nub cake[R-DEV]Outlawz wrote:Baaaw, can has mini tut on windows?
Still aint worked it out? iirc you where doing that part a few days ago now?
Catch me on xfire and I'll see if I can sort out your problem.
nub cake[R-DEV]Outlawz wrote:Baaaw, can has mini tut on windows?
lets delay the release a month so we can put this shed in every conceivable location[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.
All the UVs together for this is just a cluster f*ck since you have overlapping UVs etc since.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 ?
Well if you can, please do.[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.
Yes, firing weapons inside the editor makes it crash /endtipBecause my editor crashes very often when I shoot at anything (any tips with that too would be appreciated)
have you repacked your objects ? if not copy the whole shed folder to your map folder /yourmap/objects/staticobjects/........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.
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.[R-DEV]Outlawz wrote:Yes, firing weapons inside the editor makes it crash /endtip
Sorry but I don't really see how 'of course' answers the multi-part first question[R-DEV]Outlawz wrote:Of course. (@both questions)
It depends what exactly you mean by septate object.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?
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.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.
Thanks so much for the explanation, has helped me a great deal![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
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...