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WIP: Stuff you are working on 2!

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It's a dirty job but someone's gotta do it...

Edited by VyMajoris

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It's a dirty job but someone's gotta do it...

sorry if this isn't the right place to ask but:

isn't it necessary to stay in the blue lines in order to get your UVW correct?

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sorry if this isn't the right place to ask but:

isn't it necessary to stay in the blue lines in order to get your UVW correct?

Yes, but I'm just unwrapping it. After I get everything nice and square I'll pack it inside the blue line thingy.

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sorry if this isn't the right place to ask but:

isn't it necessary to stay in the blue lines in order to get your UVW correct?

Yes, and no. For example, pack everything into the square area where you want the texture to be, texture it, and then move the laid out parts to the corresponding area anywhere outside of the texture area, and it will still work. Not normal to do, but just being technical here.

Abs

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Yes, and no. For example, pack everything into the square area where you want the texture to be, texture it, and then move the laid out parts to the corresponding area anywhere outside of the texture area, and it will still work. Not normal to do, but just being technical here.

Abs

and why would you move it outside the area?

anyway thanks for the info!

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and why would you move it outside the area?

anyway thanks for the info!

If you have lots of overlapping crap and want to keep the uv space clear and understandable, you can move your uvs +1 unit and they display the same texture.

I move mine over because UVs outside of the 0-1 space aren't counted for baking, so there's no conflict when you have mirrored / overlapping UVs.

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I move mine over because UVs outside of the 0-1 space aren't counted for baking, so there's no conflict when you have mirrored / overlapping UVs.

this is THE number 1 reason.

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You wouldn't. I wouldn't. I have seen an addon that had this done, though, and it worked. Like I said, just being technical.

Abs

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Helps!

Any idea how to get rid of the whiteness at the edges of my map?

here:

arma2oa2011-07-3121-09-34-81.jpg

arma2oa2011-07-3121-05-28-24.jpg

And here's another wip screen, very very early, not sure about the bushes in the tree line and the elevation seems a tad dodgy:

arma2oa2011-07-3121-05-45-83.jpg

arma2oa2011-07-3121-05-17-14.jpg

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Try:

- don't get too close to the map border with terrain

- lower water?

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Cheers Ice i'll give them both a try, one thing i can think of is at the start i went over the side of the border in photoshop so maybe thats it. As for the elevation set it to 35 in the config, but to many higher areas, however there's some bits which are so low its creating little ponds.

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If your terrain isn't an island cant you turn on the infinite terrain edges?

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If your terrain isn't an island cant you turn on the infinite terrain edges?

Im sure its an error I made when scaling it outside the box, as my other map doesnt have this issue, believe I did what you mentioned above with the other one.

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@Jeza , i know what the problem more than likly is mate. its to do with the class OutsideTerrain .. ill get you on TS in abit if you're about

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@Jeza , i know what the problem more than likly is mate. its to do with the class OutsideTerrain .. ill get you on TS in abit if you're about

Fixed that cheers.

Current WIP. changed terrain and vegitation:

http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-46-06-16.jpg

http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-46-36-69.jpg

http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-47-58-20.jpg

http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-48-19-29.jpg

http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-49-21-42.jpg

http://i304.photobucket.com/albums/nn176/JezaRCB/arma2oa2011-08-0117-49-47-84.jpg

Question, road painter 0.1 is not working correctly for me, the keypoints or the road doent show up when I click, the interface is there but nothing happens when i selected road type or anything, any idea's? or A easier way to create roads?

Edited by Jeza

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Just finished the base-model for a Swedish backpack yesterday. Currently working on textures and additional pieces for different looking variants. There are way too few backpacks being made for this game! :D

bisss2kwip.jpg

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WIP of an L104 baton gun.

I know it doesnt look anywhere near right yet so take it with a pinch of salt.

http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-24-52.png

http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-03-57.png

http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-18-46.png

http://i815.photobucket.com/albums/zz77/Robert_Haggan/buldozer2011-08-0216-08-31-84.png

I havent a clue why my UV mapping isnt working so ill get that sorted hopefuly sort of soon the model itself may take a while.

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Hey Rhaggan, you just want to put the link to the image in link tags, like so:

buldozer2011-08-0216-08-03-57.png

Good start!

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Looks like you're basing it of an AG-36, would it not be easier to make the newer L127A1 in this case?

l127a1.jpg

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It probably would :P Im just trying to get used to using o2. Didn't realise we had changed over to a newer baton gun. although it would be eaiser to make that one by the looks of it just uses the UGL model and build up around that.

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... the model itself may take a while.

I'd recommend finishing the model first, before you UV map. If you've finished one part of the model that you know you won't touch again, then you can start mapping that. ;)

Abs

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newcamswip2.th.jpg

The EBU - Enhanced Battle Uniform project continues. Coming up with some new patterns, inspiration comes from Lennards ArmA3 dutch troops he showed a while ago, and of course Multicam for some of the colours.

Cheers

Rhodesy

Edited by Rhodesy77

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