[Static]Direction sign

Discussion pertaining to the PR Dutch Forces faction.
Glimmerman
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[Static]Direction sign

Post by Glimmerman »

smee
Posts: 516
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Re: [Static]Direction sign

Post by smee »

Anyone tell me what the names are on the sign. And mean the hidden ones.

Cheers
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MonkeySoldier
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Re: [Static]Direction sign

Post by MonkeySoldier »

It seems to be saying: ''efteling'' and ''hondenafdeling''. (although not sure about the last one though. :P )
Glimmerman
Retired PR Developer
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Re: [Static]Direction sign

Post by Glimmerman »

I think its in this order from top to bottem:

Bergen op zoom
Nijmegen
Haarlem
Oirschot
Tilburg
Efteling
Center Parcs
Hondensectie
MaxBooZe
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Joined: 2008-03-16 09:46

Re: [Static]Direction sign

Post by MaxBooZe »

:o Why would they put Bergen op Zoom on there? :)

EDIT: Do Bergen op Zoom anyway cause it's just awesome :P
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smee
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Re: [Static]Direction sign

Post by smee »

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Put together this afternoon. Doesn't have lightmaps so looks a bit bright. Not sure what sign font you want .
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Glimmerman
Retired PR Developer
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Re: [Static]Direction sign

Post by Glimmerman »

looks good :)

Adjust the text to the right town names and we got a winner :)

Neune = Neunen
Last edited by Glimmerman on 2009-05-15 20:52, edited 1 time in total.
white death
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Joined: 2008-02-13 16:13

Re: [Static]Direction sign

Post by white death »

sweet!

looking verry nice man!
cyberzomby
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Re: [Static]Direction sign

Post by cyberzomby »

Nice one! looking sexy without the lightmaps on gehehe!
Rhino
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Re: [Static]Direction sign

Post by Rhino »

is it all brand new textures or did you use any existing textures?
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smee
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Re: [Static]Direction sign

Post by smee »

made them up. 512px x 512px nothing special . pretty small that ok
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Rhino
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Re: [Static]Direction sign

Post by Rhino »

just one 512x512 crack texture? any other colour, detail or dirt textures etc and what DXT values where they saved at?
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smee
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Re: [Static]Direction sign

Post by smee »

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Changed the font, was hard to read, and really was looking messy. sorted out the speculary, was having problems with the alpha sorted now. applied the tweak file and works in bf2 :)


OLD values For Rhino
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\dutch\textures
sign_post_cr 512 x 512 256k dxt 1
sign_post_de 512 x 512 256k dxt 5 + alpha
sign_post_di 512 x 512 129k dx 1
sign_post cr 512 x 512 129k dxt 5 + alpha
null_deb from pr folder
null_crb from pr folder
Last edited by smee on 2009-05-16 13:30, edited 1 time in total.
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Rhino
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Re: [Static]Direction sign

Post by Rhino »

that's a lot of custom textures and that would be about to 1mb of extra memory used, just for a small sign post... the point of texture pallets is that each little static dont need its own texture :p

just think, if you had like 5 signs in a map, with that same setup, that would be like 5mbs of RAM used up... and if every static used it, damn.

Try and keep to the pallets where you can.. Really if you made your mesh well you could make that basically the same it is now, using current pallets and a new crack texture for the words and be like a few kbs for the texture...
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smee
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Re: [Static]Direction sign

Post by smee »

smee wrote:
Originally Posted by smee
yeah can do. Do you have colour/detail/ palate you want me to use
'[R-DEV wrote:AfterDune;1023421']Hm, not really, but here's a picture of the thing in real life:

http://thirdforces.internationalconspir ... lland5.jpg Removed image

Regarding the exact text (the top ones are missing in the pic), I'm sure we can dig that up for you :) .

Did ask that question but your right. Its a big consideration. Will make some changes

Is there a texture list that for Tarin Kowt, Afghanistan.
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smee
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Re: [Static]Direction sign

Post by smee »

[R-DEV]Rhino wrote:
just think, if you had like 5 signs in a map, with that same setup, that would be like 5mbs of RAM used up... and if every static used it, damn.
I thought that once it loaded the texture it was reused, not allocating more ram for the same texture. only would be 5mbs if you had 5 different signs . If they all used the same texture it would still only be 1mb? Thats why they have pallette.
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Rhino
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Re: [Static]Direction sign

Post by Rhino »

I mean't 5 different custom signs all with there own textures like that... Ye, if you placed 5 of the same size it would still only use 1mb of texture memory but I can't see you placing more than 1 of that sign on a map.
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Static]Direction sign

Post by smee »

Ok. gotcha


sign_post_c 256 x 512 65k dxt 1
sign_post_de 256 x 180 46k dxt 5 + alpha
sign_post_di 256 x 256 33k dx 1
sign_post cr 276 x 512 70k dxt 5 + alpha
null_deb from pr folder
null_crb from pr folder

Grand total 214k :) hows that and think looks lot better too :) it's like i've been on a credit crunch
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Rhino
Retired PR Developer
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Re: [Static]Direction sign

Post by Rhino »

ye that's fine, just do not get in the habit of making custom textures for every static you make :p

Where you can, use existing textures and only when you really need a new texture and there is no other way about it, then you make a new one :p

My statics use 95% of existing textures, for example that container handling crane I made, very complicated static but in the end the only textures I made for it was new textures for the wheels and a Black and Yellow stripe colour texture, other than that was all vBF2 and PR textures :)
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