[STATICS] New Common Props

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

[STATICS] New Common Props

Post by Rhino »

Right guys here are a bunch of new common props for you to put into your maps. Please note these are only for Project Reality maps and if you wish to use them for another mod or w/e, you will need to contact me first about it for permission before using them.
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Now I must first explain, only actually a handful of these props are actually useable at this time. These are mostly just "TEMPLATES" for mappers to be able to place on their maps while I'm still doing the proper exports of each prop and all their alternative versions, with properly packed LM UVs. As such, while these props may look ready to go on the face of it, all the props ending in "TEMPLATE" do not have lightmaps UVs, and can't be lightmapped, ie, they can't receive any shadows in their current state and will need to be swapped out with their final versions later on.

But, there are many alternative versions of most of these props, coming in lots of different colours, textures and mesh variations (but all in the same limits as the template static). These have all yet to be exported but in most cases, mappers will not want to have to pick out of 6 or so variations of a single static when placing them down and this is where the "TEMPLATE" statics come in. Not only are these tempory versions of each static and their type, they will also act as a marker for a randomization script [R-CON]UTurista, which will replace all the "TEMPLATE" statics with a random variant of one of the final statics. Then once that is done, you can then go around the map and swap out the few you may not like in that spot, with one of the versions you do as you wish, but in most cases, the randomization script pick should work just fine, overall be saving the mapper lots of time if he was to try and do this variation themselves, while also in most cases making things look and feel more natural.

To explain this a little better, here is the "Basket Box Medium" set of props, at the top are the two "TEMPLATE" versions of these statics, an "Empty" template and a "Full" template, and under them all the different variations that these templates could be randomly replaced with once [R-CON]UTurista randomization script has run. Note that the empty template is randomised with all the full and the empty, while the full template, only randomises with full versions. This is so if you really need a version to be full for w/e reason, like putting another static on top of it, you won't be left with the static floating over an empty basket.
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More info will be provided later on how to replace your template statics with random versions of the final ones once the final ones are done but for now, you can place these props on your map and by the time you've finished doing that, the final statics should be done with any luck :)

Download: http://files.realitymod.com/resources/n ... -06-17.zip
(Extract into your pr_edit, overwriting the objects folder with the one in the .zip)

Have fun placing these down guys, look forward to see what you can do with them! :mrgreen:


Update #1: Afridev Pump Well Props

A new Afridev Hand Water Pump prop which is seen all over the developing world, with a verity of "platforms" and drainage channels since as per its r/l manual, waste water should be captured and drained away from the source to avoid contaminating the wells water source, although it is worth noting many bumps are installed incorrectly, some without any platforms at all and others just with the pump in slightly the wrong location to the platform and some with no drainage channels etc so your free to use them in a verity of ways, as per these examples to show a few :)
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A few refs:
Spoiler for \"Afridev Pump Refs\":
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Download: http://files.realitymod.com/resources/a ... -07-17.zip
(Extract into your pr_edit, overwriting the objects folder with the one in the .zip)

Lightmap Sizes:

Code: Select all

afridev_pump 128*128 64*64 32*32 16*8
afridev_pump_platform01 128*64 64*32 32*16 16*8
afridev_pump_platform02 128*64 64*32 32*16 8*8
afridev_pump_platform_box01 32*32
afridev_pump_platform_drain_8m 128*32 64*16 32*8
afridev_pump_platform_drain_4m 64*32 32*16 16*8
afridev_pump_platform_drain_2m 32*32 16*16 8*8
afridev_pump_platform_drain_1m 32*32 16*16 8*8
afridev_pump_platform_trough01 64*64 32*32 16*8
afridev_pump_platform_trough01_water01 32*16
com_prop_concrete_well01 128*64 64*32 32*16 32*8
Last edited by Rhino on 2017-07-08 12:00, edited 3 times in total.
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [STATICS] New Common Props

Post by CaptMiller »

Nice! Think possible to make nice foxholes with those white bags
Dr Rank
PR:BF2 Developer
Posts: 2765
Joined: 2006-11-11 15:05

Re: [STATICS] New Common Props

Post by Dr Rank »

Awesome! :thumbsup: Thanks for doing this dude; should really help with the variety as I continue to detail the compounds, especially as I have over 350 of them on the map :D
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FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: [STATICS] New Common Props

Post by FlyingR »

Nice rugs, where did you buy them?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [STATICS] New Common Props

Post by Rhino »

Buy? I made them, ages ago..... just I've only got round to exporting them for mappers to use :p

Some have even been in PR for awhile, in the Insurgent Roadblocks etc.
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brought statics/props would also not utilize BF2's rather unique static texture setup, it would only have one channel, where BF2 statics have 4 texture channels (colour, detail, dirt and crack, not including the lightmap channel).


