[Statics] Creating a Simple Structure

Information and tutorials related to modding BF2.
Rhino
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rhino »

[R-DEV]Outlawz wrote:Baaaw, can has mini tut on windows? :(
nub cake :p

Still aint worked it out? iirc you where doing that part a few days ago now? :p

Catch me on xfire and I'll see if I can sort out your problem.
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Rudd
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rudd »

[R-DEV]Rhino wrote:While it will be in the PR files, no maps will have it on it unless a mapper is going to quickly add it but doubt they will at this stage.
lets delay the release a month so we can put this shed in every conceivable location :D
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popnsmoke
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by popnsmoke »

Nice shed / wall texturing tutorial.


Would it be possible for you to show us a screen capture of the final UV layout for the shed from the max EDIT UVW window that demonstrates the UV arrangement for all pieces within 0-1 ?
Rhino
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rhino »

popnsmoke wrote:Nice shed / wall texturing tutorial.


Would it be possible for you to show us a screen capture of the final UV layout for the shed from the max EDIT UVW window that demonstrates the UV arrangement for all pieces within 0-1 ?
All the UVs together for this is just a cluster f*ck since you have overlapping UVs etc since.

I can but you wouldn't learn anything from it.
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popnsmoke
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by popnsmoke »

[R-DEV]Rhino wrote:All the UVs together for this is just a cluster f*ck since you have overlapping UVs etc since.

I can but you wouldn't learn anything from it.
Well if you can, please do.
It may seem insignificant, but would be helpful sine there is no finished 'example' file to compare with.
Rhino
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rhino »

Channel 1:
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Channel 2:
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splatters
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by splatters »

Q: How do I add different materials to the same object, like the door handle on the door? I'm trying to imitate your (rhino's) materials but don't know how to do that.
Rhino
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rhino »

humm didn't I go into it in the tut?

Basically what you need to do is select the faces you want the material to be applied to in face selection mode, then hit the apply material to selection button, where normally it would apply it to the entire object you have selected if you just had selected it normally, but in this case, since you only have a few faces selected, it will only apply it to that :)
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splatters
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by splatters »

I started working on my new model and I stumbled upon that by accident just a moment ago which reminded me to come back here and look if someone has answered

This clarifies things, cheers! And thanks for the awesome tutorials, now I can finish the shed. :-)
splatters
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by splatters »

New problemo, after finishing the static I loaded it in the editor, put it in a map did lightmaps etc. Because my editor crashes very often when I shoot at anything (any tips with that too would be appreciated) I decided to test the materials along with the vehicle cols in-game. Loading the test map took longer than usually and when I spawned I couldn't see the shed anywhere.. Checked back in the editor, and it was still in the test level, all the .cons and .tweaks seem to be ok.

Btw, naming the static garden_shed01 will conflict with the original static that rhino did and put in-game, I suggest naming it something else, otherwise it won't show up in the editor.
Outlawz7
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Outlawz7 »

Because my editor crashes very often when I shoot at anything (any tips with that too would be appreciated)
Yes, firing weapons inside the editor makes it crash /endtip

:p
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Amok@ndy
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Amok@ndy »

splatters wrote:New problemo, after finishing the static I loaded it in the editor, put it in a map did lightmaps etc. Because my editor crashes very often when I shoot at anything (any tips with that too would be appreciated) I decided to test the materials along with the vehicle cols in-game. Loading the test map took longer than usually and when I spawned I couldn't see the shed anywhere.. Checked back in the editor, and it was still in the test level, all the .cons and .tweaks seem to be ok.

Btw, naming the static garden_shed01 will conflict with the original static that rhino did and put in-game, I suggest naming it something else, otherwise it won't show up in the editor.
have you repacked your objects ? if not copy the whole shed folder to your map folder /yourmap/objects/staticobjects/........
and repack your map
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splatters
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by splatters »

Ah, cheers! Didn't think about repacking the objects at all.
Rhino
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rhino »

[R-DEV]Outlawz wrote:Yes, firing weapons inside the editor makes it crash /endtip

:p
In the Level editor "sometimes" it can crash, mainly depends on what you shoot and what you shoot it with, but in the objects editor I've yet to crash due to shooting an object.

Do all your material testing in the object editor is my best advice. If you are crashing when shooting the object editor, then I dunno about that :p
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Psyrus
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Psyrus »

Hey, perhaps a stupid question but when modeling a static, is is best to have as much on on one 'object'/'editable poly' as possible or like the door handles/hinges/etc in the tutorial, is the separation ok? Are there any inefficiencies added or is it completely acceptable either way?

