[Vehicle] AAVP7A1

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motherdear
Retired PR Developer
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Re: [Vehicle] AAVP7A1

Post by motherdear »

okay so another tiny update coming your way now:
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added both the driver and the commander station (at least i think it is) to the mesh.
also began on the big hatch in the back (hard getting this done properly because i can't seem to find any really really good closeup pics of it and it seems different from model to model.
also added some plates in the front for aestethics and because they need to be there :P
then i tweaked both light positions on the vehicle to get them to save tris and did the same to some of the smaller wheels in the track system. this means that even though i have added a couple of new things to the model the tri count is now the same as it was before approx 7k
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rambo Hunter
Posts: 1899
Joined: 2006-12-22 18:40

Re: [Vehicle] AAVP7A1

Post by Rambo Hunter »

*fap fap fap fap*
Looks amazing. I can't wait to see this ingame :D
*fap fap fap fap*
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[wow]titan
Posts: 143
Joined: 2009-04-19 19:38

Re: [Vehicle] AAVP7A1

Post by [wow]titan »

DankE_SPB: shoot first, questions later :D
[INDENT][INDENT][INDENT][INDENT][INDENT][INDENT][INDENT][INDENT]Image

E|33t@[WoW]titan
[/INDENT][/INDENT][/INDENT][/INDENT][/INDENT][/INDENT][/INDENT][/INDENT]
=Romagnolo=
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Re: [Vehicle] AAVP7A1

Post by =Romagnolo= »

Rambo Hunter wrote:*fap fap fap fap*
Looks amazing. I can't wait to see this ingame :D
*fap fap fap fap*
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[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[uBp]Irish
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Re: [Vehicle] AAVP7A1

Post by [uBp]Irish »

=Romagnolo= wrote:Image
Romagnolo lol, first that one with the robo cop, and now that hulk of a wrestler... rofl
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motherdear
Retired PR Developer
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Re: [Vehicle] AAVP7A1

Post by motherdear »

as someone once said

keep it simple stupid
that's why i did this small thing to the back only with simple boxes (keeps tri's down and looks awesome)
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
j45h89
Posts: 156
Joined: 2008-03-11 18:26

Re: [Vehicle] AAVP7A1

Post by j45h89 »

Wow...just wow! how can u manage to produce such a fantastic model in such a short space or time? Keep it up mate!!!! :mrgreen:
Raynizzle1691
Posts: 162
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Re: [Vehicle] AAVP7A1

Post by Raynizzle1691 »

you are definitely gifted
Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

looking good try and keep around that Tris count and you will be fine ;) but just listen to what [R-DEV]Rhino says as his more on the ball then me :mrgreen:

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
rangedReCon
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Re: [Vehicle] AAVP7A1

Post by rangedReCon »

Still looks awesome, and on a sidenote OMG [R-DEV]Tonnie!
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
Priby
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Re: [Vehicle] AAVP7A1

Post by Priby »

As said, the thing itself looks ugly but your model looks really good.

And congrats, Tonnie!
You earned it.
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Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

Yer really coming along... Question tho are you going to model the inside of the AAVP7?

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
motherdear
Retired PR Developer
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Re: [Vehicle] AAVP7A1

Post by motherdear »

yup tonnie i'm going to model the insides of it too, even though it's going to be a pain in the ***, but it aint the main priority yet, going to get the model done and uv it before anything else, so that hopefully somebody can begin the texturing process so that it will have a slight chance of actually making .9 even though it's a slim chance i guess (how long does it take to code and test approx (Rhino, anybody ?)) but after that i will begin on the interior design :P
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Tonnie
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Re: [Vehicle] AAVP7A1

Post by Tonnie »

motherdear wrote:yup tonnie i'm going to model the insides of it too, even though it's going to be a pain in the ***, but it aint the main priority yet, going to get the model done and uv it before anything else, so that hopefully somebody can begin the texturing process so that it will have a slight chance of actually making .9 even though it's a slim chance i guess (how long does it take to code and test approx (Rhino, anybody ?)) but after that i will begin on the interior design :P
Sounds like a wise decision... And as for time on getting something coded tested and ingame as far as i know its diffrent for everymodel as the may be problems with the model that will need to be fixed or there may be a problem with the export... But yeah like i said its diffrent for every model....

Tho i am pleased that you are going to make the interior....

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

motherdear wrote:yup tonnie i'm going to model the insides of it too, even though it's going to be a pain in the ***, but it aint the main priority yet, going to get the model done and uv it before anything else, so that hopefully somebody can begin the texturing process so that it will have a slight chance of actually making .9 even though it's a slim chance i guess (how long does it take to code and test approx (Rhino, anybody ?)) but after that i will begin on the interior design :P
ye the interior can be made a 100% separate object, providing it fits inside etc its all good :)

For exporting, coding etc, that really very much depends on how many exporters we have, how much time they have, if they are exporting other stuff etc etc. I can not give you a good time frame, since with a good exporter that has loads of time, something can be ingame in under a week, but most of the time that's not the case.
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motherdear
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Re: [Vehicle] AAVP7A1

Post by motherdear »

z-trooper already promised me that he would import it as a static object for me in the first place so that we could look at potential errors and similar, afterwards i guess it should be imported with animations etc so that it could actually work as a vehicle hehe. but thx for the clarifications rhino :)
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
Rhino
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Re: [Vehicle] AAVP7A1

Post by Rhino »

ye I always import my stuff (and other ppls work I'm looking at) into bf2 as a simple object to check for errors but that's not the same as a full export.
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Squeezee
Posts: 47
Joined: 2009-01-01 21:07

Re: [Vehicle] AAVP7A1

Post by Squeezee »

768 40MM rounds is a lot, I hope I never have to go up against one of these :D .

Anyway, good work. I tip my hat to you.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

okay guys i'm in doubt here, i'm adding the last stuff to the back at the moment basicly, but i can choose to add it as a seperat object that adds 208 tris to the model or i can add it to the mesh but that takes up 326 tris.

how does the engine handle seperat objects, and what would be the best, a complete mesh with higher tri count or a more seperat mesh that has a lower one ?

edit: forgot to add that i need 2 of these (cylinders that are 6 sided)
Last edited by motherdear on 2009-05-29 08:51, edited 1 time in total.
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] AAVP7A1

Post by motherdear »

here's the part i'm talking about
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[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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