[Vehicle] Gaz 66 truck [WIP](SY)
- Mineral
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[Vehicle] Gaz 66 truck [WIP](SY)
hi, for the syrian army we are using the gaz66. The model is completed so I went ahead and tried my first vehicle export. It went alright but in the end it has quite a few problems and I'm unsure what caused my problems. I reworked the truck to have exactly the same setup as the mec_trk_logistics. Here is my hierarchy:
I used the car export function and moved from their by copying all the child objects(lod,novis_,zMoter__engine,...) and linked everything correctly. But after exporting and viewing the model in bf2meshviewer geom0 and geom1's lod0 are 90degrees turned for some reason. And the steering wheel and glass objects all got moved to somewhere else.
and on the collision mesh the vehicle and soldier cols of the geom1 are very small for some reason and also turned.
Now my question is are these mistakes mine and to be corrected before export or are these things that can be fixed/altered in the bf2editor by a bf2-coder?
I used the car export function and moved from their by copying all the child objects(lod,novis_,zMoter__engine,...) and linked everything correctly. But after exporting and viewing the model in bf2meshviewer geom0 and geom1's lod0 are 90degrees turned for some reason. And the steering wheel and glass objects all got moved to somewhere else.
and on the collision mesh the vehicle and soldier cols of the geom1 are very small for some reason and also turned.
Now my question is are these mistakes mine and to be corrected before export or are these things that can be fixed/altered in the bf2editor by a bf2-coder?
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Re: [export] Gaz 66 truck [WIP]
Rotate your pivots in the export should fix this? Pretty sure this is all down to pivots positioning/rotation.
- Mineral
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Re: [export] Gaz 66 truck [WIP]
yeah, that fixes it. The weird thing is, when adjusting the pivot sometimes it changes the size of the object. I go to the hierarchy tab, select affact pivot only and move and rotate it to 0,0,0. So that fixes the rotation problem, but it does affect the object sizes which screws everything up.
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- Mineral
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Re: [export] Gaz 66 truck [WIP]
I never used the xform modifier. Neither do I know how to work with it. How would I reset this? This would influence the problem of the pivot affecting the object's size?
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Re: [export] Gaz 66 truck [WIP]
thanks guys! that solved the issue.
Still needs much texture work. And found some issues with missing faces on some lods,wheels placed wrong,etc. so will redo the export tomorrow. Thanks!
Still needs much texture work. And found some issues with missing faces on some lods,wheels placed wrong,etc. so will redo the export tomorrow. Thanks!
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Re: [export] Gaz 66 truck [WIP]
whats with the windows?
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Re: [export] Gaz 66 truck [WIP]
Looks good, but it is Gaz 34 on the images, the unique prototype of Gaz 66, which is 4x4 not 6x6.
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Re: [export] Gaz 66 truck [WIP]
yeah, I had a 4x4 model too. But it was easier to use the 6x6 with model adjustments. Mostly to fit 8 people in But yeah, maybe a name change is in order. Thanks!
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Re: [export] Gaz 66 truck [WIP]
If you have a 4x4 version, wouldn't it be preferable to use that over the 6x6 (apparantly) prototype only version? From what I can gather the Gaz 66 is widely used.
Not sure if it's me or maybe the angle, but judging by some refs the cabin looks too high (or alternatively the truck too thin). Think the faked lighting on the cabin could be toned down a little too.
Besides that, it looks promising.
Not sure if it's me or maybe the angle, but judging by some refs the cabin looks too high (or alternatively the truck too thin). Think the faked lighting on the cabin could be toned down a little too.
Besides that, it looks promising.
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Re: [export] Gaz 66 truck [WIP]
Yeah I agree, never liked the faked lighting, always looked artificial to me.[R-DEV]Adriaan wrote:Think the faked lighting on the cabin could be toned down a little too.
Besides that, it looks promising.
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Re: [export] Gaz 66 truck [WIP]
It works as surrogate in BF2 due to it's inability to do spec/gloss nicely, though probably more on weapons than on vehicles. Either way, it looks a bit overdone on that cabin.[R-DEV]Spush wrote:Yeah I agree, never liked the faked lighting, always looked artificial to me.
Last edited by Adriaan on 2013-02-28 21:14, edited 1 time in total.
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Re: [export] Gaz 66 truck [WIP]
texture is not done. it came with the model CTRifle will work on it when he has time. Didn't change the size of the cabin tho.
The reason I picked the 6x6 was because it was then easy for my first to export to compare it to the ural 6x6 trucks and to match the size of it. Now it's similar to other PR trucks and can easily fit in all passengers where the 4x4 could not. I also have this:
To make it easy it will also be on the same 6x6. I'll probably use it as the command post vehicle. But yeah, Might have been a mistake to take the 6x6
The reason I picked the 6x6 was because it was then easy for my first to export to compare it to the ural 6x6 trucks and to match the size of it. Now it's similar to other PR trucks and can easily fit in all passengers where the 4x4 could not. I also have this:
To make it easy it will also be on the same 6x6. I'll probably use it as the command post vehicle. But yeah, Might have been a mistake to take the 6x6
Last edited by Mineral on 2013-02-28 20:52, edited 1 time in total.
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Re: [export] Gaz 66 truck [WIP]
Gah! What a mess to clean up with that fake lighting , update since our site is down
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Re: [export] Gaz 66 truck [WIP]
just a general question...Can a ZPU fit in the back perhaps? If not, would it be reasonable/realistic to have a flatbed version?
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Re: [export] Gaz 66 truck [WIP]
Love the idea![R-DEV]Rudd wrote:just a general question...Can a ZPU fit in the back perhaps? If not, would it be reasonable/realistic to have a flatbed version?
I think I saw a video where a Zpu was mounted on a GAZ, but I'm not quiet sure...