Custom objects and vegitation

Discussion pertaining to the PR Australian Forces.
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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

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
Rhino
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Re: Custom objects and vegitation

Post by Rhino »

'[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?
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.

This sign wasn't really 100% ordinary since you never really add to vbf2 texture pallets like I just did :p

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 :p

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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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

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
Rhino
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Re: Custom objects and vegitation

Post by Rhino »

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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anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: Custom objects and vegitation

Post by anglomanii »

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.
Warpig-
Posts: 1610
Joined: 2008-08-06 20:29

Re: Custom objects and vegitation

Post by 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

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
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Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

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
Tiny
Posts: 90
Joined: 2008-05-17 09:04

Re: Custom objects and vegitation

Post by Tiny »

[quote=""'[R-DEV"]Rhino;1014551']

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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 ;-)
Warpig-
Posts: 1610
Joined: 2008-08-06 20:29

Re: Custom objects and vegitation

Post by Warpig- »

Legend!
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Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
niknastee
Posts: 9
Joined: 2009-06-13 22:52

Re: Custom objects and vegitation

Post by niknastee »

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'
bpugsley
Posts: 10
Joined: 2009-05-13 08:43

Re: Custom objects and vegitation

Post by bpugsley »

I think if the Pub was made a CP on an Australian Map, the Aussies would always get that flag!
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

bpugsley wrote:I think if the Pub was made a CP on an Australian Map, the Aussies would always get that flag!
thats a given lol

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
Madhouse
Posts: 230
Joined: 2007-12-08 00:18

Re: Custom objects and vegitation

Post by Madhouse »

Tonnie, reckon you could model me a Wind farm static for my map? Please :)
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

Madhouse wrote:Tonnie, reckon you could model me a Wind farm static for my map? Please :)
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 it ;)

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
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

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
Madhouse
Posts: 230
Joined: 2007-12-08 00:18

Re: Custom objects and vegitation

Post by Madhouse »

Yeah I think it'll look goods.
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: Custom objects and vegitation

Post by Rhino »

could use the BF2:EF one?

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I haven't taken much of a look at it thou but should fit your needs.
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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Custom objects and vegitation

Post by Tonnie »

[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.
madhouse do you wanna just use those ones?? all they would need is a fix up on the texture

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

Re: Custom objects and vegitation

Post by Rhino »

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.
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