[Vehicle] CB90N [WIP]
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Re: [Vehicle] CB90N [WIP]
Looking awesome, would love to see this thing hosting a bitching amount of .50 cals and a Mk19.
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Re: [Vehicle] CB90N [WIP]
sounds goodcid228 wrote:4988 on this one ..havent got the 1P infront of me right now but i'll check it up.
EDIT: 1P is right now 3666 tris ..needs some more, but still some to take away.
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: [Vehicle] CB90N [WIP]
Have a few things im wondering about, and maybe some of you veterans could answer one or two;
Are there any general guidelines so far for the setup of viewpoints inside vehicles ?
Right now im aiming at giving the Driver & Second seat 1P view from inside the cockpit.
Gunner will have the LOD0 view (..is that possible?)
Passengers will have the Out-the-window view.
Maybe setup of positions could be like this ?;
1:st Driver - 1P view
2:nd Gunner - LOD0
3:rd Map position - 1P view
4:th Machinist - 1P view (..seated between driver and mapper)
5-8:th Cargo hold - Out the window view (.. wich model is that ?)
Since I dont have the exact plan for how to progress, i cant really optimize the model.
For example; Right now theres a bunch of tris inside the cabin that could do better use elsewhere if I know that no one ever will look inside.
EDIT/
One more thing poped into mind;
Textures ...
Whats the best way of using textures for this size of vehicle ?
Got an 2048x2048 diffuse texture on it right now.
Do I have to fit in the 1P model on the same sheet ? (..o-oh)
done alot of refurnishing on the UV to try to optimize, but still alot to do.
Are there any general guidelines so far for the setup of viewpoints inside vehicles ?
Right now im aiming at giving the Driver & Second seat 1P view from inside the cockpit.
Gunner will have the LOD0 view (..is that possible?)
Passengers will have the Out-the-window view.
Maybe setup of positions could be like this ?;
1:st Driver - 1P view
2:nd Gunner - LOD0
3:rd Map position - 1P view
4:th Machinist - 1P view (..seated between driver and mapper)
5-8:th Cargo hold - Out the window view (.. wich model is that ?)
Since I dont have the exact plan for how to progress, i cant really optimize the model.
For example; Right now theres a bunch of tris inside the cabin that could do better use elsewhere if I know that no one ever will look inside.
EDIT/
One more thing poped into mind;
Textures ...
Whats the best way of using textures for this size of vehicle ?
Got an 2048x2048 diffuse texture on it right now.
Do I have to fit in the 1P model on the same sheet ? (..o-oh)
done alot of refurnishing on the UV to try to optimize, but still alot to do.
Last edited by cid228 on 2010-10-27 21:57, edited 1 time in total.
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Re: [Vehicle] CB90N [WIP]
https://www.realitymod.com/forum/f388-p ... ost1408373
Read from post #28 to post #36 in that topic and that should answer most of your questions, but to also answer your points directly.
1. no, there are no exact guidelines as such you need to follow, its just needs to be logical and look good and in line with other BF2/PR assets.
2. Ye that's fine, it is possible for the gunner to see the 3rd person mesh, but iirc that also means he sees the 3rd person mesh of the MG or the weapon he's on. It is possible to have the exterior of the ship in the 1p model as well, maybe as a separate LOD. Little quote from my new tut I'm writing at the mo on this subject.
Other than that sounds good.
EDIT: to reply to your edit![Razz :p](./images/smilies/imported_icon_razz.gif)
A 2048x2048 texture is probably a little big for a boat of this size tbh but skinning in 2048x2048 is fine and what I would do / recommend but just keep in mind that the texture will most likley need to be resized down to 1024x1024 when the object goes ingame.
As talked about in the first link I gave you in this post and it goes into a lot of detail on this subject, the 1st person model should have its own new texture sheet, separate from the 3p sheet with the possible exception of bits included from the 3p model using the 3p texture sheet, but the 3p model dosen't want to be using any of the 1p textures. Read thous posts in that topic linked to at the top for more info on the matter![Smile :)](./images/smilies/icon_e_smile.gif)
Read from post #28 to post #36 in that topic and that should answer most of your questions, but to also answer your points directly.
1. no, there are no exact guidelines as such you need to follow, its just needs to be logical and look good and in line with other BF2/PR assets.
2. Ye that's fine, it is possible for the gunner to see the 3rd person mesh, but iirc that also means he sees the 3rd person mesh of the MG or the weapon he's on. It is possible to have the exterior of the ship in the 1p model as well, maybe as a separate LOD. Little quote from my new tut I'm writing at the mo on this subject.
