[Vehicle] Cougar Mastiff

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ripptide
Posts: 16
Joined: 2009-06-13 23:46

[Vehicle] Cougar Mastiff

Post by ripptide »

Decided to post updates here instead of threadjacking Cheesemans thread, so here's an update on the Mastiff. Currently sitting at ~8800 tris, still have some small detail to add.

C&C always welcome
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foxtwofive
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Re: [Vehicle] Cougar Mastiff

Post by foxtwofive »

very nice :-)
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Lan
Posts: 358
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Re: [Vehicle] Cougar Mastiff

Post by Lan »

Nice work man, is this going to be part of british forces? Cant wait to use it if it is :D

This is the Mastiff 2 right? I noticed it has the wire all the way around.
Last edited by Lan on 2009-12-16 22:08, edited 1 time in total.
Arnoldio
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Re: [Vehicle] Cougar Mastiff

Post by Arnoldio »

Isnt 8800tris a little bit too high? I dont really know, just asking...

But badass thing right there :D
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boilerrat
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Re: [Vehicle] Cougar Mastiff

Post by boilerrat »

You know the RPG-7 is an effective weapon when vehicles are designed solely to protect against it.
Rudd
Retired PR Developer
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Re: [Vehicle] Cougar Mastiff

Post by Rudd »

boilerrat wrote:You know the RPG-7 is an effective weapon when vehicles are designed solely to protect against it.
iirc that is the purpose of the RPG cage, however the basis of the vehicle's design is actually to protect the crew against IEDs and the like.
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Salmonella
Posts: 341
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Re: [Vehicle] Cougar Mastiff

Post by Salmonella »

don't know how you get this polycount, the cage is ~60x30 grid, should eat up at least a 2K tris.

why don't you try to do this via transparecy map?
Last edited by Salmonella on 2009-12-17 00:24, edited 1 time in total.
DeltaFart
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Re: [Vehicle] Cougar Mastiff

Post by DeltaFart »

Salmonella wrote:don't know how you get this polycount,
the cage is ~60x30 grid = 1800 cells, each cell eats at least 16 tris = 28800 tris, only on the cage!!!
Isssueeeee haha, yeh man i kind of looked at that funny also
Rudd
Retired PR Developer
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Re: [Vehicle] Cougar Mastiff

Post by Rudd »

I dunno, maybe the ridgeback would be a better choice http://www.thinkdefence.co.uk/wp-conten ... geback.jpg

as it has a smaller rpg cage etc
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ripptide
Posts: 16
Joined: 2009-06-13 23:46

Re: [Vehicle] Cougar Mastiff

Post by ripptide »

Thanks for the feedback guys.

@Lan, yes, most of the refs I've used were the Mastiff 2, as you say I think the only outside major change was the front cage. Can't say about it being British forces tho, I'm not a modder. I do these for a simulation training system we use, but have offered them to anyone if they want to use them.

@Salmonelle, I did think of that and it may end up that way, but I'm having an issue with opacity/trans maps in Ogre (the engine used in the sim app). I'm sure its a simple fix, just need to edit the material file properly. You can see in the LAV3 LORIT, all the black circles in the side bins should obviously be clear. Right now the cage is sitting at about 2800 tris, but I still have some optimizing to do so we'll see.

@Rudd, I actually am going to do the Rigeback (already have a Cougar H done to convert) and also thinking of doing the Wolfhound Tactical Support Vehicle (no cage to worry about:smile :)
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Salmonella
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Re: [Vehicle] Cougar Mastiff

Post by Salmonella »

ouww, great number and quality of models you made!!
I just asked about the transparency map cause I think its a waste of polygons, you see the ingame camonet, fences, wire etc, all made with transparency, you can save tons of tris...

like this,
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Last edited by Salmonella on 2009-12-17 04:22, edited 1 time in total.
Lan
Posts: 358
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Re: [Vehicle] Cougar Mastiff

Post by Lan »

Well since the british are using the mastiff two and the jackal 2 mainly now i think it warrants a place in the game over the landys which are being used a lot less.
ripptide
Posts: 16
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Re: [Vehicle] Cougar Mastiff

Post by ripptide »

Well, finally fig'd out what I was doing wrong with transparencies in Ogre, so gave the RPG cage a shot using that. Dropped the overall poly count down to around 7K tris (I left all the cage supports as they now show thru much more). Seemed to work pretty well Salmonella.

Now just have a few small details like the rear cameras to add and finish off the texture.
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ripptide
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Re: [Vehicle] Cougar Mastiff

Post by ripptide »

Think the geometry is pretty well done, sitting at 7500 tris, let me know if anyone sees any glaring omissions. Just have to finish tweaking the texture now.
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Salmonella
Posts: 341
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Re: [Vehicle] Cougar Mastiff

Post by Salmonella »

Nice, very nice, I told you, far than 5 meters you can't tell the difference between a transparency map and a ultra high poly grid.

My only doubt is how its gonna look in the game, the game handle in different ways Bundled/Statics meshs, I've only seeing this kind of grid in statics.
Besides it you showed isometrics renders, which don't show the negatives effects of anisotropic filtering and Anti aliasing on this trasnparent textures.
Try to export only the grid, so we can see how its going.

Ps, what program are you using, and how big its yours textures?
ledo1222
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Re: [Vehicle] Cougar Mastiff

Post by ledo1222 »

No Offence but thats the Uglyes Thing iv seen but so far NIce 8-) Keep it up
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta
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ripptide
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Re: [Vehicle] Cougar Mastiff

Post by ripptide »

As I said Salmonella, I'm not a BF2 modder so I have even less of an idea of how it would look in the game. Now that I figured out the correct settings, it looks fine in the app I'm making these for, but it uses a version of the Ogre graphics engine. You'd have to ask someone who knows about BF2's engine. As to apps, if you mean for modeling I use 3D Max 2009, and the "in game" screen caps are from Knowbook (the Ogre based simulation app). My textures are pretty well 2048x2048 .dds files for any of the vehicles I've done.
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Zulnex
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Re: [Vehicle] Cougar Mastiff

Post by Zulnex »

Very nice model. Keep up the excellent work. 8)
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foxtwofive
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Re: [Vehicle] Cougar Mastiff

Post by foxtwofive »

Where are the dev's when you need them.
Playing PR Since 0.4
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"This is the calm before the storm, Armageddon dawn."
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Salmonella
Posts: 341
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Re: [Vehicle] Cougar Mastiff

Post by Salmonella »

ripptide, you never exported one of them to the game? Is always good to do a "pre-export" just to see how the things are going.

I started a few months ago doing this modeling stuff, one thing I noticed, 3d moedling program is one thing BF2 is another. Most of what you see isn't real in the game, even using the same shader provided by Dice, the colors, transparency, gloss, normals behave so different in BF2.

Don't know if you know how to export or have someone to do it for you,but is always good do a lot of testing, or you may waste a lot of work remaking things...
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