[MAP] South Iran (4km) [WIP]

Maps created by PR community members.
W.Darwin
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Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Hotal Jalalabad without Arabic letters

-- http://www.filedropper.com/hoteluniversal
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

I already have permission from him to use it.
Did he say we could all use it?
Hey , would you mind sending me one of the skyline CON file?
I'll post it up here soon!
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

I think there's a problem with the Hotel I sent you. The textures are low detail..? Is it the same thing for you?

All I need to know now is to apply texture and I could make you a set of unique building for your map xD, Just by making minor changes to what is already here
Last edited by W.Darwin on 2016-03-08 16:44, edited 1 time in total.
Ratface
Retired PR Developer
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Re: [MAP] South Iran (4km) [WIP]

Post by Ratface »

@Darwin

Best place to look for this currently is later in this tutorial. That'll help you understand everything that is required after you've created the model and such to texture it for bf2 as well as how to export.

https://www.realitymod.com/forum/f189-m ... cture.html
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Thanks Rat, but somehow there a case missing in my brain cuz this tutorial is like Kanji for me. All I learn in 3ds Max 9 so far was by trial and error LOL
The_Turkish_Moose
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Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

I think there's a problem with the Hotel I sent you. The textures are low detail..? Is it the same thing for you?
Yeh I got the issue! The mesh looks perfect but I also can not select the object by clicking it. Not sure if this is a collision issue?
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Mineral
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Re: [MAP] South Iran (4km) [WIP]

Post by Mineral »

Don't use that at all. It's not correctly exported. Darwin be careful sharing something which you can't verify yourself to be correctly exported. Follow the tutorial Ratface linked you to make a simple static from start to finish. And editing existing meshes is actually a bit more difficult as you require proper knowledge on materials and all that to do it right. Take your time learning and start small :)

Luckily for you Moose with v1.4 a version of the hotel static without Arabic signs is already going to be included :) As we needed it ourselves for Operation Soul Rebel. So just keep the normal for now and replace it with the new one on release.
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W.Darwin
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Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Will do! master mineral :lol:
(Was it only the Collision material missing or what?)

Also, we would need a refreshed tutorial on material AKA textures.. All the pictures are 404 in the thread of Rhino..

I gotta find alot of information by myself and troubleshoot this whole thing alone.. Its long and I only advance with small steps...

Also, I got something to suggest, I seen that alot of model created could use of better optimization.

I could work on those. Yesterday I successfully removed 500 polys from a small hut out of the middle-east statics files.

And that was only for the LOD0 .. It takes alot of time, but im pretty sure if you walk in a village and all house have reduced their polygons number by 500 minimum.. In the end, you spare about 3000+ polygons of information to process.

The job I do is meticulous and after reducing the polys, the static is exactly the same, no visual change.



I could save those as 3ds and u could afterward rework the Col... That would'nt be much of a problem i guess?
Last edited by W.Darwin on 2016-03-09 06:50, edited 2 times in total.
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Mineral
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Re: [MAP] South Iran (4km) [WIP]

Post by Mineral »

W.Darwin wrote:Will do! master mineral :lol:
(Was it only the Collision material missing or what?)
Pretty much every aspect of your export is wrong :)
W.Darwin wrote:
Also, I got something to suggest, I seen that alot of model created could use of better optimization.

I could work on those. Yesterday I successfully removed 500 polys from a small hut out of the middle-east statics files.

And that was only for the LOD0 .. It takes alot of time, but im pretty sure if you walk in a village and all house have reduced their polygons number by 500 minimum.. In the end, you spare about 3000+ polygons of information to process.

The job I do is meticulous and after reducing the polys, the static is exactly the same, no visual change.

I could save those as 3ds and u could afterward rework the Col... That would'nt be much of a problem i guess?
Doing optimization of a model by a few hundred triangles isn't going to matter much. That's not performance intensive. The hard part is also the re-export, not the optimization, so it's not worth the work.

Also, are you sure you actually optimized the mesh? Remember that our engine works with triangles, not polygons.

