[Weapon] ZU-23-2 [WIP](SY)

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Mineral
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[Weapon] ZU-23-2 [WIP](SY)

Post by Mineral »

came with the free GAZ model. Commie just like the truck made LOD's for this one. Also added some detail. it's still pretty low poly, but I think a good texture and normal map would make it a lot better. This thread will be to provide feedback to it. I already started on the export setup, but the lod's still need to be checked. Just wanted to make sure I'm setting it up correctly.

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note it's WIP, still some things that I already know will get fixed(missing seat heads, no rounds on all LODS,some missing double faces,some re-uving needed,...). Col's are also made but will keep those for later. it's mostly about the actual modelling that I'm seeking feedback.

triangle counts:
LOD0: 3791
LOD1: 2727
LOD2: 737
LOD3: 430
LOD4: 185

wreck:
LOD0: 2159
LOD1: 754
LOD2: 273
LOD3: 124

Screens and p3d.in links:


LOD0:
p3d.in - zu-23-2-lod0
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LOD's:
p3d.in - ZU-23-2 lods
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wrecks:
p3d.in - ZU-23-2 wrecks
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Hiarachy, similar to ZPU4, so should be correct? Only my second export attempt, take it slow :p :
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Last edited by Mineral on 2013-06-12 20:26, edited 1 time in total.
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Adriaan
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Re: [EXPORT/LODS] ZU-23-2

Post by Adriaan »

Good presentation, this makes things much easier to see. Only thing that would be good to see is the texture map/UV layout. LODs look very functional either way.

As you mentioned, I see some texture errors which I guess are the result of a bad UV map, and some areas of the texture seem rather low res where you'd want them higher res (in player's view). Smoothing groups could also use some cleaning up. Haven't seen the layout, but I'd guess it would benefit from a new UV map. Would be worth taking that opportunity to add any missing detail to the model as well.

This could be a rather nice addition to PR's arsenal!
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Rhino
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Re: [EXPORT/LODS] ZU-23-2

Post by Rhino »

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Mineral
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Re: [EXPORT/LODS] ZU-23-2

Post by Mineral »

Well, the issue with the uv was that it was like 20 seperate textures and objects. I already had to combine them all. I made the parts close to the player bigger on the texture.But obviously this strecthed out the standard texture. So it should fix itself by making brank spanking new texture. But I guess my UV wasn't optimal neither :)

I'll pass the smoothing problem over to commie(model guy). thanks!

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lordlexx
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Re: [EXPORT/LODS] ZU-23-2

Post by lordlexx »

very nice
how to export 3dsmax to bf2editor?is there any tutorial?? Thanks
Tim270
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Re: [EXPORT/LODS] ZU-23-2

Post by Tim270 »

Uvs are pretty funky but it seems to work so hey ho.
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Mineral
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Mineral »

This shows I have no clue what I'm doing :D

09.15.2013-00.45.51 - wouterjansen's library
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Mineral
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Mineral »

Maybe a very stupid question,but how do you rotate a camera?(in vehicle/weapon coding)
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Moszeusz6Pl
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Moszeusz6Pl »

Just add it at desired angle with ObjectTemplate.setRotation 0/0/0

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Mineral
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Mineral »

Yeah that's how I did it in the end. Thought there was a nicer way in the editor though.
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Rhino
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Rhino »

There technically is but its not very accurate and then saving changes with the editor, especially for PCOs, weapons etc causes more problems than its worth as it deletes a hell of a lot of the code it doesn't quite understand but the game dose...

Your best off coding by hand and also getting positions, rotations etc in max or from trial and error.
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Mineral
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Mineral »

yeah, with shift+rotate I could do it, but that would be very inaccurate.

I don't want to do all the coding for this, but since I exported it, I wanted to make sure that all pivot points and all were correct, and then mirrored the code of the ZPU4. Still needs loads of work though but that I will leave to somebody else.

It seems switching between the export scene, the tweak file and visually checking it in the editor was a nice way of working :)
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Rhino
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Rhino »

[R-CON]Mineral wrote:It seems switching between the export scene, the tweak file and visually checking it in the editor was a nice way of working :)
Pretty much how its done. I normally have max, BFeditor, photoshop, notepad++ and then perhaps a load of refs all open at the same time scattered between my two screens when exporting something, really need a 3rd :p
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3===SPECTER===3
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by 3===SPECTER===3 »

[R-DEV]Rhino wrote:Pretty much how its done. I normally have max, BFeditor, photoshop, notepad++ and then perhaps a load of refs all open at the same time scattered between my two screens when exporting something, really need a 3rd :p
Do you just pray to God BF Editor doesn't crash when you open a new window? :razz: always happens to me
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Rhino
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Rhino »

3===SPECTER===3 wrote:Do you just pray to God BF Editor doesn't crash when you open a new window? :razz: always happens to me
Not for me, unless you mean when you start Max9 SP2 it disables Win7's Aero which can crash the editor, but I just launch max before launching the editor. Main problem I have is actually if Max crashes then my editor crashes because Aero is re-enabled and that has the same result :p
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Mineral
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Post by Mineral »

I have to say, both max and the editor are for me personally twice as stable on win8 then win7.,
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Dread_UA
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Dread_UA »

ZU have two scopes. Anti air and simple optics 3.5 zoom, modified soviet PU (called T-3 scope) will be added on model? :)
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Mineral
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Mineral »

Unlikely. What I want mostly for this is a new texture :D
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Dread_UA
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Dread_UA »

With scratches, rust and roasted flashhiders? :D
Kovwal
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Re: [Weapon] ZU-23-2 [WIP](SY)

Post by Kovwal »

Looks pretty promising. I would love to use it ingame.
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