[Vehicle] CV9035NL (WIP)

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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

Ye, the Scimitar has a transparent material on the cage around its exhaust, and some other little bits, but this as I said above, really should have been saved to its own map as the normal texture as a result has had to be saved in DXT5, where it could have been saved in DXT1 otherwise and only for about 5 or 10% of its alpha texture usage for twice its file size...
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TBH many of our old models have this kinda problem as the guy who UVed it didn't know how the materials would end up being exported but something new vehicles shouldn't have.
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Any ideas on why after clicking export nothing shows up in the folders?

Geom1 lod 4 on the left, geom 0 on the right. Geom 0 is the only thing that will export, but I dont see why its not working. Ive made sure theyre all editable meshes, and mats are set right

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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

probably because you've got no lod0, lod1, lod2 and lod3 before your lod4 :p
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

[R-DEV]Rhino wrote:probably because you've got no lod0, lod1, lod2 and lod3 before your lod4 :p
so you need all of them then.. and ok, well I tried with lod 0 and still no luck, no files are made :? :
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

you don't need all, you just can't have gaps between lod numbers, renaming your lod4 to lod0 and just having that would work fine but your best trying to export lod0 first anyways...

Taking another look at your hierarchy, it looks like geom0 isn't connected to your root? Leaving the same problem you have with your lods, but with your geoms, as in your don't have a geom0 before your geom1. Reconnect your geom0 if its confirmed to be working fine.

BTW its much easer to see your hierarchy in the selection list IMO than that funny flow chart thing, I never use that as you can't easily see mistakes.
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

[R-DEV]Rhino wrote:
Taking another look at your hierarchy, it looks like geom0 isn't connected to your root? Leaving the same problem you have with your lods, but with your geoms, as in your don't have a geom0 before your geom1. Reconnect your geom0 if its confirmed to be working fine.

.
Thank you! Didnt know you needed them like that to export 8-)

It exported except theres no collision mesh, but Ill keep trying
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Kerryburgerking
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Re: [Vehicle] CV9035NL (WIP)

Post by Kerryburgerking »

Swedish CV9040s fire AP rounds only one at a time, i'm not sure how the 35mm behaves, can anyone clearify that for me? And if so is the case will you use that in the game?
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

Kerryburgerking wrote:Swedish CV9040s fire AP rounds only one at a time, i'm not sure how the 35mm behaves, can anyone clearify that for me? And if so is the case will you use that in the game?
irl the CV9035NL has a single round and a burst firing mode.
CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

LOD 0 woo, now to get the wheels working. Still working on it :)
(for the spec map I just havent edited the .dds yet but mats are fixed)
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Sorry this is taking so long ;)
Last edited by CTRifle on 2014-05-17 14:42, edited 1 time in total.
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Psyrus
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Re: [Vehicle] CV9035NL (WIP)

Post by Psyrus »

Congrats! Looking good :D
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Mineral
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Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

CTRifle wrote:Sorry this is taking so long ;)
tbh, it's really not that long I think. Specially when it's your first vehicle export.

Have you tried the tracks yet? in the editor?

Keep it up, it's looking really good already!
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

[R-DEV]Mineral wrote:t

Have you tried the tracks yet? in the editor?
Not yet, I want to get everything working first :razz:
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Sorry for double post, working on the bones now, is there a way to test them in the editor? I know nothing about code so how could I do that
Last edited by CTRifle on 2014-05-17 16:20, edited 1 time in total.
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Mineral
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Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

You simply can't have more then 26 objects in export :D Although you can add them later as child objects with editor/code. Maybe you can look into that? Like export the turret separate and then add it later as a object in the editor? Quite a few vehicles do this in PR. Like the BTR60.

How did you get 26 objects though?
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Edit: Fixed my bone problem :D

edit edit: thats what she said?.... ._.
Last edited by CTRifle on 2014-05-17 23:25, edited 3 times in total.
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

hubbah hubba, looks awesome, cant wait to try it out :D
CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

stuck on the tread being deformed.. been on it for a few hrs with no luck
It gets squeezed to the center of the wheel, ive tried comparing models but with no sucess.. :(
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Wicca
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Re: [Vehicle] CV9035NL (WIP)

Post by Wicca »

Its a manufacture error, you should get your money back :P
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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

Hey, is there any progress on this?
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