how are you attaching it? are you using attach under editable poly parameters, or are you use boolean or is there some other way that i dont use... I never really had this problem so i may not be to much help but i will try...motherdear wrote: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)
[Vehicle] AAVP7A1
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Tonnie
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Re: [Vehicle] AAVP7A1
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
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motherdear
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Re: [Vehicle] AAVP7A1
okay decided to keep it as seperat objects for now, cut down the tri count to 154 for each of them by making the smaller cylinders into squares which could be realistic to and won't really matter when it's this size.

[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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motherdear
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Re: [Vehicle] AAVP7A1
i guess i wouldn't really attach them but just have them as seperat groups, i don't really know how it would work normally.
but the attachment i was talking about when it increased the tri count was that i attached the objects and deleted the different faces so that i could bridge between the now open areas in both elements, effectively combining the two meshes, but this also adds to the tri count because the vertexes create tons of trigons.
anyway gonna do them and then i can always come back to them when z-trooper is going to have a look when i'm done.
but the attachment i was talking about when it increased the tri count was that i attached the objects and deleted the different faces so that i could bridge between the now open areas in both elements, effectively combining the two meshes, but this also adds to the tri count because the vertexes create tons of trigons.
anyway gonna do them and then i can always come back to them when z-trooper is going to have a look when i'm done.

[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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Rhino
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Re: [Vehicle] AAVP7A1
it can handle them fine, providing you dont have any potential zfight issues (ie, 2 faces facing the same way very close together, one behind the other)motherdear wrote: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)
Any any MAs btw know if thous back top doors are opened ever to let guys shoot out of it, like they do with the Stryker?
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motherdear
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Re: [Vehicle] AAVP7A1
i can easily answer that question for ya rhino:

but i have decided it not being able to be opened because i wouldn't be able to make the interiour look nice. would be weird being able to shoot out of it or look inside any of the doors, it would have to be in a good quality all of the model. on the choppers it aint that big an issue because they need to be open because of all the open windows and stuff, but this isn't the case on the apc's
i don't know if what i just said made any sense but i certainly hope so hehe

but i have decided it not being able to be opened because i wouldn't be able to make the interiour look nice. would be weird being able to shoot out of it or look inside any of the doors, it would have to be in a good quality all of the model. on the choppers it aint that big an issue because they need to be open because of all the open windows and stuff, but this isn't the case on the apc's
i don't know if what i just said made any sense but i certainly hope so hehe

[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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Rhino
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Re: [Vehicle] AAVP7A1
It may just be worth to make a box for the interior that is then skinned to be really dark much like how the MG holes players sit in is done, just encase we want to use it in one way or anouther 
Wouldn't do it yet since it will mean you will also need backfaces on the hatches.
Wouldn't do it yet since it will mean you will also need backfaces on the hatches.
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motherdear
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Re: [Vehicle] AAVP7A1
well i'll finish the model itself first and then i'll see if i can get you and z in an xfire group or something so that we can have a talk about the future of the model, like how would pr like to use it etc.
just before i begin uv'ing and having to redo stuff, might as well be as effective as possible
just before i begin uv'ing and having to redo stuff, might as well be as effective as possible

[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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Rhino
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Re: [Vehicle] AAVP7A1
yep I've put a topic in the dev MA forums to see what the MAs have to say if this is done in combat with this vehicle then from there if so, will need to have a chat with some coders to see if this is possible to do well some how (dont think it is but there might be a way)
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motherdear
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Re: [Vehicle] AAVP7A1
hehe yeah i certainly wouldn't know
but thx rhino