I ask because in theory I could get away with less polygons if I didn't have make it as one big object (for example having the window shutters as a separate object & then aligning them with 0px difference rather than extruding out from the main building) since you have to do all that 3-4 verts for things you extrude out of surfaces. Another advantage is that I can mirror separate objects whereas from my limited understanding, I can't do that with subpolys on an object?

Oh and if I wanted to make a corrugated roof, can that be done with normal maps or are they for really subtle bumps and stuff, not like 5-8cm waves in a surface? Would it even be worth it on a roof that people most likely won't even really see up close? No way I would bother with polygons because it would basically add 25% to my poor model.
Outlawz7
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Outlawz7 »

Of course. (@both questions)
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Psyrus
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Psyrus »

[R-DEV]Outlawz wrote:Of course. (@both questions)
Sorry but I don't really see how 'of course' answers the multi-part first question :confused:

I don't answer the question, "Would you like tea or coffee tonight?" with "of course", unless I'm planning to get a look like this:
:roll:
Rhino
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Rhino »

Psyrus wrote:Hey, perhaps a stupid question but when modeling a static, is is best to have as much on on one 'object'/'editable poly' as possible or like the door handles/hinges/etc in the tutorial, is the separation ok? Are there any inefficiencies added or is it completely acceptable either way?

I ask because in theory I could get away with less polygons if I didn't have make it as one big object (for example having the window shutters as a separate object & then aligning them with 0px difference rather than extruding out from the main building) since you have to do all that 3-4 verts for things you extrude out of surfaces. Another advantage is that I can mirror separate objects whereas from my limited understanding, I can't do that with subpolys on an object?
It depends what exactly you mean by septate object.

If you mean a totally separate staticobject that's exported with a diffrent name and placed on the main building in the BF2 Editor then in most cases that is not a very good idea as that means extra draw calls etc which harms performance... There are only a few exceptions when this should be done but certainly not for something like window shutters :p

If you mean a separate elements, ie, its attached to the main object, but its not welded up to the main object, so when you use the element selection tool and you select the window shutters or w/e, it only selects them and not the main building, that's ok to an extent but in most cases you really should weld an object up to prevent zfighting and it also gives you a much cleaner model in most cases. Door hinges for example is something you really do need to weld up since they are so thin, if you didn't weld them up then you would get a load of zfighting between the door and the hinge.
I'm pretty sure it goes into this and in more detail in the tut...

Psyrus wrote:Oh and if I wanted to make a corrugated roof, can that be done with normal maps or are they for really subtle bumps and stuff, not like 5-8cm waves in a surface? Would it even be worth it on a roof that people most likely won't even really see up close? No way I would bother with polygons because it would basically add 25% to my poor model.
When faced with these type of questions my advice is to always look at other objects in BF2/PR and look at how they have been made, as well as also look at possible textures you can use and how they have been used on other objects and how you can use them.

With a corrugated roof, most vBF2 and even PR objects just use a flat surface with the texture and normal maps ye although on a few objects they have been made a little 3D, like on my HESCO Sanger which I mainly made them 3D for that because you could go right up close to them and under them and they would have looked pretty odd being 2D.

You really need to decide for yourself what's best for your object, but if its really out of the way and you want to keep tri count down, go for a flat, 2D surface with normal maps.
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Psyrus
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Psyrus »

[R-DEV]Rhino wrote:It depends what exactly you mean by septate object.

If you mean a totally separate staticobject that's exported with a diffrent name and placed on the main building in the BF2 Editor then in most cases that is not a very good idea as that means extra draw calls etc which harms performance... There are only a few exceptions when this should be done but certainly not for something like window shutters :p

If you mean a separate elements, ie, its attached to the main object, but its not welded up to the main object, so when you use the element selection tool and you select the window shutters or w/e, it only selects them and not the main building, that's ok to an extent but in most cases you really should weld an object up to prevent zfighting and it also gives you a much cleaner model in most cases. Door hinges for example is something you really do need to weld up since they are so thin, if you didn't weld them up then you would get a load of zfighting between the door and the hinge.
I'm pretty sure it goes into this and in more detail in the tut...
Thanks so much for the explanation, has helped me a great deal! :-D
Stongtea
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Re: [Static Object Tutorial] Creating a Simple Structure

Post by Stongtea »

This tutorial is fantastic. Just starting to move from modding to creating, really helpful.
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