[Vehicle] KTO Rosomak [WIP](PL)

Everything but Static Objects
Daystate
Posts: 8
Joined: 2010-02-05 18:03

Re: [Vehicle] KTO Rosomak

Post by Daystate »

ddeo wrote:I have an ATI too, to fix black spots you can either lower down terrain details, or texture details slightly.
It'll do a work, but instead, you can uninstall CCC completely from your computer and update your drivers with Windows. Just go to Devices Manager > Graphic cards, than RPM on the graphic card you use to play and update its drivers.

I have Radeon 4850 and it works for me. I can play with all set to high/very high. I'm not sure it will work for everyone though.

It's not a right place for such a discussion, so if any moderator would be so nice and move it to the right topic, that would be great ;)
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Vehicle] KTO Rosomak

Post by Amok@ndy »

you might want to open up some of the newer vehicles in bfmeshview and have a look what they got ?
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Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Vehicle] KTO Rosomak

Post by Hauteclocque »

Why do you have dummy wheels ?
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] KTO Rosomak

Post by lucky.BOY »

Can we get a glance on the texture sheet? Becase it looks like you missed my feedback on the first page, and this model will z-fight. Id just like to know how bad will it be.

Regarding cols and lods. Cols im not sure about, but you can check onther vehicles for that. I would say you need col0 - bullets, col 1 - vehicles, and col2 - soldiers. Lods depend on vehicle, here i would say around 3-4 lods, where LOD4 should be only a basic shape with less then 20 tris. You can post them up and you will surely get feedback on them.
ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: [Vehicle] KTO Rosomak

Post by ddeo »

Indeed no zfighting occured. We have tested this vehicle in last summer holidays, this is the only screenshot left I have http://warsztat.gd/screens/c4681f0326fc ... 040761.jpg I did not notice any zfighting at that time.
Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: [Vehicle] KTO Rosomak

Post by Tim270 »

It will be noticeable from above and if you walk back further but totally negligible as the player will never really see it as its mostly stuff that would be seen from the top.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Vehicle] KTO Rosomak

Post by lucky.BOY »

I think you can make those headlights visible through alpha and it will work alright. The geom0 lod0 seems far from done to me, you need to think more on what parts wont be visible to the driver and gunner, like the sides of the hull, all the front bits on mirrors and the vent extrusions etc, sides of turret can go as well id say, as gunner wont see them and if driver's view will be on top of turret he wont see them. some parts you shouldnt have erased, like the inward pointing bits on the back, this can be seen by gunner or driver i think.

Mor importantly, you should use the tris you saved by deleting all the stuff, you should make the barrel much more rounder, along with other cylinders on the turret, and possibly weld some things together and chamfer those edges that are right in players faces.

You can pm me the max file and ill have a more troughout look at it, if you want.
waldov
Posts: 749
Joined: 2012-06-26 04:01

Re: [Vehicle] KTO Rosomak

Post by waldov »

Model is coming along nicely!
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Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: [Vehicle] KTO Rosomak

Post by Tim270 »

Need wireframes to really give good crits.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: [Vehicle] KTO Rosomak

Post by Adriaan »

As Tim said, edged faces from a few different angles would be helpful, ideally so that all sides are in view at some point. Also recommend using a med/dark grey background instead of black (will make details more visible) and perhaps make the edged shots with a flat colour/grey mat instead of textured.
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