[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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tmnoobage
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Re: [Vehicle] AAVP7A1
great job on the aavtrak, it's looking beautiful and very accurate
Are you putting any soldier kits on the side? Come to think of it that probably wouldn't happen during an amphibious assault anyway, I just was thinking the soldier kits made the POE Avtrak look a lot more authentic
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Z-trooper
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Re: [Vehicle] AAVP7A1
Sure thing mate.motherdear wrote:well i'll finish the model itself first and then i'll see if i can get you and z in an xfire group or something so that we can have a talk about the future of the model, like how would pr like to use it etc.
I'm on most of the day tomorrow (out drinking my brains out in the evening though), sunday I will be home again, but probably pretty wasted.
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Tonnie
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Re: [Vehicle] AAVP7A1
Why does that remind me of last weekend hmmmmm[R-DEV]Z-trooper wrote:Sure thing mate.
I'm on most of the day tomorrow (out drinking my brains out in the evening though), sunday I will be home again, but probably pretty wasted.
As for the model. thoes parts on top. Are they able to be done by bump maps or are they really needed?
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
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motherdear
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Re: [Vehicle] AAVP7A1
some of them could probably be done by normal mapping this thing, but from what i hear this engine is horrible at portraying normals sadly 

[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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McBumLuv
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Re: [Vehicle] AAVP7A1
I hope you'll make an interior all the same, though. I mean I prefer the BMP-3's crappy vBF2 interior to being stuck at looking through the periscope all the time. Besides, it can't be all that hard to do, can it?motherdear wrote:but i have decided it not being able to be opened because i wouldn't be able to make the interiour look nice.



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Rhino
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Re: [Vehicle] AAVP7A1
Bf2 has quite good normal maps, no where near the best but they are pretty good.motherdear wrote:some of them could probably be done by normal mapping this thing, but from what i hear this engine is horrible at portraying normals sadly![]()
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Tonnie
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Re: [Vehicle] AAVP7A1
motherdear wrote:some of them could probably be done by normal mapping this thing, but from what i hear this engine is horrible at portraying normals sadly![]()
I have used normal maps on bf2 models and they have quiet well... like rhino said above there not the best i have seen or used but they do still do a good job...[R-DEV]Rhino wrote:Bf2 has quite good normal maps, no where near the best but they are pretty good.
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
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motherdear
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Re: [Vehicle] AAVP7A1
well it's worth a try hehe, aint gonna remove the stuff yet, (fills nothing in the tri count) so might as well leave it as this for now just for the looks. but thx for the headsup tonnie 

[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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motherdear
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Re: [Vehicle] AAVP7A1
okay tiny update, have had a very busy weekend so far so haven't been able to do much.

getting really worried about the tri count sometimes, so i have highlighted some spots that i can prolly optimize. the windows in the crew stations are 18 tris each, and with 14 of them that's 252 tris, and can probably be done with good textures and normal maps.
the other spots can be slightly optimized too, since they won't be seen that much necesarily

getting really worried about the tri count sometimes, so i have highlighted some spots that i can prolly optimize. the windows in the crew stations are 18 tris each, and with 14 of them that's 252 tris, and can probably be done with good textures and normal maps.
the other spots can be slightly optimized too, since they won't be seen that much necesarily

[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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Z-trooper
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Re: [Vehicle] AAVP7A1
Don't worry too much about the tri count. Turn off that counter and let us look at it when you think you are done 
Just make these small things like you think they should be and wait with the heavy optimization til me or Rhino has had a look at it
Carry on...
Just make these small things like you think they should be and wait with the heavy optimization til me or Rhino has had a look at it
Carry on...
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AquaticPenguin
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Re: [Vehicle] AAVP7A1
I think the poly count is more a guideline than a pass-this-line-and-die thing. As far as I can see it has polys where it needs it and not as many polys where it doesn't need it and that's pretty much how it should be. I imagine with apcs and tanks and such you can probably afford 25% above the guidelines as they are never seen in vast groups. But not 25% more if they're not needed.
Gotta say that model is looking sexy.
A question for the devs. How much are normal maps used on Pr's models? I would've thought that to maintain a consistent style you'd need to either normal map everything of one type or none of them.
Gotta say that model is looking sexy.
A question for the devs. How much are normal maps used on Pr's models? I would've thought that to maintain a consistent style you'd need to either normal map everything of one type or none of them.


