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Chris Death

arabic objects

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:hug:   biggrin_o.gif

what could I suggest next

maybe we could need some middle eastern industrial buildings wink_o.gif

industrial1.jpg

industrial2.jpg

industrial3.jpg

to be continued...

~S~ CD

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the work you are doing on the arabic objects looks fantastic smile_o.gif

i am working on a Libya map, the buildings you are making, specially the arab industrial ones are much appreciated, the fort and other buildings will be of good use too (very good to offer different textures, to add variety and more flexibility to the mission/map maker thumbs-up.gif )

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:edit - btw - don't wonder that they don't spend some shadow on the screens (like they're supposed to do) tounge2.gif , but

i've turned my object shadow off lately biggrin_o.gif

You may want to check the LodNoShadow again

*edit*

object shadow is different to vehicle shadow , sorry ... its been a while since i actually played Ofp . whistle.gif

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the work you are doing on the arabic objects looks fantastic smile_o.gif

i am working on a Libya map, the buildings you are making, specially the arab industrial ones are much appreciated, the fort and other buildings will be of good use too (very good to offer different textures, to add variety and more flexibility to the mission/map maker thumbs-up.gif )

thx for the compliment Honchoblack smile_o.gif

Actually the industrial buildings aren't more than cubes

with some not so good quality textures applied, but

i think they will give some atmosphere to middle eastern maps.

At the moment i'm adding a little bit more 3d detail to the

industrial texture-cubes biggrin_o.gif - should mean that windows

or doors aren't flat like the rest of the wall - they will be

about 0.5 meters inside (now when it's raining you'll have

a place to take cover - although not so mauch rain in those

areas), and i'll make some garage-like holes, where you can

at least park the one or other vehicle inside the buildings.

Also i'm going to create some own industrial buildings, which

will be enterable too.

~S~ CD

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good news that you add some "profile" to the industrial buildings, this will make them look better, just cubes arent too nice ingame, unless some wondertexture could fake the missing profile biggrin_o.gif

i am delighted to hear that you are planing enterable buildings, i think those are very important, but since they are so hard to build the community has a lack of those smile_o.gif

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great screens! Would be nice with some houses that looks dirty and with small holes, craters or something that shows that this is a war torn enviroment pistols.gif

you could have in the editor arabic house #1 and then under it arabic house #1 war torn or destroyed , wink_o.gif

you get my point? anyways great work, new buildings and objects are always needed smile_o.gif

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the new houses look very good, would love to see more of the same style, just different variants

anyway very good job on the new buildings, keep it up wink_o.gif

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It starts getting a face;

already a nice looking town:

town01.jpg

town02.jpg

also i started working on some interior:

interior01.jpg

~S~ CD

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Nice little city you created wink_o.gif

i was just looking at the castle and wondered, do you have the whole castle as one model or is it build from seperate elements?

i think it would be a great addition to have the castle as seperate elements available, to make new castle structures with it. It would be enough to have 3 elements, a tower, a wall piece and a wall piece with the stairs. The tower could be used for outer and inner corners of new castle structures, so no need for changes would apply on the tower model.

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Due to an ofp bug (at least everything seems to be like that),

the castle walls only absorb ai in case you have an entrance on each of the four sides. If there's no entrance -> ai walk through the wall crazy_o.gif

Well, because of this i've created a 48 meter wall section

including a ramp piece, an entrance piece and a normal piece.

The corners are seperately, and like you said - can be used for inner and/or outer corners.

The castle on the picture is placed by an invisible object from

the editor and starts a script, which places the walls like seen

on the pic.

I made two of those pre-built castles: one 64 meters into each direction and the other 108 meters into each direction.

The bigger one is the one on the pictures.

~S~ CD

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Quote[/b] ]Due to an ofp bug

what would OFP be without them tounge2.gif

Quote[/b] ]including a ramp piece, an entrance piece and a normal piece.

could you make these 3 pieces seperatly available? it would be very usefull for building new interesting structures, i am thinking of using it in the WRP-tool rather than in the game editor, and since i know of the strange AI behaviour i could place my castle entrances accordingly smile_o.gif

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Should be no problem Honchoblack, just yesterday

i made one big from 3 small, so it shouldn't be a big problem

for me to revive the single pieces too wink_o.gif

~S~ CD

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Well - here's a pic of another new building;

nubuild01.jpg

And is there maybe some lack of raw buildings?

rawbuild03.jpg

rawbuild01.jpg

rawbuild02.jpg

Stuff like metal-pipes or steel-sticks are built in as proxies,

and will become alot'a more.

