Critical Open Tasks

General discussion of the Project Reality Falklands modification.
Rhino
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Re: Critical Open Tasks

Post by Rhino »

That is all probably up to your own judgement tbh for what fits/works best for both player models and kit geoms and what existing textures you want to work off (probably the best idea).

Ref wise, here's what I have, hope its enough :)
Download: http://realitymodfiles.com/rhino/refs/a ... -04-12.rar
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Deleted unrelated posts, can we keep this thread OT ppl.

@Zonda, any chance you can upload what you've done so far? Cheers!

Also checked the Milan in the editor and looks good, cheers!
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ZondaX15
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Re: Critical Open Tasks

Post by ZondaX15 »

Sorry Rhino, been busy for the last few days, with school n'all.
I'll send you the other textures now, if you'd like?

Edit: I can not for the life of me find which textures fit which model. I thought that using the Taliban textures would be the best, but I can't find which head matches which body, and soforth
Last edited by ZondaX15 on 2012-04-27 07:22, edited 1 time in total.


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AnimalMother.
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Re: Critical Open Tasks

Post by AnimalMother. »

Zonda if you get the time do you reckon you could do a retexture of the supply crate and rally point for argentina?

Also the selection icons for the L2A2 and other weapons that you've reskinned

:)
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Having a quick look though, I think the Russian soldiers might be the best option but not 100% sure, its a hard one. I don't think there is any right or wrong answer :p

And ye, the sooner you get the textures to me the better but not if you have to go out of your way to do it, just next chance you get :)
[R-CON]AnimalMother wrote:Zonda if you get the time do you reckon you could do a retexture of the supply crate and rally point for argentina?

Also the selection icons for the L2A2 and other weapons that you've reskinned

:)
Good points AM, need to put them on the design plan.

As for the selection icons, main thing needed for them is SSs with the BG colour being orange or something along thous lines so its easy to delete so it can be put on the selection icon template :)

You can change the BG colour in the objects editor by expanding the Effects tab at the bottom of the right bar and then in the bg colour bit, hit select colour and pick a colour and then turn draw marker and draw grid off, and take a SS :)

http://i.imgur.com/Ywif5.jpg

The other option is to render them in max and then save in PNG with transparency but that requires you to setup the object with a material that's got proper normal maps, spec maps etc
Last edited by Rhino on 2012-04-27 11:38, edited 2 times in total.
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

Icons done! :) Still working on that map, will have a show of it soon!
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Cheers, although think I'm missing the following:
menu\External\FlashMenu\images\joingame\flag_arg
menu\External\FlashMenu\images\joingame\hugeflag_arg
(in .png format but they are infact .dds, just rename to .dds to view them).

EDIT: also this might help you keep track of what I still need etc (although some are still what I've yet to put in) :)
https://docs.google.com/spreadsheet/pub ... SVE&gid=11

Keep up the good work! :D

EDIT: Also would you be up for making the supply crate and rally point icons?
Last edited by Rhino on 2012-04-30 12:00, edited 3 times in total.
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

For sure. Ill look into those
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Awesome :)

Supply crate icon is in: objects\common\supply\pr_supply_crate\textures\supplycrate_flag_arg82.dds
Rally point icon: objects\common\RallyPoints\Textures\ruck_arg82_c.dds (think its the same as one of the menu icons you need to do above, not 100% thou).
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

Alright, everyone one of those is done, even the ones you just mentioned ^ and all organized in there appropriate folders and names. They are in either TGA or DDSm mostly TGA. Sorry if I keep uploading, lemme know if theres a alternate way you want to share files :P also if you want anything else done lemme know!
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Cheers, all done there now although had to add some dirt to the supply crate flag and also remake the hugeflag_arg82.png as it wasn't the correct rez or format but that wasn't a problem :)

Also future note, please send textures in .psd format with all layers so its simplest to edit if needed although .tga was fine, .dds isn't good thou as you get into a downward spiral of re-re-re-re-compression but not a problem here, just for future ref :D

Cheers for the awesome work!
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

Oh, sorry ya will do for next time :)
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Also one other thing I need CTRifle if you or anyone else is up for it is a texture for the 3D flag on the flag polls.

Can find the texture in objects\common\flags\textures\prflags1_c.dds and just replace the Russian flag there and try and keep the alpha channel this time please too :)

Cheers!
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

Lemme know if this is what you want. I saved as both a PSD and DDS
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

humm, a bit blurry tbh and the black bits don't match the alpha: http://i.imgur.com/9tRCz.jpg

A simpler way of getting the alpha to match up is to not bother with the black edges and just make the flag extend over the alpha's border, much like in prflags3_c.dds although some bits don't quite meet the border there either.. :http://i.imgur.com/CPKtO.jpg
It also helps a lot with mipmaps to do that too :)
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

here's my second try. I made the alpha match up, but idk about the decal, but tell me if its good or not.
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

Alpha looks good although better to extend it further over the alpha for the mipmaps but the main texture looks quite artificial now :(

Note the Union Jack below, the white on that flag isn't white, its more a cream colour, mainly due to the dirt on it too but even where there is little dirt its still only around 75% white. And ye the black smudges etc don't help I think.

Keep it up and I'm sure you'll get it in the end :)

EDIT: also had a slight change of mind on which flag to replace, same texture but can you instead replace the top green flag? We don't use that flag anymore, left over from BF2:SF iirc so would be best to replace that one leaving the Russian one :)

also as a side note you don't need to worry about too much fake lighting/shadows on the texture as the normal map will do most of that but a little bit helps :)

Cheers!
Last edited by Rhino on 2012-05-03 08:58, edited 4 times in total.
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Rhino
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Re: Critical Open Tasks

Post by Rhino »

bumpy, still got quite a few key tasks that need doing :)
'[R-DEV wrote:Rhino;1759623']Hey guys,

As per the design plan: https://www.realitymod.com/forum/f562-p ... -plan.html

Got a load of open tasks that really need doing and here I'm going to list the main, critical ones, big and small that I'm hoping some of you guys might be able to take on.
If anyone is up for taking any of these tasks please post below or PM me and I'll fill you in with any info you need and all the refs I have/can get on the item.

There are also less critical tasks listed in the Design Plan that need to be done if you want to help out but none of the above tasks are right for you.

Cheers!
@CTRifle, you still working on the 3D flag texture?
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CTRifle
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Re: Critical Open Tasks

Post by CTRifle »

Sorry been busy this past week, lemme know if any issues
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Figer
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Re: Critical Open Tasks

Post by Figer »

Very nice work guys, congratulations!
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