[Vehicle] Mi-24V Hind

Discussion pertaining to the PR Polish Forces faction.
Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: Mi-24V Hind

Post by Tim270 »

Seems a little strange to approach it from the 1p first Grober? You might run into some topology issues this way. I would personally advise doing the fuselage first.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Mi-24V Hind

Post by Adriaan »

From what I understand there is more than just the cockpit/passenger compartment, but it's not shown in the screens. Those look good so far though (smoothing groups need finishing, judging by the screens?). Looking forward to seeing the rest. :p

Also, I wouldn't bother with creating working instrument panels. It was thought of in the past for helis in PR, but deemed too much work to implement for every single one of them (and it's either all or nothing).
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: Mi-24V Hind

Post by rodrigoma »

I really cant say how I hope you go though this ;) , my favorite helicopter and it should be in PR for a long time
Microwaife
Posts: 627
Joined: 2011-03-17 11:46

Re: Mi-24V Hind

Post by Microwaife »

Yeah, you should try to finish this. Nice helicopter and we can use this for Syrian Uprising Mod, if you allow it. :)

Image
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Mi-24V Hind

Post by mangeface »

Image

I can't wait to do this:
Image

DAMMIT I LOVE Mi-24 HINDS!
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Mi-24V Hind

Post by [F|H]Zackyx »

it would be awsome if we could use the Hind for mecs !

which version of the hind are you doing ? 50 cal gatling ? fixed 23 mm ? twin 23 mm touret ? or both ?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Mi-24V Hind

Post by Rhino »

[R-DEV]Adriaan wrote:From what I understand there is more than just the cockpit/passenger compartment, but it's not shown in the screens.
Ye I think Tim can see that but I agree with him, the approach is quite strange, at least how its being shown...

There are quite a few issues that need fixing up and overall need more detail in the cockpits but I would first take all the bits from the 3p chopper that you can use then add detail to the interior, removing the bits you can't see so you don't have massive gaps round the side etc, then add all the details like instrument panels etc.
[R-DEV]Adriaan wrote:Also, I wouldn't bother with creating working instrument panels. It was thought of in the past for helis in PR, but deemed too much work to implement for every single one of them (and it's either all or nothing).
Biggest problem with this concept is 1, requires a massive workaround with an extenal .exe etc reading memory and then moving these parts but the biggest problem is 2, we can only have a limited amount of moving parts on a chopper, even if they are not netwrokabled, which basically totally threw this concept back in our faces as it meant even if we put all this work into it, we could only have a few our of all the gauges we made, working...

As such, this concept was pretty much scrapped but by all means, make a nice detailed 3D cockpit, just don't bother making separate needles etc and just have them as part of the 2D texture etc :)


Also one thing I think you guys missed from the R-COM forums you asked ages ago:
'[R-DEV wrote:Rhino;1833013']ummm, its very possible though two or more different geom0 lods.. We use them on a few vehicles. Recent I applied this to the H-34/Wessex.

gemo0 lod0:
Image

gemo0 lod1:
Image

You just need to config the pilot/passenger cams to tell them what lod to view when in use.

Its a very good thing to do and can also mean that the passengers don't need to load the high rez cockpit textures if they are separated from the 1p passenger textures via a different sheet. TBH something we should have done for the Z-9/Panther series but didn't cross my mind at the time :(


As for Rotating fans, possibly but there is a limit to the amount of moving parts you can have on a vehicle which is one of the main reason why we dropped the idea of working cockpits / 3D HUDs.
Image
ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: Mi-24V Hind

Post by ddeo »

First no, then yes as you remember. :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Mi-24V Hind

Post by Rhino »

Grober wrote:Deamn some time ago i askd ddeo to ask u guys is such think possible with 2 lods and he replied no...
Ye, since another dev said no, but then I saw the post a few days later and corrected it with that post, but ddeo never replied to mine to say he had seen it or forwarded it to you :p

Bad ddeo! Very bad ddeo! No dindins for you tonight!
Image
ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: Mi-24V Hind

Post by ddeo »

I've forwarded it, so what about bad Grober, bad... ? :P
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Mi-24V Hind

Post by [F|H]Zackyx »

'[F|H wrote:Zackyx;1848915']it would be awsome if we could use the Hind for mecs !

which version of the hind are you doing ? 50 cal gatling ? fixed 23 mm ? twin 23 mm touret ? or both ?
Can you pls answer my question ? :D
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Mi-24V Hind

Post by Rhino »

Grober wrote:I still dont remember that!

i guess i can add some more details now

1p lod0
1p lod1
You can add a lot more details overall even without this, but without this your just saving a load on stuff you can't see.

