Rubber Matting Paths

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

Rubber Matting Paths

Post by Rhino »

Hey guys,

Nothing huge but thought I would share this anyways. Created some a new Rubber Matting road for use in main bases which is pretty common in many Camps and FOBs in Afghanistan due to the ground getting really muddy in the winter out there so this is to prevent everyone having to wade around in the mud :D

I started off with a high poly model as I didn't have any decent refs to turn strait into a texture:
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And then baked that down into a 2D texture :)
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And then made a couple of new road templates out of it and here's the result :D
[CENTER]Image Image Image
Image Image Image [/CENTER]


Refs:
Image Image Image

Hope you like this and Tutorial and files for any PR mappers wanting to use this can be found here: http://www.realitymod.com/forum/f189-mo ... ost1693027

Cheers! :D
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Dev1200
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Joined: 2008-11-30 23:01

Post by Dev1200 »

Interesting :D

I can see the noobs now, WTF is this camo net on the ground?
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Doc.Pock
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Post by Doc.Pock »

cool. agree dev ;)
spiked_rye
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Post by spiked_rye »

Very nice, as usual :)
lucky.BOY
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Post by lucky.BOY »

Maybe make it a little more muddey? In your refs, its not pure black/dark grey as you have, it has dust from the enviroment.
On the ingame pictures, it kinda stands out too much. A little more "dusty" texture would make it better, IMHO :)
Rhino
Retired PR Developer
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Post by Rhino »

lucky.BOY;bt6795 wrote:Maybe make it a little more muddey? In your refs, its not pure black/dark grey as you have, it has dust from the enviroment.
On the ingame pictures, it kinda stands out too much. A little more "dusty" texture would make it better, IMHO :)
Ye think you have a point, didn't think of that. Hows this?
http://img508.imageshack.us/img508/5876 ... 170027.jpg
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Celestial1
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Post by Celestial1 »

Rhino, I think the bigger problem is that because it's 2D that you have the weird effect of seeing the ground underneath it from any angle. If you look at the ref pics, there isn't a single spot you can see the ground.

Obviously I'm not suggesting you start placing 3d models of the texture by hand, but maybe it could use a texture in the transparent areas to darken the ground beneath it. It might look weird if you look straight down, since you should be able to see the ground at that angle, but other angles would look a lot better, which is the majority of how they'll be seen.

If you get lucky, you might be able to get away with a semi-transparent black that gets the effect you want the further away from the player, while still keeping the ground directly beneath them slightly visible (and it would still look right because of the rubber matting shadowing the ground between the ridges).
Rhino
Retired PR Developer
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Post by Rhino »

Ye I think that's a point too :)
http://img685.imageshack.us/img685/2046 ... 200328.jpg

EDIT: updated OP with new textures.
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Cpl.Small
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Post by Cpl.Small »

Sure that's what they had for us at the Reading Festival campsites :p
Looks awesome dude
dtacs
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Post by dtacs »

Cool stuff. These are popular here in park trails that get muddy often, thicker ones also help to stop erosion.

Would be cool if they can be applied on other maps too.
Polka
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Post by Polka »

dat mats.
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Von_Gnome
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Post by Von_Gnome »

Well, that's one step closer to reality :D
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Mats391
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Post by Mats391 »

hope we wont get more rubber banding with this
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Rhino
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Post by Rhino »

ohh just look at everyone with there witty remarks :p
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=HCM= Shwedor
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Post by =HCM= Shwedor »

Will people be able to hear footsteps on the mats like on other terrain?
shwedor
ryan d ale
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Post by ryan d ale »

They have these in mosque enterences for similar reasons plus it helps to prevent slipping.
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Rhino
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Post by Rhino »

=HCM= Shwedor;bt6805 wrote:Will people be able to hear footsteps on the mats like on other terrain?
Currently no as I didn't feel it was worth making a new material, effects and sounds for :p

But if someone wanted to do all that work then ye, can be done.
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Redamare
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Post by Redamare »

yay rubbers ;)
Celestial1
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Post by Celestial1 »

[R-DEV]Rhino;bt6798 wrote:Ye I think that's a point too :)
http://img685.imageshack.us/img685/2046 ... 200328.jpg

EDIT: updated OP with new textures.
Better, but I think you can go even darker than that. I'm talking at least a 50% opacity black.
Rhino
Retired PR Developer
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Post by Rhino »

Celestial1;bt6809 wrote:Better, but I think you can go even darker than that. I'm talking at least a 50% opacity black.
Once these are baked into the colourmap, you will most likley get that.
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