New Static Objects -1 reply

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Hail of Nails

I want to be like Revenge

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13th June 2004

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#1 15 years ago

Rather than try to trudge about completely on my own, I figured I might try asking to see if anyone else wants to help make new static objects. Modelling, skinning, texturing. If enough of us work together, we can move along fairly quickly, and probably get some extremely cool maps done... Anyone else think a team effort is a good idea? Perhaps this could extend beyond just static objects, but have a whole mapping team?




Admiral Donutz Advanced Member

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9th December 2003

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#2 15 years ago

Here are some statics that I have made/edited. Note that some of the objects like the bridgekeepers house & stairs are still WIP (work in proces and unskinned). the standardmesh.zip contains: brugbasis = a static to "close"the baclside of the ironbridge brugleuning = steel bridge fence to use on flat bridges brugtrap = bridge stairs (WIP) brugwachtershok = bridgekeepershouse (WIP) pilaarnoordkant = pilar version "North" for a viaduct/bridge pilaarzuidkant = pilar version "south" for a viaduct/bridge planks1x2 = a set of planks (found it once on a forum) repport_grass = repport with grass surface SS_Nederland = Dutch "Join the waffen SS!" poster testhok = bridgekeepershouse (WIP) viaduct = viaduct the objects.zip contains: the .con files needed to use the meshes ingame (edit them to the correct path or they won't work!) CustomTextures.zip contains: contains the custom textures for some of the objects. How to use? Place the standardmesh (sm & rs) files in a directory called standardmesh Place the custom textures in a directory called CustomTextures Place the .cons in a directory called objects (already done). Change the paths in the .cons so that they match your mapname. Add this line in the init.con (doesn't really matter where, but i suggest the to add it to the bottom of the file): run objects/objects [edit] PS: I just did a quick search and i found this tutorial (other -better- onces are out on the net but this one is good enough, its for bf: V but that doesn't really matter that much-: how to add custom static objects? [/edit]




Hail of Nails

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#3 15 years ago

With the aid of that helpful tutorial, I've learned how to import meshes into the game. I can do that pretty well. Problem is I can't texture, and don't even really know how to begin. I was wondering if I could enlist the help of a texture artist if any are availlable to skin the meshes I make. Please? I would be ever so grateful.




Admiral Donutz Advanced Member

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#4 15 years ago

I have the very same problem, i tried several texturing tutorials but i just can't seem to find one that i can understand. sad%20%28frown%29.gif Is there somebody who knows how to texture objects (for bf1942/fh) or knows a link to a good tutorial for newbies? Some tutorials are of good quality but seem to forget some steps since i got lost halfway through. Below is a tutorial for "skinning objects for bf1942" i followed but i get lost halfway through :(




Hail of Nails

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#5 15 years ago

You should really get an award for being helpful, thanks again.




Nechre

Fan FH mapper and pilot

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23rd March 2004

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#6 15 years ago

Thank you Donitz, I can't tell you how long I wanted to put in custom objects!




Englishboy

The Internet ends at GF

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9th October 2003

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#7 15 years ago

i for one would like to help create a custom object team, who else would too




Nechre

Fan FH mapper and pilot

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#8 15 years ago

I'd be glad to.




Admiral Donutz Advanced Member

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#9 15 years ago

that would be cool




Hail of Nails

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#10 15 years ago

http://www.thosebeyondtime.com/images/Sidewalks.jpg Just exported these little babies into BF. What are they? Sidewalks! There's five varieties of each. The straight ones have 400 m, 300 m, 200 m, 100m, and 50m pieces. The 200 and 100 are about the size of the two existing straight pieces of sidewalk already present in BF. The corners come in 90 degree, 60, 45, 30, and 15 degree varieties, as do the L-inner corners. They all pull less polygons than the originals (I deleted the bottom faces to save additional polys), and have collision meshes, so you don't fall through like with the current sidewalks meshes. I'll release'em just as soon as I can unwrap and skin them, and make sure there aren't any bugs.