meshcarver 12 Posted April 22, 2013 Nice man..! ;) Keep this up mate, they're looking really good. Share this post Link to post Share on other sites
bad benson 1733 Posted April 22, 2013 nice! the way you added dirt detail to every single brick on the wall almost makes up for you not using a normal map yet (or maybe a very lite one). really nice paint job there. keep it up man! once we get more info and updated tools for terrain making you will see this being used by a lot of people on their terrains. Share this post Link to post Share on other sites
smokedog3para 365 Posted April 29, 2013 looking nice I can see these going to good use. ref for buildings https://www.google.co.uk/search?q=bombed+afghan+buildings&hl=en&tbm=isch&tbo=u&source=univ&sa=X&ei=ds19UfCNCqSt0QWq6YHoBg&ved=0CDMQsAQ&biw=1124&bih=912 Share this post Link to post Share on other sites
nodunit 397 Posted April 29, 2013 After some HARD redo, i manage to get a functionnal building, with proper collisions, proper shadows and no error.I encountered lot of problems with shadowvolume, i read somewhere that it should not exceed 1000 tris, and my shadow mesh is still around 2300, no way to lower this. :/ But it seems to work, so idon't know what to think. If you can, you could take the static part out of the main model and turn it into a proxy, then give the proxy its own shadow. The two should still stack but not count on the main model. You shouldn't be having problems with the shadow LOD however...during a test I went up to 3K tri's. I think you may also have some open faces judging by small stretching lines. Share this post Link to post Share on other sites
afp 1 Posted April 29, 2013 Great stuff, I think more people like you are needed.... Is there a way to make sure the buildings wont "flicker" like in LOD changing, depending on object details in settings? I wish all new building be like this, no flicker at all, I guess it may be possible... Share this post Link to post Share on other sites
emoglobinsky 149 Posted April 30, 2013 If you can, you could take the static part out of the main model and turn it into a proxy, then give the proxy its own shadow. The two should still stack but not count on the main model. You shouldn't be having problems with the shadow LOD however...during a test I went up to 3K tri's. I think you may also have some open faces judging by small stretching lines. I would love to hear more about that "proxy method". Right now, the building seems ok but any knowledge is good to take ;) Great stuff, I think more people like you are needed.... Is there a way to make sure the buildings wont "flicker" like in LOD changing, depending on object details in settings? I wish all new building be like this, no flicker at all, I guess it may be possible... I'm not sure what you're talking about... I have only one LOD as primary geo model so no flickering, but that could change. I'll post a screen of a new building soon. Share this post Link to post Share on other sites
giorgygr 61 Posted May 1, 2013 He's not seeing any disturbing "flickering" (LOD changes 0,1,2..) ..because (if i got it right) you have set only 1 resolution LOD (aka "0") Usually..BIS models have more than +2 extra resolution LOD's (aka simpler constructions with lesser poly number) for optimizing performance -and "flickering" is move visible-BUT..it's the way to go if you are planning dense (real-like) compounds/villages/towns Share this post Link to post Share on other sites
Wolfstriked 11 Posted May 1, 2013 Would love to see a small map with a ton of these buildings for some sweet CQB. Share this post Link to post Share on other sites
emoglobinsky 149 Posted August 20, 2013 Just foundmyself some motivation to restart working on this "project", with further search and better documation, this what i made : (right now, its just a simple model + roadway, but i'm understanding how works rvmat so now i should be able to produce better assets) Share this post Link to post Share on other sites
fluttershy 2 Posted August 20, 2013 really well done Emoglobinsky. I really like the ammount of detail you did put into it. Share this post Link to post Share on other sites
Redphoenix 1540 Posted August 20, 2013 Wow, they are great. Share this post Link to post Share on other sites
HorbeySpector 164 Posted August 20, 2013 very nice. :) Share this post Link to post Share on other sites
nikiforos 450 Posted August 20, 2013 Looking nice !! I can imagine some great urban warfare with these buildings . So many talented people here , I'm sure the game will reach the sky within 6 months :) Share this post Link to post Share on other sites
bad benson 1733 Posted August 20, 2013 i was thinking about you the other day and was hoping to hear from your project. that looks fanatastic. keep it up. Share this post Link to post Share on other sites
Brain 12 Posted August 20, 2013 Oh yeaaah! Keep it up! They already rock! Share this post Link to post Share on other sites
meshcarver 12 Posted August 20, 2013 Keep going with this man, they look great! Share this post Link to post Share on other sites
Sealife 22 Posted August 20, 2013 Keep it up , Next time you have no Motivation com hre and say , we can give you motivation ,Building makers are a very rare commodity and very welcome to this Game seris , yo can be more famous than Opteryx and Agent smith ( only two major buildings packs i can think of ) if you pull this one off or infamous if you drop it lol ;) Share this post Link to post Share on other sites
i wub pugs 15 Posted August 20, 2013 This is very impressive. Please keep going. Share this post Link to post Share on other sites
bad benson 1733 Posted August 20, 2013 or infamous if you drop it lol shhhh. don't frighten him. we need him. ;) Share this post Link to post Share on other sites
SG_Smokintodd 0 Posted August 20, 2013 That first image you linked to in the OP, I've seen that building (apartment) before. I think it was PR:BF2 but could've been another mod... played so many of them over the years. Share this post Link to post Share on other sites
emoglobinsky 149 Posted August 20, 2013 Thx for the kind words all ^^ didnt expect so much attention ! SG_Smokintodd, you right the first post was an attempt at the building in map "Bog" i think, in Call of Duty (don't know wich one), but anyway i deleted it long time ago ! To be honest, the current building is also from a FPS game : http://img1.lesnumeriques.com/test/60/6097/Battlefield-3_Test_01.jpg and that's because i want to create a set of building that aims to create a CQB gameplay. Right know, i'm still in R&D about feasibility, techniques and documentation ^^ and i hate BIS tools. Share this post Link to post Share on other sites
emoglobinsky 149 Posted August 21, 2013 Shadowlod Test done : due to the fact that only ground floor, first and third floor + rooftop are walkable, i gain a lot of vertices in my shadow lod. I've got a lot of error in my pbo log file (mainly ST error for points, and a message that says shadows disabled :X) but everything seems ok ingame. http://farm3.staticflickr.com/2822/9562130076_f896d287de_o.jpg http://farm4.staticflickr.com/3761/9562130292_00fdafa989_o.jpg + a color ajustment, because i hate the way arma engine cast sun... It's terrible and awful ! It makes everything pink and orange. I neef to find a way to customize lighting in mission editor. Share this post Link to post Share on other sites
meshcarver 12 Posted August 21, 2013 That's looking really nice man... Do keep at this! Share this post Link to post Share on other sites
bad benson 1733 Posted August 21, 2013 I neef to find a way to customize lighting in mission editor. try this http://www.armaholic.com/page.php?id=13645 should still work in arma 3 Share this post Link to post Share on other sites
Sealife 22 Posted August 21, 2013 + a color ajustment, because i hate the way arma engine cast sun... It's terrible and awful ! It makes everything pink and orange. I neef to find a way to customize lighting in mission editor. In days gone by it was the Terrain rvmat that effected the light in position , maybe (guess) you are placing building on a piece of grass land or similar try when building is placed where concrete or even setdammage another building to 1 and place it where that should be pure guesstimate :) maybe Max Power or similar can qualify or expand Share this post Link to post Share on other sites