Also you might want to consider more than just little windows for the passengers to view out of and make a full interior for them to sit in but that's a lot of work for only a bit of extra immersion and not a lot else.on vehicles, different lods in the 1st person mesh can mean different cockpits, like for example on an APC, you might want two 1st person meshes, one for the driver and gunner with the outside view of the APC and you then might want anouther for the rear interior the passengers sit in, so the driver and gunner don't need to render the rear interior they can not see though there view ports, also the interior object will most likley have its own textures which the driver and gunner dont want to load if they can avoid it, which they wont be if they are in separate lods and the passengers dont want to render the outside of the APC they can not also see, so this increases performance for both parties.
Other than that sounds good.
EDIT: to reply to your edit
![Razz :p](./images/smilies/imported_icon_razz.gif)
A 2048x2048 texture is probably a little big for a boat of this size tbh but skinning in 2048x2048 is fine and what I would do / recommend but just keep in mind that the texture will most likley need to be resized down to 1024x1024 when the object goes ingame.
As talked about in the first link I gave you in this post and it goes into a lot of detail on this subject, the 1st person model should have its own new texture sheet, separate from the 3p sheet with the possible exception of bits included from the 3p model using the 3p texture sheet, but the 3p model dosen't want to be using any of the 1p textures. Read thous posts in that topic linked to at the top for more info on the matter
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: [Vehicle] CB90N [WIP]
you can let the gunner use the 3p mesh without any problems, just like our cupola gunners do it currently (hmmwv 50cal, M1A2 50cal etc)
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Re: [Vehicle] CB90N [WIP]
Ye but like I said, then afaik its not possible to see the 1p mesh of the weapon the gunner is on also? Although that's only possible if we make the weapon a PCO like we did for the SPG-9 (and what we should look into doing in the future on all the vehicles IMO). Or is it possible to see the 3p mesh of the vehicle and the 1p mesh of the weapon doing it that way? I'm not sure.[R-DEV]J.F.Leusch69 wrote:you can let the gunner use the 3p mesh without any problems, just like our cupola gunners do it currently (hmmwv 50cal, M1A2 50cal etc)
EDIT: Nope I'm wrong, its possible to use the vehicles 3p mesh and the weapons 1p mesh when using the weapon as a PCO so that's all good there, no need to make anouther 1p lod for the gunner
![Smile :)](./images/smilies/icon_e_smile.gif)
Last edited by Rhino on 2010-10-28 09:21, edited 1 time in total.
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Re: [Vehicle] CB90N [WIP]
Great !
Still have some reading up to do, but there seems to be quite a few ways to solve the views.
Only thing that stings a little is the texture size having to be downsized.
--
Made a few changes to the mesh, mainly an more agressive nose part due to a new reference image showing a new angle !
Also a few more details painted in, windows + wipers.
![Image](http://fc01.deviantart.net/fs70/i/2010/301/7/9/cb90n_v2_agressive_by_cid228-d31o0gs.jpg)
Now im off to work ...
Still have some reading up to do, but there seems to be quite a few ways to solve the views.
Only thing that stings a little is the texture size having to be downsized.
--
Made a few changes to the mesh, mainly an more agressive nose part due to a new reference image showing a new angle !
Also a few more details painted in, windows + wipers.
![Image](http://fc01.deviantart.net/fs70/i/2010/301/7/9/cb90n_v2_agressive_by_cid228-d31o0gs.jpg)
Now im off to work ...
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Re: [Vehicle] CB90N [WIP]
i want to take this baby out for a spin! NOW!cid228 wrote:Great !
Still have some reading up to do, but there seems to be quite a few ways to solve the views.
Only thing that stings a little is the texture size having to be downsized.
--
Made a few changes to the mesh, mainly an more agressive nose part due to a new reference image showing a new angle !
Also a few more details painted in, windows + wipers.
Now im off to work ...
![Smile :smile:](./images/smilies/icon_e_smile.gif)
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Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Re: [Vehicle] CB90N [WIP]
Managed to get myself into a BIG problem that I just cant seem to solve !?!
Im running Max9, modelling like I usually do when all of a sudden I cant see the vertex points I create and also I cant see isolated vertex points. All vertexpoints connected to something else shows up just fine.
Tried restarting Max, restarting computer, tried to clear the 3dsmax.ini, went thru direct3d settings.
Trid to change to OpenGL driver but problem is still there, only software driver works as it should, but thats a modelling environment I wouldnt wish on my worst enemy.
Checked vertex size and so on ...
If I check the "Show end result" button vertex points show up as they should ..
Have I pushed something I shouldnt have ?
Any suggestions ? Im ready to throw my computer from the 3rd floor here ...
Im running Max9, modelling like I usually do when all of a sudden I cant see the vertex points I create and also I cant see isolated vertex points. All vertexpoints connected to something else shows up just fine.
Tried restarting Max, restarting computer, tried to clear the 3dsmax.ini, went thru direct3d settings.
Trid to change to OpenGL driver but problem is still there, only software driver works as it should, but thats a modelling environment I wouldnt wish on my worst enemy.