Also you only see two or so of the rug textures above since I've yet to export all the variants. There are 12 on the palette I made, with another 12 in the "_woodland" texture:
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Last edited by Rhino on 2017-06-15 13:16, edited 1 time in total.
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Mouthpiece
Posts: 1064
Joined: 2010-05-24 10:18

Re: [STATICS] New Common Props

Post by Mouthpiece »

Will these things impact performance for people who have low end performance now?

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

Re: [STATICS] New Common Props

Post by Rhino »

Shouldn't do too much, they are well optimised and pretty low poly to modern game standards.

The Rugs for example, is only 10tris for a floor rug for LOD0, 2 for LOD1 (what Low GFX users see up close, only high GFX users see LOD0) and also for LOD1, the rug detail texture has been removed so it's only the basic colour texture they see and load, saving them 512kb of visual memory, which isn't that much, but main thing is it's easier to render without the detail and normal maps:
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [STATICS] New Common Props

Post by Psyrus »

Looks great Rhino, stellar work as always :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [STATICS] New Common Props

Post by Rhino »

Updated the OP with the Afridev Pump well prop sereis :)
'[R-DEV wrote:Rhino;2166697']Update #1: Afridev Pump Well Props

A new Afridev Hand Water Pump prop which is seen all over the developing world, with a verity of "platforms" and drainage channels since as per its r/l manual, waste water should be captured and drained away from the source to avoid contaminating the wells water source, although it is worth noting many bumps are installed incorrectly, some without any platforms at all and others just with the pump in slightly the wrong location to the platform and some with no drainage channels etc so your free to use them in a verity of ways, as per these examples to show a few :)
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A few refs:
Spoiler for \"Afridev Pump Refs\":
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Download: http://files.realitymod.com/resources/a ... -07-17.zip
(Extract into your pr_edit, overwriting the objects folder with the one in the .zip)

Lightmap Sizes:

Code: Select all

afridev_pump 128*128 64*64 32*32 16*8
afridev_pump_platform01 128*64 64*32 32*16 16*8
afridev_pump_platform02 128*64 64*32 32*16 8*8
afridev_pump_platform_box01 32*32
afridev_pump_platform_drain_8m 128*32 64*16 32*8
afridev_pump_platform_drain_4m 64*32 32*16 16*8
afridev_pump_platform_drain_2m 32*32 16*16 8*8
afridev_pump_platform_drain_1m 32*32 16*16 8*8
afridev_pump_platform_trough01 64*64 32*32 16*8
afridev_pump_platform_trough01_water01 32*16
com_prop_concrete_well01 128*64 64*32 32*16 32*8
Last edited by Rhino on 2017-07-08 12:00, edited 1 time in total.
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QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: [STATICS] New Common Props

Post by QuickLoad »

[R-DEV]Rhino wrote:Updated the OP with the Afridev Pump well prop sereis :)
ooo nice
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [STATICS] New Common Props

Post by CaptMiller »

If I will extract it into PR folder(because I have not PR_edit folder), will I face with some errors after ?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [STATICS] New Common Props

Post by Rabbit »

[R-DEV]Rhino wrote:Updated the OP with the Afridev Pump well prop sereis :)
About time, saw this on your twitter a few days ago.
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AfSoccer "I just don't see the natural talent."
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [STATICS] New Common Props

Post by Rhino »

CaptMiller wrote:If I will extract it into PR folder(because I have not PR_edit folder), will I face with some errors after ?
You will not be able to play PR if you modify its files and this does modify some old textures so yes.
Rabbit wrote:About time, saw this on your twitter a few days ago.
Well that was just the pump itself and the first "platform", took me a few more days to make all the other platforms and other bits and bobs, literally only finished the last one a couple of hrs ago :)
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CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: [STATICS] New Common Props

Post by CaptMiller »

[R-DEV]Rhino wrote:You will not be able to play PR if you modify its files and this does modify some old textures so yes.
My map works with PR folder, how to bring or convert PR folder to PR_edit folder so map will keep work after that(and also I be able to play in PR) :? :
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Mineral
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Location: Belgium

Re: [STATICS] New Common Props

Post by Mineral »

https://www.realitymod.com/forum/f189-m ... dding.html

Which is the first link in the tutorial list rhino linked before to you.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [STATICS] New Common Props

Post by Rabbit »

Any updated on these? ie gates and stuff?
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AfSoccer "I just don't see the natural talent."
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Teunvd
Posts: 17
Joined: 2016-11-18 13:50

Re: [STATICS] New Common Props

Post by Teunvd »

Really nice! I only have 1 question. Im still a big noob, so where do i have to put the lightmap codes and the zip exactly?

Thx! :D
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