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emoglobinsky

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Everything posted by emoglobinsky

  1. emoglobinsky

    EM_buildings - new buildings

    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. For the next building, i'll try to push detail a bit and add dirt and debris. http://www.flickr.com/photos/94653768@N02/8672957376/sizes/h/in/photostream/ http://www.flickr.com/photos/94653768@N02/8671856821/sizes/h/in/photostream/ http://www.flickr.com/photos/94653768@N02/8671857437/in/photostream full wip album : http://flic.kr/s/aHsjELA19w edit : this limit of 100kb per mesh is a shame XD we are in 2013 guys.
  2. emoglobinsky

    EM_buildings - new buildings

    @Icebreakr : It could be interesting to work with someone able to put buildings and item into maps (as i did throw an eye about island modding, and i looks like... POWWWW, huge. Too huge for me) @BigPickle : Thx, i'll check this. I also know some good references sites, but i was asking for specific building with nice looking ^^
  3. emoglobinsky

    EM_buildings - new buildings

    Thx for the link Verdoe @ Benson and Meanmachine : seems like I did too many iterations in maya, and now, i can't fix some vertices. Pbopack gives me a loooooooooot of error about vertices and i don't know where it comes. This is due to the fact i made multiple mesh and merged them, but during some clean or whatever, some face became degenerated or 2 sided, i don't know exactly but no way to fix it easily : it gives me a compil log file arount 2mo of error XD
  4. emoglobinsky

    EM_buildings - new buildings

    I'm having hard troubles with this mesh right now, degenerated faces and impossible to clean + too dense and not that good gameplay. I learned a lot and i'll switch to another building, smaller and i hope funnier to play in. http://farm9.staticflickr.com/8265/8666823978_23f9a0e7d4_h.jpg Here a shot where iwas before the mesh became corrupt. And i you know some really good ref of abandonned buildings that i could reproduce, just let me know ^^
  5. emoglobinsky

    EM_buildings - new buildings

    http://farm9.staticflickr.com/8258/8663241539_e4b9f4124a_h.jpg (743 kB) http://farm9.staticflickr.com/8260/8663241691_3c252fed5c_h.jpg (627 kB) Small update : small changes on textures and test on 1/4 of building, that may be ok but i still have problems on shadows ^^
  6. emoglobinsky

    EM_buildings - new buildings

    Yep, i think polycount is honest here. And i'm still roaming about what i'm gonna do with those meshes, single or several, idk right now ^^ And yes, they will be available for everybody, without any restriction =) Even the sources ^^
  7. emoglobinsky

    EM_buildings - new buildings

    Nope, i imported my obj as is, and just apply textures / mass / components. No real editing trhought O2. Here you can see my wireframe : i choose to make closed rooms and walls, that mean that it's one mesh component (visual mesh). I was afraid to have shadow leak from one wall to another. And model remains low : ~1000 by floors. I'll give a shot to a complete export of the building, just to be sure it works or not. http://farm9.staticflickr.com/8241/8662748788_e6c5c28903.jpg (120 kB) http://farm9.staticflickr.com/8241/8662748788_e6c5c28903_b.jpg // Thanks Benson ^^
  8. emoglobinsky

    EM_buildings - new buildings

    IMPORTANT NOTE : I LOST EVERYTHING IN THAT POST, check last page for new pics Its about a set of buildings partialy enterable that will be usefull for small CQB PVP missions, or DM missions. Here is a recap of what i did in this thread : (right now 4 buildings done) OLD INITIAL POST : Hi, here will be post all my WIPs and work about a set of buildings designed for small DM maps. As closed infantry combat, is what i prefer in arma, i wanted to add more environment for such modes. I'm still a newbie with O2, A3 and such, but i wrote a small tutorial about gettint model from maya to the game : http://forums.bistudio.com/showthread.php?151734-Tutorial-Basic-model-export-from-Maya-to-Oxygen-2-to-Arma-3 so here a first WIP from maya : http://uppix.net/4/8/e/6c0f9d943b6ac21646f753904dbe6.jpg (1740 kB) Hi, some new screenshot of some first model ingame : http://flic.kr/s/aHsjELA19w http://farm9.staticflickr.com/8255/8660682239_7d43b107d4_b.jpg (291 kB) http://farm9.staticflickr.com/8258/8660682881_20acae1421_b.jpg (355 kB) Currently, i've 4 models : - the base, first floor - second floor that can possibly tile up and down, but in 2D editor it's very hard to fit perfectly... - the entrance of the building - 2 different barrier Only basic material with diffuse. textures look also too clean. But i managed to get collision to properly work. I decided to split my building into several parts because it's was too high for O2 (around 30000 vertex, + Collision models arount 28000)... Maybe 'ill have to come back to those settings if tiling is bad.
  9. emoglobinsky

    Arma 3 3D editor in full release ?