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Just removing an edge to make 2 triangles into a polygon again isn't actually lowering the amount of triangles if that's what you were doing.
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W.Darwin
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Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

To be specific, There was alot of remaining of other 3d shape inside other 3d shapes.. U get it?

When I was navigating through and inside the model, I could see alot of useless polygon hidden inside unreachable area for the player, probably the modelling work was done quickly.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Luckily for you Moose with v1.4 a version of the hotel static without Arabic signs is already going to be included As we needed it ourselves for Operation Soul Rebel. So just keep the normal for now and replace it with the new one on release.
Good to hear Mineral! Thanks for the heads up :)
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W.Darwin
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Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Sup moose, I have been working on a Villa for the Suburb in your map, what u think so far?

It's really not done yet but gimme ur ideas

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From the top with the wireframe view it looks like a metalgear haha

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Last edited by W.Darwin on 2016-03-10 09:27, edited 1 time in total.
The_Turkish_Moose
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Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Yeh looks call Darwin but remember, I'm only looking for the tall skyscrapers to me modelled. The rich sub-urban area we discussed is only just a concept at the moment. It could change! I haven't had the chance to work on my map the past week because I've been finished off my dissertation.
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W.Darwin
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Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Alright! So you are interested that's all i wanted to ask!

In any case, if you decide to not take them, maybe someone else will :D , I'll keep you up to date on that, next post will be the finished 3d model for this house.

I intended to make 3 different model of big house.

And maybe smaller ones.. Idk




I am developping an asian theme sculpture

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Maybe put it in a park or a plaza

Or I got an idea, why not the Golf course entrance sculpture

'' The gold dragon golf club ''
Last edited by W.Darwin on 2016-03-13 00:30, edited 6 times in total.
W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Tall Building, As you requested. It is not finished, I want your opinion! Best honest and raw

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Personnaly I think I could do better.

Apprx 1k Faces

Progression, With a LOD in background

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Here's a comparison is ur interested

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Last edited by W.Darwin on 2016-03-16 12:04, edited 4 times in total.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

Darwin, I think they are great! Would make a nice inclusion to the map! What I hope we could do is make a scale replica of the BF2142 buildings too so I can drop the replicas in place of the BF2142 buildings. We'll talk about this in TS someday! Very nice buildings though :)

I'm not to sure about how to set up the LOD detail but it's definitely something you should look into!
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W.Darwin
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Re: [MAP] South Iran (4km) [WIP]

Post by W.Darwin »

Did you visit my thread, all the building I am modeling are exposed on here
It was nice ^^
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [MAP] South Iran (4km) [WIP]

Post by The_Turkish_Moose »

So I've got an issue which I'm sure some of the Devs may be aware of. W.Darwin was helping me design some assets until he decided to no longer contribute to PR any more. Now I'm left without a designer :(

I think it was Rhino that made an earlier comment that the Devs could take a vote about the use of BF2142 buildings. I know a lot of the Devs have already said a straight no but I'm curios if I have any hope left using the BF2142 assets.

I don't mind changing the map to remove them - it will not take me long. It just ruins the aesthetics of the city. Again, if anyone could forward me the details of any designers who would be willing to create a few tall buildings, I would greatly appreciate it!

Here's some recent progress:

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Last edited by The_Turkish_Moose on 2016-04-03 20:39, edited 1 time in total.
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Acecombatzer0
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Joined: 2010-09-26 14:10

Re: [MAP] South Iran (4km) [WIP]

Post by Acecombatzer0 »

I thought Darwin was an April Fools prank?
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
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Ason
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Re: [MAP] South Iran (4km) [WIP]

Post by Ason »

Nice stuff, can you post minimap? I'm guessing it will be set in asia based on the pine trees?

I would use the road tool to draw the lines on the football field. I'm pretty sure there is one which is a single white line, otherwise you can always just make a new white one of the yellow 'industrial line' texture.

Also, not a big deal but maybe a tarmac texture would fit better than the grass? To make it look something like this:
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