[Model] RFA Mounts Bay [WIP]

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fullkontact
Posts: 52
Joined: 2008-04-04 13:53

[Model] RFA Mounts Bay [WIP]

Post by fullkontact »

Well, converted from Maya to Max. Still taking some getting used to but I'm starting to get the hang of it. Anywhoo, where's my current project. The RFA Mounts Bay.
This is a WIP, I'm basiucally getting the general shape, I'll then start to work on the details. Most of which will be done with bump mapping and specular shading, when I get used to texturing in Max.
When completed she will have walkways at the window section, the front of the ship will be clear to move around. Ladders up to the top deck All the way up to the command post and helm. The underbelly will be enterable where Amphibious transports for british Forces will be waiting. A Merlin or Chinook will be on the deck available and it will be used in a custom map I'll most likely make one day xD

***I have a question for you max users. The planes I am using only get textured on 1 side, how do I have them textured on both? I don't want invisible planes... but I dont want to increase the poly count by adding a new plane to cover the other side.

Please, as much critisism as possible :P If you notice something that is wrong or that can be improved point it out! If overall you think it's horrifically terrible feel free to say so :) I'd rather have honesty

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Rhino
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Re: RFA Mounts Bay [WIP]

Post by Rhino »

Cool. I wouldn't advise making a ship for your first model but this one is quite a good basic shape for a ship to start off with.

The hull needs a lot more work still, smoothing them is always a paint in the ***.

with the faces, in BF2 you can only have one sided faces, the only way to get the other side to have a face as well is to model it.

Also for texturing look into this tut here since a ship needs to be made and textured like a static: https://www.realitymod.com/forum/f189-m ... ettes.html
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Wilkinson
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Re: RFA Mounts Bay [WIP]

Post by Wilkinson »

Good luck man, can't wait to see the final Work
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j45h89
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Re: RFA Mounts Bay [WIP]

Post by j45h89 »

I like it, good luck.
I know its early but for realism you would have to use a chinook, navy only use anti-sub merlins, or you could make a sea king mk4.
Tonnie
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Re: RFA Mounts Bay [WIP]

Post by Tonnie »

fullkontact wrote: ***I have a question for you max users. The planes I am using only get textured on 1 side, how do I have them textured on both? I don't want invisible planes... but I dont want to increase the poly count by adding a new plane to cover the other side.
unfortunately Bf2 will not support a double sided plane just as Rhino stated. You must add an extra plane in to counter this and yes thus making the end poly count higher but thats not really something you can avoid in areas that will be seen by a player.

I Look forward to seeing what you come out with when its finished.

tonnie

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: RFA Mounts Bay [WIP]

Post by Rhino »

j45h89 wrote:I like it, good luck.
I know its early but for realism you would have to use a chinook, navy only use anti-sub merlins, or you could make a sea king mk4.
Is there any reason why a Navy merlin can't be used for transport or logistics? They might not be able to transport troops or supplies when carrying anti-sub weapons due to weight but when they aint got them fitted on (which seems most of the time from what I can tell) surely they can?

Can you link me to any info on this? :D
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fullkontact
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Re: RFA Mounts Bay [WIP]

Post by fullkontact »

the RFA Mounts bay has used Merlin for transport of units, Chinook and even a Lynx. So any one of those three will do, but personally I like the merlin but the chinook might be nice when it's in game
j45h89
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Re: RFA Mounts Bay [WIP]

Post by j45h89 »

[R-DEV]Rhino wrote:Is there any reason why a Navy merlin can't be used for transport or logistics? They might not be able to transport troops or supplies when carrying anti-sub weapons due to weight but when they aint got them fitted on (which seems most of the time from what I can tell) surely they can?

Can you link me to any info on this? :D
Have you seen the inside of an ASW Merlin? they have the radio ops crew stations, the sonar ops crew stations, various other crew stations. Basically they are full of anti sub gear, even little sonar buoys that the aircrew man throws out from a hatch in the fuselage to help detect subs. Put simply no were near enough space to accommodate troops and equipment. However a Maritime HC3 Merlin is a contender to replace the sea king under the SABR program.
Navy Matters | Support Amphibious and Battlefield Rotorcraft
I have already spoken to Rudd about that for his brit version of Op Barracuda.

