so are we going to be able to blow them up?...........but not if it will harm the musk rats of course as supahpingi tells me this is a big problem there :lol:

but seriously will we be able to blow up some dykes



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Glimmerman »

nope no flooding of musk rats im afraid, but you will be able to shoot them if you seen one. :)
supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by supahpingi »

Silly ozzy's.atleast out country doesn flood anymore thanks to our DYKES!
KingLorre
Posts: 1893
Joined: 2006-10-21 14:01

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by KingLorre »

black-wolf wrote:I like our dykes.

Actually, I like dykes in general.
Same here. :lol:
MaxBooZe
Posts: 2977
Joined: 2008-03-16 09:46

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by MaxBooZe »

Hyperion wrote:First editor shots, but without proper normalmap and completely without specularmap. Poylcount is at 2k. Textures are
one dxt1 colortexture @512x512px (170kb),
one dxt5 detailmap @512x512 (341kb) and
one normalmap dxt1 @512x512 (170kb)
=681kb for textures. Zipped they are @ 221kb should be small enough imho.

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Any crits are welcome! The model should be finished till next weekend.
Coincidence?

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Jantje|NL^
Posts: 313
Joined: 2007-12-11 19:23

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Jantje|NL^ »

NyteMyre wrote:Where do you live :S
I live in Leiden and we got some big-*** cathedrals

Pieterskerk
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Wow, quite funny to find someone on these forums who lives in the same city as I do,.. Well, I actually live in Leiderdorp,.. But as Holland is one big urban area I classify Leiderdorp as being Leiden.

Though the Pieterskerk is indeed a big church in Leiden, this picture hasn't got the Pieterskerk on it.
The link also says this is the Pieterskerk but actually it is the Hooglandse kerk. The largest church building which is still in use by catholics, troughout the years they couldn't finish it totally because of the lack of money, That's why you see one of the towers being a wooden one.

This picture has been taken from the 'burcht' wherefrom you can't even see the whole Pieterskerk because the council-house is blocking your view. :roll:


I tried to upload some pictures I made, but all failed,.

If theres really is to be made a map of Holland, There should be small churches all around, Modern buildings next to old ones, lot's of windmills, straight roads with roundabouts, viaducts, dikes, lot's of water, stunning skies.

Most realistic would be to have a map with dutch soldiers shoveling some river-dikes in Limburg. Also, as defences, inundation can still be activated, by enemies or by the dutch themselfses as you can easily destroy the dikes.

bla bla bla.
[SH] JantjevanLeiden / / Niet volgen maar Leiden.

marcoelnk;
youre one a crazy detail-obsessed guy :D

[R-PUB]Hfett;
"youre one a crazy detail-obsessed guy" So true ;)
Fonsseals
Posts: 17
Joined: 2011-04-17 17:47

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Fonsseals »

First forum post, i finally got motivation to find out my BF2 ID, and it worked swimmingly well this time. About statics, we might just wanna use little pillboxes hidden in the dirt, i know of some Dutch pillboxes from WWII that were less than a meter high. I know, WW2 is not he setting of PR. But we can make a related thing. Maybe roadside pillboxes?

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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Wakain »

welcome to the forums fons, take your time to get to know it, in the meantime though you might like this:
https://www.realitymod.com/forum/f196-p ... nkers.html
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Glimmerman »

Hi welcome to the forum,

Like Wakain allready posted, some very nice Kazematten have allready been made.
We need typical Dutch village style houses, shops, bridges etc ect.
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Doc.Pock »

i made a church last year. might be ok. is google sketch up format ok?
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Glimmerman »

If its converted to OBJ format it should be, please post screens and wireframes since they give a good idea of what it looks like.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Wakain »

Doc.Pock wrote:i made a church last year. might be ok. is google sketch up format ok?
a slovene made a dutch church, madness! :p
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Doc.Pock »

nope it looks slovene but similar to the one on the first post. will post screens as soon as i find it on discs :)
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [REQUEST]Dutch / European Statics needed [HEAVY IMAGE] [Heavy Image]

Post by Doc.Pock »

hmm... how to make it OBJ? and is there any difference in OBJ/obj? i heard linux has some differences. pics tommorow i reworked it a bit
EDIT: if anyone of you dutchies has any refs id appreciate it :)
Last edited by Doc.Pock on 2011-04-21 20:08, edited 1 time in total.
Reason: refs
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