[Vehicle] CV9035NL (WIP)

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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Quick update, entire model is exported. Now Im just making sure things are lined up and such :) Just curious, how far do I need to do before coding? or who does what part? Cause I know I can do some in the editor but..?
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

CTRifle wrote:Quick update, entire model is exported. Now Im just making sure things are lined up and such :) Just curious, how far do I need to do before coding? or who does what part? Cause I know I can do some in the editor but..?
Please send me the exported ingame files and the export scene so I can check them out first before anyone starts coding this.
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CTRifle
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Post by CTRifle »

Ofc I was just curious. There's probably alot to fix
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

CTRifle wrote:Ofc I was just curious. There's probably alot to fix
Well basically the exporter generally gets the vehicle setup with basic code, normally copied over from a similar vehicle then tweaked and its all working and a coder refines the code to make sure the vehicle has the right ammo, amount of mags, moves at the right speed etc etc but its generally better for the Exporter to do all the coding as its easy for a coder to miss things when he hasn't been working on the vehicle and doesn't know all the ins and outs of the vehicle as much as an exporter should.

w/e I make something I do pretty much all the coding myself, except with things like engine settings for jets etc which I let someone like Jafar do since he's our expert on jet physics etc but I've already got all the weapons etc setup before then and give him a full run down on what's left to do and what sort of settings we are aiming for etc :)

Keep in mind its also a good idea for the exporter to do as much coding as possible to ensure all the bits are working as they should be.
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Wicca
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Re: [Vehicle] CV9035NL (WIP)

Post by Wicca »

Make sure the front has some extra armor against 14.5mm, should have abit more armor than the Warrior. The CV90 MK III has upgraded armor, engine and weighs in at 35 tonns. With the same Power to Weight ratio. So I think its armor should be superior to that of the Warrior.

Bushmaster III - Wikipedia, the free encyclopedia

Thats a link to the vehicles weapon, which should give you the indication of the RPM and velocity of the projectiles.
Xact Wicca is The Joker. That is all.
Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

[R-DEV]Rhino wrote:Please send me the exported ingame files and the export scene so I can check them out first before anyone starts coding this.
can you send me a copy as well of this, so i can tinker around with it in our local setup?
CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

[R-COM]Glimmerman wrote:can you send me a copy as well of this, so i can tinker around with it in our local setup?
When im ready Ill send ya both a copy :razz:
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Still working :)

Alright, having an issue where the wreck is loading the wheel and turret cols from geom 1 and not 2 for some reason.. I set up geom 2 like Rhino said, for the moving turret and such. Naming and hierarchy seem to be right, been tinkering with it for a few hrs cant seem to find it.

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Mineral
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Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

Shouldn't it be just two parts? the first PCO and the second one? don't think you need the turret.
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

cols for the wreck model don't show correctly in the object editor unless you "explode it".
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

[R-DEV]Rhino wrote:cols for the wreck model don't show correctly in the object editor unless you "explode it".
Well then :razz:
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Wicca
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Re: [Vehicle] CV9035NL (WIP)

Post by Wicca »

Come on ct, basic modeling is to explode that shit!
Xact Wicca is The Joker. That is all.
Hulabi
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Re: [Vehicle] CV9035NL (WIP)

Post by Hulabi »

This thread is a goldmine for future vehicle exports, keep those problems and questions coming CT! :D
CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

[R-COM]Hulabi wrote:This thread is a goldmine for future vehicle exports, keep those problems and questions coming CT! :D
When im done im going to compile everything thats been said :razz:
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

CTRifle wrote:Still working :)

Alright, having an issue where the wreck is loading the wheel and turret cols from geom 1 and not 2 for some reason.. I set up geom 2 like Rhino said, for the moving turret and such. Naming and hierarchy seem to be right, been tinkering with it for a few hrs cant seem to find it.

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[R-DEV]Rhino wrote:cols for the wreck model don't show correctly in the object editor unless you "explode it".
BTW if anyone else didn't quite get what I meant by this, basically you need to go into the ammunition sub part of the object editor, scroll down on the right till you find explode button, with cols etc on:
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Which will explode the vehicle as if its been destroyed ingame, leaving only the wreck model and its cols as opposed to a mixture of both by trying to view it just though the geom tabs.
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For this to work it "may" require an armour component coded in the vehicles .tweak file, but haven't tested it without one:

Code: Select all

rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1200
ObjectTemplate.armor.hitPoints 1200
ObjectTemplate.armor.defaultMaterial 172
ObjectTemplate.armor.hpLostWhileUpSideDown 5
ObjectTemplate.armor.hpLostWhileInWater 50
ObjectTemplate.armor.hpLostWhileInDeepWater 200
ObjectTemplate.armor.hpLostWhileCriticalDamage 12
ObjectTemplate.armor.waterDamageDelay 5
ObjectTemplate.armor.deepWaterDamageDelay 1
ObjectTemplate.armor.waterLevel 0.7
ObjectTemplate.armor.deepWaterLevel 1.2
ObjectTemplate.armor.explosionForce 15
ObjectTemplate.armor.explosionForceMod 8
ObjectTemplate.armor.explosionForceMax 5000
ObjectTemplate.armor.explosionDamage 300
ObjectTemplate.armor.explosionRadius 7
ObjectTemplate.armor.explosionMaterial 100
ObjectTemplate.armor.wreckExplosionForce 10
ObjectTemplate.armor.wreckExplosionDamage 30
ObjectTemplate.armor.wreckExplosionRadius 2
ObjectTemplate.armor.wreckExplosionMaterial 70
ObjectTemplate.armor.wreckHitPoints 1200
ObjectTemplate.armor.timeToStayAsWreck 1200
ObjectTemplate.armor.criticalDamage 220
ObjectTemplate.armor.hideChildrenOnSpectacularDeath 1
ObjectTemplate.armor.addArmorEffect 70 e_dstate_land_mediumsmoke3 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_lightsmoke 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_sparks -0.98/-0.05/-1.66 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_mediumsmoke3 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_Mediumsmoke 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_vexp_ammo01 0/1.11/-0.87 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_dstate_land_heavysmoke 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 5 e_vexp_ammo02 0/1.11/-0.87 0/0/0
ObjectTemplate.armor.addArmorEffect 5 e_dstate_land_heavysmoke3 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_vexp_tank 0/0.4/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_m1a2 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_tank_spec 0/0.4/0 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_sAmb_wreckapc01 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -25 e_sAmb_wreckapc02 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -50 e_sAmb_wreckapc03 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -75 e_sAmb_wreckapc04 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -100 e_vexp_tank_2nd 0/0.42/-0.4 0/0/0
rem ---EndComp ---
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H.Maverick
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Re: [Vehicle] CV9035NL (WIP)

Post by H.Maverick »

Wait, the Dutch don't have the CV90 ingame yet?
Its SO evil, it may actually encourage EA to support Modding again - Pantera

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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

Hence why it says "WIP" (Work In Progress) in the title :p
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H.Maverick
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Re: [Vehicle] CV9035NL (WIP)

Post by H.Maverick »

fair enough, just haven't had the opportunity to play the dutch yet :P
Its SO evil, it may actually encourage EA to support Modding again - Pantera

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Glimmerman
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Re: [Vehicle] CV9035NL (WIP)

Post by Glimmerman »

Any news on the CV90? :)
CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Been busy, still lots of little things to do
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