Unfortunately the info is from the Royal Navy Handbook so can't actually link it. The HM MK1 (Navy) has no rear ramp, instead a closed fuselage so the PR one would not do anyway if it was to be re skined to a navy version.
Last edited by j45h89 on 2009-08-19 16:49, edited 2 times in total.
strima
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Re: RFA Mounts Bay [WIP]

Post by strima »

I've done quite a few jobs on the Bay class vessels so I will be keeping an eye on this thread!!!
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smart_boy00
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Re: RFA Mounts Bay [WIP]

Post by smart_boy00 »

Looks great! keep us posted with photos so I can watch the progress.
Rhino
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Re: RFA Mounts Bay [WIP]

Post by Rhino »

j45h89 wrote:Unfortunately the info is from the Royal Navy Handbook so can't actually link it. The HM MK1 (Navy) has no rear ramp, instead a closed fuselage so the PR one would not do anyway if it was to be re skined to a navy version.
that bit can easily be changed even without a remodel :)
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j45h89
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Re: RFA Mounts Bay [WIP]

Post by j45h89 »

[R-DEV]Rhino wrote:that bit can easily be changed even without a remodel :)
cool, just out of interest how would that be done?
anyway still the hm mk1 are not suitable for troop transport, i would just reskin the current merlin to a seaking tiger strip patternhttp://www.vectoraerospace.com/Portals/0/Images/heli/SeaKing-2-600.jpg
just to make it more navy and claim its the maritime hc3 that may or may not enter service.
Rhino
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Re: RFA Mounts Bay [WIP]

Post by Rhino »

j45h89 wrote:cool, just out of interest how would that be done?
anyway still the hm mk1 are not suitable for troop transport, i would just reskin the current merlin to a seaking tiger strip patternhttp://www.vectoraerospace.com/Portals/0/Images/heli/SeaKing-2-600.jpg
just to make it more navy and claim its the maritime hc3 that may or may not enter service.
just code the ramp not to move would be the simplest way :p

and I would use the normal merlin navy camo instead of using the seaking one :p
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j45h89
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Re: RFA Mounts Bay [WIP]

Post by j45h89 »

[R-DEV]Rhino wrote:just code the ramp not to move would be the simplest way :p

and I would use the normal merlin navy camo instead of using the seaking one :p
just thought a tiger strip merlin would look really snazzy, Realistically speaking a ASW Merlin could only carry about 10 fully loaded troops, hence why the sea king is the preferred transport helo. But since 8 is the max any vehicle can carry using a ASW Merlin is not too bad, maybe just add one to whatever map Mounts Bay would be on and use re skinned RM lynx for the main transport.
fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Re: [Model] RFA Mounts Bay [WIP]

Post by fullkontact »

I'd like to request some assistance if possible....

I'm having difficulty finding internalpictures mainly of the stairwells leading from the gangways along side to the internal vehicle holding bay. Any support would be greatly appreciated.
Ironfist7997
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Re: [Model] RFA Mounts Bay [WIP]

Post by Ironfist7997 »

in reference to the merlin, you could just use the current merlin unaltered as it could be being used by the Joint Helicopter Force which routinely fly mixed airframes from landing ships, at least in exercise.
"Just point me in the right direction, I'm bound to find the enemy eventually!!"
Rhino
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Re: [Model] RFA Mounts Bay [WIP]

Post by Rhino »

With stairs your best option is to use the 3DsMax Stair tool but once you have setup your stair with that you will need to do a bunch of hand optimizing to get rid of unseen faces etc.

oh ye forgot to post these up, got some pics here of this ship thou only exterior ones.

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Download: http://realitymodfiles.com/rhino/refs/R ... y_refs.rar
Ironfist7997 wrote:in reference to the merlin, you could just use the current merlin unaltered as it could be being used by the Joint Helicopter Force which routinely fly mixed airframes from landing ships, at least in exercise.
ye, would be somewhat realistic.
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fullkontact
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Re: [Model] RFA Mounts Bay [WIP]

Post by fullkontact »

Thank you Windows 7....

Upgrade from Vista to Windows 7 delted all my documents, all my programs all my files... 8 GB of music! :'(
When I plugged in my memory stick "Error, access memory invalid type: ###########" So I unplug, plug into my parents computer, it's completely empty now...

So, I lost the model, though not alot was done. Spent hours trying to get the bow right but for some reason just could not get it the way I wanted it. I will be re-taking up this project once everything is installed again.

*not a happy bunny*
Rhino
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Re: [Model] RFA Mounts Bay [WIP]

Post by Rhino »

back up stuff in multiple places off your own system, epically before doing formats ;)
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