Custom objects and vegitation
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Re: Custom objects and vegitation
how you do that i have no idea... I know this is a rather big question but [R-DEV]Rhino do you think you could do me or well the PR community a tutorial for dummies on what you have just done?
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Re: Custom objects and vegitation
hehe, for me to cover everything from modelling to texture pallets, to uving to texture pallets, to exporting and coding would take at least a month of solid work if not more tbh.'[R-CON wrote:tonnie15;1014571']how you do that i have no idea... I know this is a rather big question but [R-DEV]Rhino do you think you could do me or well the PR community a tutorial for dummies on what you have just done?
This sign wasn't really 100% ordinary since you never really add to vbf2 texture pallets like I just did
![Razz :p](./images/smilies/imported_icon_razz.gif)
https://www.realitymod.com/forum/f316-2 ... crane.html
There is a pretty good overview of the process of making a static but it doesn't got into detail on how to do it
![Razz :p](./images/smilies/imported_icon_razz.gif)
I'll think about it some more about doing static tuts, I (well more we) have known that static creation tuts have been lacking for a very long time but its something that's very hard to cover as its a comply different process of modelling from the normal vehicle/weapon modelling methods.
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Re: Custom objects and vegitation
What about a video??? would be easier then taking like 59 screen shots lol, anyway hope the static tuts get updated soon.
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Re: Custom objects and vegitation
I've never done a video tut before, and personally not that much of a fan of them I prefer well written tuts with lots of pictures but ye, might be an idea.
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Re: Custom objects and vegitation
i wish i wasn't such a useless munt with a PC because i think i'd actually enjoy making statics more than anything else. just because i could go onto a map and say " i made that"
pity i suck.
pity i suck.
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Re: Custom objects and vegitation
Sorry for the delay in interest, but if any of you guys have any progress on the custom props I'd most definately use em' at the moment, roo signs, highway markers. custom trees, things like that would be greatly appreciated
In future some town buildings would also be great, things like a general store, post office, butcher, feed store etc etc. But for now, just getting the farm houses and paddocks done is my focus
Cheers
In future some town buildings would also be great, things like a general store, post office, butcher, feed store etc etc. But for now, just getting the farm houses and paddocks done is my focus
Cheers
![Image](http://www.users.on.net/~commando/l16.jpg)
Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
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Re: Custom objects and vegitation
we will when i figer out how to use texture paletes
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Re: Custom objects and vegitation
[quote=""'[R-DEV"]Rhino;1014551']
![Image](http://realitymodfiles.com/rhino/statics/kangaroo_sign.jpg)
Download: http://realitymodfiles.com/rhino/static ... o_sign.rar
(extract into your pr_edit mod)[/quote]
[quote="Warpig-""]Sorry for the delay in interest, but if any of you guys have any progress on the custom props I'd most definately use em' at the moment, roo signs, highway markers. custom trees, things like that would be greatly appreciated
Cheers[/quote]
Merry Christmas![Wink ;-)](./images/smilies/icon_e_wink.gif)
![Image](http://realitymodfiles.com/rhino/statics/kangaroo_sign.jpg)
Download: http://realitymodfiles.com/rhino/static ... o_sign.rar
(extract into your pr_edit mod)[/quote]
[quote="Warpig-""]Sorry for the delay in interest, but if any of you guys have any progress on the custom props I'd most definately use em' at the moment, roo signs, highway markers. custom trees, things like that would be greatly appreciated
Cheers[/quote]
Merry Christmas
![Wink ;-)](./images/smilies/icon_e_wink.gif)
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Re: Custom objects and vegitation
Legend!
![Image](http://www.users.on.net/~commando/l16.jpg)
Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
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Re: Custom objects and vegitation
Wow, keep em out, very nicely modeled pub, signs and such would really add a bit of character to an Aus map.
"The fatter wog said to the skinnier wog: 'Oi bro, you slept with my cousin.' And the other one said: 'Nah man, I didn't for shit, eh' and the other one goes: 'I will call on my fully sick boys, eh.' And then pulled out a gun and went...
'chk-chk boom'
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Re: Custom objects and vegitation
I think if the Pub was made a CP on an Australian Map, the Aussies would always get that flag!
!GuN! bpugsley
http://www.gungravewarriors.com.au
http://www.gungravewarriors.com.au
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Re: Custom objects and vegitation
thats a given lolbpugsley wrote:I think if the Pub was made a CP on an Australian Map, the Aussies would always get that flag!
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Re: Custom objects and vegitation
Tonnie, reckon you could model me a Wind farm static for my map? Please ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: Custom objects and vegitation
get me some refs of the version you need... tho i cant export statics yet donno how to use the texture pallets but i can get the model dont and look into itMadhouse wrote:Tonnie, reckon you could model me a Wind farm static for my map? Please![]()
![Wink ;)](./images/smilies/icon_e_wink.gif)
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Re: Custom objects and vegitation
with the red stripes?
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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- Joined: 2007-12-08 00:18
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Re: Custom objects and vegitation
could use the BF2:EF one?
![Image](http://battlefieldsingleplayer.planetbattlefield.gamespy.com/images/smokescreen-1.jpg)
I haven't taken much of a look at it thou but should fit your needs.
![Image](http://battlefieldsingleplayer.planetbattlefield.gamespy.com/images/smokescreen-1.jpg)
I haven't taken much of a look at it thou but should fit your needs.
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Re: Custom objects and vegitation
madhouse do you wanna just use those ones?? all they would need is a fix up on the texture[R-DEV]Rhino wrote:could use the BF2:EF one?
I haven't taken much of a look at it thou but should fit your needs.
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Re: Custom objects and vegitation
ye just taken a quick look at the texture and its very tweakable to get the effect you want.
afaik this is also animated so the blades do spin round too and since its an animated object shouldn't require lightmaps.
afaik this is also animated so the blades do spin round too and since its an animated object shouldn't require lightmaps.