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PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
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2013-05-01, 16:01 | #32 | |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
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This thread contains some useful information about modelling (check the Geometry section in particular): https://www.realitymod.com/forum/f18...age-heavy.html Remember to use 3ds Max 9 when modelling for BF2/PR, and feel free to ask if you need any help! | |
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2015-06-27, 13:07 | #33 |
Join Date: Jun 2015
Posts: 5
Afghanistan
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
I've made a static model for filming purposes, and unwrapped it to have only one 2048* texture
I don't need any normal maps, detailmaps and lightmaps on it, only diffuse texture. Exported it with max9 and now i can load it but it doesn't have a texture I had to use png in bf2staticmesh material because max9 doesn't supports dds but i put texturename_c.dds into /objects/myobject/textures so it doesn't show any errors while loading texture but still has none what i'm doing wrong? |
2015-06-27, 17:45 | #34 |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
Download the service packs, they will allow you to use dds. Your error is because you are trying to use png instead..
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2015-06-27, 19:41 | #35 |
Join Date: Jun 2015
Posts: 5
Afghanistan
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
that worked, thanks
is it possible to add a light source with dynamic shadows, just for one static to have shadows like movable assets have? |
2015-06-27, 23:17 | #37 | |
Retired PR Developer
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Re: Modeling, UVing and Texturing Guidelines for Community made Assets
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Code:
ObjectTemplate.castsDynamicShadow 1 You will also want to add these following lines to your .tweak file: Code:
GeometryTemplate.doNotGenerateLightmaps 1 GeometryTemplate.lightmapOverride 0 | |
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Tags |
assets, community, guidelines, made, modeling, texturing, uving |
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