    Yeah, i was aware of this mod, but... That's, again, not a user friendly method. :/ It looks like the old method to get 3D editor in arma 2, having to deal with 2D editor OR 3D editor... But i guess it's the trademark of BIS : game with community editing tools for elites. And that makes me sad T_T
  10. emoglobinsky

    Arma 3 3D editor in full release ?

    Yeah, that's the main problem of the small pack i'm making : for making a building, i did cut floors into several mesh, but it's hard make every mesh fits another in 2D editor... Too bad they droped it :/
  11. Well, i'm stuck with collisions mesh. I thought that importong boxes from maya to O2 would work, but i'm facing some hard problems : i cant walk on those box. Walls (boxes that face verticaly to the player) block the player movement, it can run throught. But for grounds boxes (that are under feets of players) are bugged : player can't move, he's stuck into ground and can't walk on. Here is the way i used to do my models in O2 : - importing '0.000' model, apply textures, etc... - creating a geometry layer, importing my collision mesh (that consist of multiple boxes, concave only), select all the model and hit "structure > find components" - then select all components and aplly mass of 100 But in game, its bugged :/ How can i fix it ? Am i doing it wrong ? edit : here the pbo for whom want to test it : https://www.dropbox.com/s/vjg5zsuoa3sgdag/em_buildings.pbo
  12. emoglobinsky

    The proper way for making collision mesh ?

    Oh thanks ! It works like a charm now !
  13. Always great, could it be possible to see some wireframe or texture sheet ? :)
  14. This tuto is far from perfect i still need to learn about Lods and physLOD, etc... But yeah, i'm thinking of the making of a small maps with some assets.
  15. Hi Sorry for being off thread, but i wonder how many maps are you using for a model like this : http://4.bp.blogspot.com/-0a7C3vk_EqQ/UTbUmuCOQKI/AAAAAAAANCw/UlpaSaDQYxY/s1600/DEV_SHOT_16.png ? Are you using generic tiled textures, or some atlas ones ? And Good job for all your work ! Its awesome !
  16. Hi, I managed to get my very simple item ingame, than run into a more complex. But i can't figure out how to create collision or import my collision mesh into Oxygen, any ideas and tips ? Is collision based on concave or convex meshes ? Or maybe vertex collided ? Any answer is welcomed :)
  17. Where to find an up-to-date complete tutorial on how to import Environment objets In Arma 3 ? I'm asking this because all tuts or links i've found directly link to very old articles, and i would have preferred to have a single place to find my answers. Maybe someone already wrote a tutorial for A3 ? I'm a 3D modeler and i'm modelling with Maya. I have some knowledge about UDK, unity, cryengine and source import/export, but the Arma engine seems pretty messy for someone not familiar with script language and all these mid tools... :j: Thanks a lot !
  18. Hi, its me again. I didn't find any answer to that problem over internet. Maybe someone wrote a simple, basic yet usefull config.cpp for simple objets like buildings ?
  19. Messiah : You are right about everything :p Here is my config.cpp (the same as linked in the last crate tutorial):
  20. Thanks for the help, so i followed the tutorial and manage to te end and the .pbo... But i can't see my lovely crate in the A3 editor. Any idea where it could be ? Or maybe there is something to change in the config.cpp ? Righ now, i don't have plans for the things i'm gonna mod into A3. I just know that the game and engine are badass, and i want to mod it. ;) So i don't know if i could help any project, but i'm sure that i could write some docs about modding if i manage to ride this beast.
  21. Udk and such modding community oriented SDKs are way more easy to learn than this "walk in a park" tutorial. :D It's really unbelievebale that they are still working with such tools at BIS. And if they're not, it's a shame that they don't released more confortable and easier user-friendly tools. I can import any complex animated objets into udk, unity or Source, but i'm really stuck with this engine. Right now, i've an object in Oxygen, working with bulldozer, textured etc, ... but all the stuff from the "Rvmat" to the "Config.cpp" and such, are really hard to figure out. Do you know any other tuts that cover the making of a simple mesh into the game ? (because all the things about animated door in this tuto is loosing me :/) Edit : Thx thedog88, i'm going to look at this link ^^
  22. So all arma 2 stuff is compatible with arma 3 ? Nothing new ? "Last Update: 21. October 2009". I don't know why BIS says they focused on Community Modding, when all the tools and techniques are so painful and non-user friendly to create mods... I don't even know how to link the BIS tools for A2 to work with A3... I thought i could mod Arma 3, but seems like it's still too hard for random guys.
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