The Z-9 1p, which also includes the working gauges concept so is more than it needs to be and will be eventually, is 10,561 tris:
Image
Image
Image

Z-9WA is less since it doesn't have so much "passenger" space and has more of a digi cockpit and is 6,744 tris:
Image
Image
Image

The French Panther has 9,107 tris:
Image
Image
Image

Now these examples as mentioned have been made with the working gauges concept which has now been pretty much scrapped so you don't need to go and make fully working artificial horizon balls with loads of back faces etc as they will never "spin" but you can still make the front faces the player dose see, and have them welded into the main mesh etc and needles on the gauges your best off just making them 2D textures on the gauge panel itself with a normal since they will look just the same, with no chance of zfighting.

The Cobra which is about the closest vbf2 chopper to your cockpit is 5,828 tris, but tbh this could be much higher.
Image

You are allowed to go somewhat overboard on 1st person models since they are only seen by the player holding them, and never multiple ones like 3p models. The problem with really high rez 3p models, is you can have many of them in one place, epically for handheld weapons and then you start to run into problems. 1st person, your only ever going to see one, and only of the weapon/vehicle your using.

For your pilots cockpit models I would aim for around 8k tris, adding lots of detail to the round bits and insurment panels, although not going too over board, mainly welding in the screens to the cockpit, adding the odd 3D nob here and there but don't need things like separate needles etc like I did for the Z-9/Panther series but the other stuff I've done, that isn't part of a working cockpit is a good eample, other than if I was going to do it again I would have separated the passenger and pilot instrument panel 1p textures so the rear passengers when they hop in don't need to load all of the high rez gauge textures but you can easily work around this problem since you have totally different compartments for both like the Wessex dose :)
Wessex btw has a really low poly and low rez texture 1p models, this was because I didn't have the time to make a new cockpit model.



Also another thing. You should really look into what other versions of the Hind PR might need. I dunno much about the hind but I do know there are many different versions and it would be best to forward plan what versions PR needs and make them now or at least make preparations to have them done in the future, like different weapons etc, in the same way when I was doing the Z-9, I also looked into what other versions where needed like the Z-9WA, French Panther and Brazilian Panther, although looks like the Brazilian one will probably not ever get used, it wasn't that much work to do but I also considered the Z-9C if we ever had the PLANM, but decided if we needed that we could make it later on pretty easily and made "preparations" for it in how the textures where done etc, which was basically the same in how the Z-9WA was done, encase we did ever need to make it.

So ye, you really should look into that now to see what we do need and see if its worth making this version into those other versions as if we do need them and this version can be made into them, it will pay off massively in the long run.
Image
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Mi-24V Hind

Post by ShockUnitBlack »

Wikipedia says the Russians are currently using the Mi-24PN, however I'm pretty sure that the V model remains the most common.
"I Want To Spend The Rest Of My Life With You Tonight."
lgm
Posts: 55
Joined: 2012-12-07 02:26

Re: Mi-24V Hind

Post by lgm »

ShockUnitBlack wrote:Wikipedia says the Russians are currently using the Mi-24PN, however I'm pretty sure that the V model remains the most common.
Why even bother with the Mi-24 Russian texture, its being slowly replaced by the Mi-28. Maybe MEC could benefit. Besides, gunships don't fit in with PR and would most likely be wasted by the dedicated attack choppers as they go in to land troops.
Last edited by lgm on 2013-01-01 00:23, edited 1 time in total.
Locked

Return to “Polish Forces”