[Faction Concept] IS force (daesh, TROSI etc)

Making or wanting help making your own asset? Check in here
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Hi everyone, I started make new map based on Deir Ez Zor. It is required a few more static. Something of I done fo last days. I know PR have problem with texture optimization, so I will use only existing textures. Modelled, UVmapped, Textured and exported by myself. B)

Concrete fence with several variations.
Image
Image
Image

Midle-eastern military tower and concrete barrier block
Image
Image
Image
rPoXoTauJIo
PR:BF2 Developer
Posts: 1978
Joined: 2011-07-20 10:02

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by rPoXoTauJIo »

Can't remember how many times i told you - need more wireframes ;)
Image

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7636
Joined: 2010-08-06 18:06

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mats391 »

I guess you are using the common textures for those? Looks alright to me. New statics always nice, especially if they can be reused on other maps.
Image

Mineral: TIL that Wire-guided missiles actually use wire
User avatar
Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mineral »

Looking good. Make sure to make proper LODs as well, specially for rounder objects like the tower. The walls can have a very simplistic LOD1.
Image
User avatar
Mr.VdHeide
PR:BF2 Developer
Posts: 923
Joined: 2014-09-16 10:16

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mr.VdHeide »

Looks good, though the tower is a bit bright IMO. Or is that just because the object isn't lightmapped at the moment?



D.J.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

Texture stretching on the tower is pretty bad, mainly on that crack/dirt texture and it doesn't really reflect your ref very well, and there are textures that will do that job:

Image
Image

Image

Image

Image
Image

Image
Image

to name a few :p

The texture you're currently using with the cracks is also a dirt texture, which is meant to go in the channel 3, dirt texture channel, not channel 1 or 2, hence why its so bright as well.
Image
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

thanks to all for feedback
all lods, cols ready, I always do them before export
thanks rhino, will try to use other textures
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »



lod0 - 450polygons - 1000 tris
lod1 - 400 polygons - 900 tris
col0- 450 polys 1000 tris
col1- 140 polys 300 tris
col2- 450 polys 1000 tris
New static, not sure what is this, looks like some storage in reference

also I didnt know which texture I can use for that, so this looks blury on some parts
Image
User avatar
Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Mineral »

Definitely need to work on some detail textures there. Use the dirt and crack layers to add details to some faces and give the building some identify.
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

You should really just focus on one static, making that perfect and learning all you can learn from that static before moving on to the next, as all your statics need serious re-work and you will find it easier, once you've learnt how to make them, to remake them from scratch than to fix them... There is also no point doing lods and cols (other than really basic cols for testing) until LOD0 is 100% done, then you can make the LODs and from the lods, the cols, as again, your just wasting time and effort with reworking them...
Last edited by Rhino on 2017-05-02 11:53, edited 1 time in total.
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

what texture I can use for common_02_c_fw ?? I tried to use common_alpha_01_de for Detail Layer and common_alpha_01_deb for NDetail Layer(is it important sub-layers be each size what is Base layer?? I selected all one size), and now building looks like that:
Image
Image

What I did wrong ?
qs-racer
Posts: 335
Joined: 2010-02-07 10:25

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by qs-racer »

The problem is lack of shadow or lack of intagrated ambiant occlusion on the texture ? Or the black part ?
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

Firstly you shouldn't be using any texture with a suffix, ie the "common_02_c_fw" has the "_fw" suffix, ie, "Falluja West" suffix, which is set by the map. You should just be using the straight "common_02_c" texture otherwise maps not using that suffix will load both texture sheets instead of the one.

Next your using an "alpha" texture, or a texture setup for transparent fences etc. that is most likely the cause of the black spots, but even if it isn't, you shouldn't be using that texture for solid walls...
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Think looks better know, but outside walls still looks blurry lit a bit. Think it is because, this building is too big for existing textures ( 30x8 metres), was really dificult to find good sheet for it, I used mecity_c_mutrah for outside and inside walls and conc_big_sbeneh for floors.
Image
Image
Image
Image
Image
In game engine, its bright again, but think I know how to fix it by using multisub obj(ratface's tutorial) didnt understand it fully yet
Image
Last edited by CaptMiller on 2017-05-05 05:38, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Rhino »

Colour textures are just for colour, and are generally low rez. You need to use a detail texture on top of them, to add detail....
CaptMiller wrote:I used mecity_c_mutrah for outside and inside walls and conc_big_sbeneh for floors.
I said this before but don't use suffix versions of textures, use the default version....
Image
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Ratface »

Think I linked it before, but just in case you need this while doing different detail textures :)

https://www.realitymod.com/forum/f189-m ... orial.html
Fracsid
Posts: 115
Joined: 2006-12-12 00:35

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by Fracsid »

CaptMiller wrote:remastered
That's a good depiction of reaching under the rifle with the support hand to charge it (though it would make more sense to cant it to the right side rather than tilt the front up), but you didn't really capture hitting the mag release lever, and AK mags have to be inserted by indexing the front of the magazine first and then rocking them in rather than straight insertion.

The current "cool guy" thing to do right now is to use the fresh mag to hit the mag release lever and push the old mag out, then rock in the new mag and charge it the way you have shown or over the top. I hope this reference helps you out.

Last edited by Max_ on 2017-05-20 23:48, edited 1 time in total.
Reason: Fixed youtube tags
BraveSniper
Posts: 9
Joined: 2017-01-01 11:54

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by BraveSniper »

http://imgur.com/a/THZsc

i hope that you add this ak with silence its finded in all Isis videos . its verry important
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

BraveSniper wrote:Imgur: The most awesome images on the Internet

i hope that you add this ak with silence its finded in all Isis videos . its verry important
it is not silencer, it is handmade granade-launcher
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [Faction Concept] IS force (daesh, TROSI etc)

Post by CaptMiller »

Hi everyone, I have problem with one static. In BFmeshviewer it is fine, but when I export in pr_edit folder BfEditor crashes while loading my map with message : Warning: Inalid texture slot

2 materials(4 textures):
walls - iraq_c , iraq_di
roofs - white_tile, dirty_c
pls help

Image
Image
Image
Image
Post Reply

Return to “PR:BF2 Community Modding”