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06-03-2006, 12:29 AM #31
Re: Modeling for Tac Mod
I know that the editor isnt a modeling program. I have a program that will work with the models already. I was going to familiarize myself with the naming conventions and other things in the editor so i could import/export properly. I'll get around to it this weekend sometime.
[TG-Irr]Vulcher

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06-19-2006, 10:16 AM #32
Re: Modeling for Tac Mod
I would like to think this is still alive. I've spent some time trying to figure out the bf2 editor and I'm slowly picking up the naming conventions ect...
Has anyone been spending any time around any of this?
It's something I'd like to pick up and get going if we can, hopefully in time for a release of Tac Mod (if there is a newer one coming) which I believe there should be, although not officially confirmed.
????[TG-Irr]Vulcher

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06-19-2006, 12:00 PM #33
Re: Modeling for Tac Mod
I'm sorry I missed the thread up to now. I'm very interested to see some new contect developed for TacMod. I know those of us working on custom maps would love to have some TG unique statics whether they are just reskinned banners or new buildings period.
|TG-12th| SHINER









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06-19-2006, 12:11 PM #34
Re: Modeling for Tac Mod
*cough* Add more destructible objects. *cough*
What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
"Heroism on command, senseless violence, and all the loathsome nonsense that goes by the name of patriotism -how passionately I hate them!"
"Nationalism is an infantile disease. It is the measles of mankind."
(Einstein, both)
***I will be in India 14 dec till end of januari***
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06-19-2006, 12:29 PM #35
Re: Modeling for Tac Mod
What programs would model stuff for B2? I've skinned before, but never moddeled.






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06-19-2006, 02:48 PM #36
Re: Modeling for Tac Mod
The nice thing about modeling is really any 3d Program. The trick is getting on that actually works with the BF2 objects and file names.
Originally Posted by Stormin_Norman1

I've got that covered.
[TG-Irr]Vulcher

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06-19-2006, 03:18 PM #37
Re: Modeling for Tac Mod
After I gave up on my map due to it being crappy I started experimenting with vehicle modeling, but work is slow as I'm new to 3dsmax. What I'm working on now is a heavy resupply vehicle which might fit in with the tacmod. Are there any specific buildings/vehicles/objects that people would like?

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06-19-2006, 04:57 PM #38
Re: Modeling for Tac Mod
Just to be clear, although, i'm not apposed to looking at your work, i beleive the final concensus right now was that we are not going to introduce "new" equipment. Unless of course, it's properties meet that of what's already in game. Meaning if you can take an APC, and make "Another APC" then were good
Originally Posted by Barracuda_Magoo
... but .. adding a whole new thing unknown to the game requires much more then modeling
As for what's coming? I can tell you there will be some simple "TG Only" type of changes. I'm still waiting to hear from some of admins on what they would like to see.[TG-Irr]Vulcher

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06-19-2006, 06:55 PM #39
Re: Modeling for Tac Mod
Here's my personal preference from a mapping standpoint...
- We have some unskinned objects currently in BF2. These include some bunkers / tunnels. I'd love to use these in a map.
- Change the skins on some vehicles. Nothing extravagant... maybe put a TG logo/dog-tags on them.
- Create copies of some of the buildings and modify the copies to be destroyed / damaged buildings that players can maneuver in and out. These could be used to make Day 2 maps.
The goal is to start small and let's see what we can do. Once we get some of the basics down, we'll have more advanced things for everyone to work on.
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06-19-2006, 07:11 PM #40
Re: Modeling for Tac Mod
I wouldn't mind a few quality statics for my map, but it might be a bit until I know what exactly I want/need. The main part of my map is the city and I have to do the golf resort first which is taking forever because it's huge. As long as the statics are close in quality to the DICE models...
One thing I'd like for my map is a new model(s) of tree...there's only 2 trees that fit middle eastern settings, an olive tree or a palm tree...and the olive tree is rather small. I want taller, larger and more realistic trees that would fit better in a city setting, taking up more space and creating better contrast on the ground due to shadows. I don't know if any of you guys are interested in trying to make a tree model like that but here's roughly the kind of look I'm looking for...sorry can't find any better pic. I think they're oak trees.

Remember if you're going to make anything for this game, use the most of the existing textures you can before using new ones.
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06-20-2006, 04:27 PM #41
Re: Modeling for Tac Mod
Originally Posted by Kilrogg
I may actually have some trees already. Trees are easier to do in 3D then one might think
I'll go through some of my things and see what I can come up with.[TG-Irr]Vulcher

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