Like; pallets with cement or wooden planks, scaffold around

the building, cables etc.

~S~ CD

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the new houses look good, but the construction sight looks a little out of proportion, i think the ground floor and the pilars are to big for the soldiers presented in them.

i googeled for websites that have some good construction photos, you can find them here:

http://www.eastcentraltech.edu/TTC_Construction/

http://www.ashanet.org/projects-new/documents/120/

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I'm not sure about the proportion.

Actually it's 4 meters difference from floor to roof.

If this building is going to become an office building, then

4 meter should be ok, if it would be a building for apartements,

then 3 or 3.50 meters should do it.

I found a lot of screens, where there were workers, being only

half of the size from floor to roof.

But i think this will look different anyways, when there are some more objects inside.

However, i need to check out more construction site photos, to get some more impression about the lookalike and proportions.

~S~ CD

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Will you rework the LoDs from the buildings of Afghan Everon eventually or reworking them?

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Will you rework the LoDs from the buildings of Afghan Everon eventually or reworking them?

hmm why?

I mean i'm pretty busy with working on my own houses

at the mo. Why should i jump on half way now over to somebody else's work to fix it?

@Honchoblack

Well, i came to the conclusion that i will shrink the height

to 3/4 (75%) of what it's now.

Should mean that the distance from floor to roof will become

3 meters *pretty fair - isn't it biggrin_o.gif *

Also i was comming along nicely today with working on a scaffold (no screens yet) to fit into the scenery.

~S~ CD

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OK, shrinked the construction site like mentioned above

and then i added a scaffold;

constrsite01.jpg

constrsite02.jpg

constrsite03.jpg

~S~ CD

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oh damn.. very cool construction site object, + the walll stuff sounds intrestng too  smile_o.gif

would be cool to fly a chopper & dropp of my buddy on the construction site roof top  biggrin_o.gif

btw will you make constructionsite with rusty iron pillars , it would be cool to have a  worn down, maybe a bit blown out , construction site model and not only the clean fresh one  biggrin_o.gif

would be cool to have some wartorn enviroments where you have large buildings where there maybe are missing walls and some small pieces of the floor, yeah also some small piles of debris, sand , rocks, concrete pieces, and wires, and so on would be very nice to be able to have lying around the construction site as separete objects so you can place out many wooden planks to show that there will be a wooden house maybe or something  wink_o.gif

keep up the good work Chris Death!

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Well, off course the rusty iron pillars gonna come too wink_o.gif

I'll add a few smaller construction site buildings - some near

completion, some half finished - some near completion but

ruined, etc.

There's one thing i'm not sure about;

The scaffold is actually a seperate object to be used as proxy

or to be placed from editor also. It has it's own ai pathlod, so that you can send ai up on the scaffold too.

Now the scaffold has only one point for entry/exit - down

on the ground - this means that ai can't enter a building

by using the scaffold, but player can.

If i now add entry/exit points on every floor of the scaffold,

it could happen that when the scaffold isn't placed good,

you'll see an "ai lemming run" biggrin_o.gif

What you guys think?

AI able to enter a building over scaffold, or only player?

Other variant:

It's possible to add the scaffold as a proxy in o2 and create

the ai pathlod for the building itself. If i now remove the ai paths from the scaffold and add it to the building, i could make

it that ai can enter the building over scaffold, but then again

if somebody place the scaffold seperately -> no ai can use it.

One more variant:

I could let the scaffold have no ai paths, but then i could create two seperate path addons for the scaffold. One with more exit/entry points and the second with only one exit/entry

point on the ground.

Then you just need to place the scaffold, and the ai-path addon (by your choice) on the same position.

What you think about it?

~S~ CD

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Objects are looking very nice, I especially like that camel crossing sign smile_o.gif

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You know, you might ned to make them a bit mor of a lighter color.

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