[Faction Concept] IS force (daesh, TROSI etc)
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
Midle-eastern military tower and concrete barrier block
Concrete fence with several variations.
Midle-eastern military tower and concrete barrier block
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Re: [Faction Concept] IS force (daesh, TROSI etc)
Can't remember how many times i told you - need more wireframes
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.
- Mats391
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
Mineral: TIL that Wire-guided missiles actually use wire
- Mineral
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
- Mr.VdHeide
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
D.J.
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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:
to name a few
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.
to name a few
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.
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Re: [Faction Concept] IS force (daesh, TROSI etc)
thanks to all for feedback
all lods, cols ready, I always do them before export
thanks rhino, will try to use other textures
all lods, cols ready, I always do them before export
thanks rhino, will try to use other textures
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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
- Mineral
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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:
What I did wrong ?
What I did wrong ?
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Re: [Faction Concept] IS force (daesh, TROSI etc)
The problem is lack of shadow or lack of intagrated ambiant occlusion on the texture ? Or the black part ?
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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...
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...
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.
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
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
Last edited by CaptMiller on 2017-05-05 05:38, edited 1 time in total.
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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....
I said this before but don't use suffix versions of textures, use the default version....CaptMiller wrote:I used mecity_c_mutrah for outside and inside walls and conc_big_sbeneh for floors.
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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
https://www.realitymod.com/forum/f189-m ... orial.html
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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.CaptMiller wrote:remastered
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
Reason: Fixed youtube tags
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Re: [Faction Concept] IS force (daesh, TROSI etc)
http://imgur.com/a/THZsc
i hope that you add this ak with silence its finded in all Isis videos . its verry important
i hope that you add this ak with silence its finded in all Isis videos . its verry important
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Re: [Faction Concept] IS force (daesh, TROSI etc)
it is not silencer, it is handmade granade-launcherBraveSniper 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
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Re: [Faction Concept] IS force (daesh, TROSI etc)
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
2 materials(4 textures):
walls - iraq_c , iraq_di
roofs - white_tile, dirty_c
pls help