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Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 15:50
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...
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.
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 16:16
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
![Image](http://i.imgur.com/VtUS0E0.png)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 16:57
by Rhino
probably because you've got no lod0, lod1, lod2 and lod3 before your lod4
![Razz :p](./images/smilies/imported_icon_razz.gif)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 17:18
by CTRifle
[R-DEV]Rhino wrote:probably because you've got no lod0, lod1, lod2 and lod3 before your lod4
so you need all of them then.. and ok, well I tried with lod 0 and still no luck, no files are made
![Confused :?](./images/smilies/icon_e_confused.gif)
:
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 17:36
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.
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 17:58
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
It exported except theres no collision mesh, but Ill keep trying
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 18:22
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?
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-15 18:57
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.
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 14:28
by CTRifle
LOD 0 woo, now to get the wheels working. Still working on it
![Smile :)](./images/smilies/icon_e_smile.gif)
(for the spec map I just havent edited the .dds yet but mats are fixed)
Sorry this is taking so long
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 14:37
by Psyrus
Congrats! Looking good
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 14:46
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!
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 14:59
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 :razz:](./images/smilies/icon_razz.gif)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 16:08
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
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 16:26
by Mineral
You simply can't have more then 26 objects in export
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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?
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 16:31
by CTRifle
Edit: Fixed my bone problem
edit edit: thats what she said?.... ._.
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-17 18:52
by Glimmerman
hubbah hubba, looks awesome, cant wait to try it out
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-18 02:26
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..
![Image](http://i.imgur.com/Vvy2CPB.png)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-18 08:53
by Wicca
Its a manufacture error, you should get your money back
![Razz :P](./images/smilies/icon_razz.gif)
Re: [Vehicle] CV9035NL (WIP)
Posted: 2014-05-26 11:18
by Glimmerman
Hey, is there any progress on this?