Critical Open Tasks

General discussion of the Project Reality Falklands modification.
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Ah right. That makes sense.

Anywho, got the UH-1H texture ingame.

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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Thought I'd have a shot at the LVTP aswell.

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I know the front still has "USMC" in the screenshot, but I have fixed it since.

Edit: Starting to think I need a thread for all my stuff to keep it separate from this one :P


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PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Critical Open Tasks

Post by PLODDITHANLEY »

Nice work Zonda - happy to see someone is working on this!

Is it wise to have such a big number (15) on the AAV as it'll look a bit silly if there are a few parked all with the same number?
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Aye, that is true. I don't know how you could make it different for each vehicle, unless you had a whole bunch of different skins like with the Civilian cars. If I removed it completely, the vehicle will just look too plain imo


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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Critical Open Tasks

Post by Rhino »

Looking good Zonda and wouldn't worry about the number, will look a bit odd but so do all the jets etc :p

And ye no probs posting in here. I did ask Gaz to make a sub forum for just that purpose but he didn't think it would be useful :p
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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Thanks Rhino :)

Whats the haps with the L2A2 frag? Is there a UV map I could work with?


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Rhino
Retired PR Developer
Posts: 47909
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Re: Critical Open Tasks

Post by Rhino »

Cool ye, its a reskin of the M61 grenade from PR:V. Can find it in "\mods\pr\levels\prv_base\objects\objects_weapons_client.zip\weapons\handheld\ushgr_m61\", providing you've got PR:V that is :)
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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Of course I do :P

Cool as, on it now boss :)


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Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Critical Open Tasks

Post by Spush »

Dayum Zonda, don't take all the work from me. :p
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Hahaha. Sorry Spush, I'll leave you some, I promise :P


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AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: Critical Open Tasks

Post by AnimalMother. »

Good god zonda brilliant work so far and at some pace too!
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for example I thought AnimalMother was a girl :o ops:"

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Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Critical Open Tasks

Post by Adriaan »

Nice stuff Zonda. :)

Just one thing: when rendering on a flat background, use a gray/dark-gray background instead of using a completely white or black background. It makes it easier to see the colours and details of the object.
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Spush
Retired PR Developer
Posts: 4359
Joined: 2007-02-19 02:08

Re: Critical Open Tasks

Post by Spush »

[R-DEV]Adriaan wrote:It makes it easier to see the colours and details of the object.
That, and it hurts my eyes when it's rendered in a white background.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Critical Open Tasks

Post by Rhino »

I personally like the Gradient bg for a render, than just a plain colour but ye, main point is either totally black or white bg makes it much harder to see the object. But tbh, best to show off the textures in the BF2 Editor if you can, or better yet, ingame as you've been doing so we can get the best feel for them :D

Gradient bg: http://img260.imageshack.us/img260/5033/19804843.jpg
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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Thanks for the good words guys :)

Will render on a gradient background :)
Only reason I do it in Max, is because I can just save the file over the previous one, and it automatically updates it. Also, the BF2 editor only seems to render the textures in low quality
Last edited by ZondaX15 on 2012-04-26 03:16, edited 2 times in total.


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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

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One L2A2 frag, as requested. I'm running out of things to texture :P


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Spush
Retired PR Developer
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Re: Critical Open Tasks

Post by Spush »

The Argentine player textures?
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Oh right :P
Just started on the Gazelle, I spose I'll put it to the side for now

Edit: Actually, I might pass on the player textures. Last time I tried for the NZDF, they failed miserably.
Last edited by ZondaX15 on 2012-04-26 04:08, edited 1 time in total.


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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Critical Open Tasks

Post by Rhino »

Nice work!

Ye, Argentine player textures are pretty critical so if you could have a go that would be really good since at the moment, don't have anyone lined up for them :(

Gazelle I'm not sure if I'm going to use, pretty unlikely tbh but would be good to have :)
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ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: Critical Open Tasks

Post by ZondaX15 »

Ok, I'll give it a shot, but I can't promise anything.
What existing skin should I re-do? Or are they all the same? Also, there seems to be a serious lack of references of Argentine infantry on the internet. Any chance of some refs?

Another question, whats happening about kit geoms? Don't recall seeing anything in the design plan that suggested anything


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