2018-01-02, 12:05 | #11 |
PR:BF2 Contributor
Join Date: Nov 2009
Posts: 95
Europe
|
Re: Tent object
|
|
|
2018-01-02, 16:43 | #14 |
Join Date: Dec 2016
Posts: 213
Yugoslavia
|
Re: Tent object
Yup i download that model and put in engine.No secret(It's important that it is free).Why to create model if you can find free model (fits this game).
Tents you can use in Vietnam maps,modern maps,WW2 maps. http://prntscr.com/hv6acj |
Last edited by lakinen; 2018-01-02 at 16:52..
|
2018-01-02, 18:33 | #15 | |
Join Date: Jan 2016
Posts: 279
Spain
|
Re: Tent object
Quote:
That said, Lakinen, when using other people material you should make that very clear, and credit the author. | |
2018-01-03, 00:39 | #16 |
Retired PR Developer
|
Re: Tent object
Ye, even if it is a free model and you've gotten permission, you should make the crediting very clear.
As for the model itself, statics for BF2/PR shouldn't have their own unique textures like this one unless it is totally necessary. It adds more draw calls and more textures for the player to load into the memory for a generic tent, is really not worth it tbh, especially when we have other tents that use generic textures. Its normals are also not correct, currently, you only using the green channel, where all RGB should be used so the normal wont be working correctly as it is. You could convert the green channel which looks more like a height map, into a full RGB normal but ye, then you go back to the whole issue of this tent using its own unique textures. Also if you were to have its own unique textures, the normals should be saved in DXT1 too since there is no alpha channel and your just wasting memory. Diffuse also has no spec right now, just a blank black alpha and you might as well save the texture in DXT1 if that is what you really want. Also your texture path is currently "e:/4/textures/tent_defuse.dds" which means they will not work ingame. You need to setup your exporter correctly and to have your textures in the mods object folder to get a generic path that can be used on any clients PC like "objects/staticobjects/pr/textures/boards_v2.dds" (note no "E:"/drive and the path begins at "objects/") And then ye, as others mentioned, all your LODs and cols are just clones of LOD0, which isn't good. Doing that for the LODs is a total waste of memory, your far better off having no LODs than cloning LOD0 4 times over as then you don't waste vertex memory and not needing each LOD having its own unique LM. And for the cols, you don't need them that detailed, col1 and col2 should be super simple where col0, much simpler than you have it, don't need the bullets to hit things like the ropes etc and all your going to get from this detailed LOD0s is more load on the server and in the case of physics and players interacting with them, just bugginess from them having to work out what faces to interact with. BTW, in case your not aware, we do have these tents in PR: objects\staticobjects\pr\military\tents |
|
|
2018-01-03, 06:10 | #17 | ||
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
|
Re: Tent object
Quote:
https://free3d.com/terms-conditions#dmca_terms Quote:
| ||
|
|||
2018-01-03, 08:46 | #19 |
Retired PR Developer
|
Re: Tent object
|
|
|
2018-01-03, 16:50 | #20 | |
Join Date: Dec 2016
Posts: 213
Yugoslavia
|
Re: Tent object
Quote:
Better to stop this conversation,ok you have right.I del my posts ok | |
Tags |
object, tent |
|
|