Checked vertex size and so on ...
If I check the "Show end result" button vertex points show up as they should ..
Have I pushed something I shouldnt have ?
Any suggestions ? Im ready to throw my computer from the 3rd floor here ...
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Re: [Vehicle] CB90N [WIP]
Hummm, you could try asking here: Support and Tech Discussion - Game Artist Forums
I would check your settings etc, most likley you have pressed a button to hide them, what normally happens with me on other stuff like the gizmo etc![Razz :p](./images/smilies/imported_icon_razz.gif)
I would check your settings etc, most likley you have pressed a button to hide them, what normally happens with me on other stuff like the gizmo etc
![Razz :p](./images/smilies/imported_icon_razz.gif)
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Re: [Vehicle] CB90N [WIP]
REMEMBER TO BACKUP
you have probably done it already... but DONT FORGET IT![Wink ;-)](./images/smilies/icon_e_wink.gif)
you have probably done it already... but DONT FORGET IT
![Wink ;-)](./images/smilies/icon_e_wink.gif)
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Re: [Vehicle] CB90N [WIP]
btw. can you tell us why 1p SPG-9 optical sight, model is so low quality?Ye but like I said, then afaik its not possible to see the 1p mesh of the weapon the gunner is on also? Although that's only possible if we make the weapon a PCO like we did for the SPG-9
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Re: [Vehicle] CB90N [WIP]
I'm sorry but I have to do thisZeno wrote:REMEMBER TO BACKUP
you have probably done it already... but DONT FORGET IT![]()
![Razz :p](./images/smilies/imported_icon_razz.gif)
Please dont take this topic offtopic... There is places to talk about this stuff...WilsonPL wrote:btw. can you tell us why 1p SPG-9 optical sight, model is so low quality?![]()
https://www.realitymod.com/forum/f254-v ... ost1478175
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Re: [Vehicle] CB90N [WIP]
Everything is backedup, problem seems to be my 3Dsmax9 that got bugged somehow ..or more likely Max9 in combination with the D3D drivers ? OpenGL shows same thing thou ...
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Re: [Vehicle] CB90N [WIP]
There is always the option of reinstalling max but the problem is most likley a simple setting you have changed by mistake.
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Re: [Vehicle] CB90N [WIP]
Havent found a solution yet. Working around the problem, and right now it's not too much vertex creating so I'm starting to feel less bothered by each day.
(Might reinstall MAX for next project, whatever it might be.)
Right now I'm working on the Geom0 for Driver,Navigator & Machinist positions. But no fancy pics to show off atm due to new reference of the cockpit making the old one look really old. New ones prolly gonna be a little better
---
In the meantime ..
How to safely land a Stridsb?t 90H
(Or parking CB90H Swedish style...)
(..clip is by some reason compressed in the width so no good reference comparison!)
EDIT/
---
Another nice clip of some moves and something remote-controled up top (Lemur system) !
(Might reinstall MAX for next project, whatever it might be.)
Right now I'm working on the Geom0 for Driver,Navigator & Machinist positions. But no fancy pics to show off atm due to new reference of the cockpit making the old one look really old. New ones prolly gonna be a little better
---
In the meantime ..
How to safely land a Stridsb?t 90H
(Or parking CB90H Swedish style...)
(..clip is by some reason compressed in the width so no good reference comparison!)
EDIT/
---
Another nice clip of some moves and something remote-controled up top (Lemur system) !
Last edited by cid228 on 2010-11-08 23:27, edited 3 times in total.
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Re: [Vehicle] CB90N [WIP]
<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/iYXBvCrzbHo?rel=0" frameborder="0" allowfullscreen></iframe>[/youtube]
We dont have any attack helis, but here is what probably can get realized![Razz :p](./images/smilies/imported_icon_razz.gif)
If the video dont work here, use this link: http://www.youtube.com/watch?v=iYXBvCrzbHo
We dont have any attack helis, but here is what probably can get realized
![Razz :p](./images/smilies/imported_icon_razz.gif)
If the video dont work here, use this link: http://www.youtube.com/watch?v=iYXBvCrzbHo
PR:BF2 Mapper
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Re: [Vehicle] CB90N [WIP]
This would actually be a quite interesting addition to PRpleym wrote:<iframe title="YouTube video player" width="480" height="390" src="http://www.youtube.com/embed/iYXBvCrzbHo?rel=0" frameborder="0" allowfullscreen></iframe>[/youtube]
We dont have any attack helis, but here is what probably can get realized
If the video dont work here, use this link: YouTube - CB 90 H with Hellfire
It would be like a floating "TOW Humvee" on Steroids
![Razz :razz:](./images/smilies/icon_razz.gif)
Last edited by Naruto-kun on 2011-02-22 22:12, edited 1 time in total.
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