[Vehicle] CB90N [WIP]

Discussion pertaining to the PR Norwegian Forces faction.
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H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: [Vehicle] CB90N [WIP]

Post by H.sta »

I do not believe that the norwegian version of this has the twin M2s in the front. just the manned .50 on top

i will also send you some refs as soon as i get MY internet back... don't really know whos internet i am on right now. had to walk for 30mins to find an open connection

... my router blew up... it is hard living without internet
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

There seems to be 2 versions in use by Norway ...

90H seen here ..ImageImage


And then the 90N (I presume) ..ImageImage

There are a few differences;
90N has no M2 bay in front.
90N has 4 windows from transport compartment while 90H has 6.
Different "knot-tie-thingies".
Differences in rails, small but still.
Landing on the back ..

I could go on for a while on the even smaller differences iv´e found..
For the main part I have concentrated on the 90N version, with exception of the M2 bay and windows.(will change those)

Detailing ...
Right now the polycount is at 4698.
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Will post more when I got some progress ...










Meanwhile ..some EYECANDY !!!
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(2003 version, lowpoly !..really ..was like 5 polygons)
Last edited by cid228 on 2010-02-21 22:03, edited 3 times in total.
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: [Vehicle] CB90N [WIP]

Post by Sniper77shot »

Looking good :)
The_MDexs
Posts: 108
Joined: 2009-12-22 12:57

Re: [Vehicle] CB90N [WIP]

Post by The_MDexs »

its can be better and better
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Reference comparison ...
(not an exact camera match..)

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Image

I have made a few tweeks since last night, mainly to the new rail-thing on the back landing, removed some unwanted polys.
Radar must be wider and a bit lower, hatches above driver/navigator may have to be moved back a bit, small windows on the side of the hull should be thinner (and 1 less per side), rails on deck should be cut for the life-raft containers (? ..Swedish-meatball containers)
The cockpit windows is a real pain in the *** to get looking right, the angle makes it hard to tell what goes where compared to the different reference pic´s.


... to be continued !
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Vehicle] CB90N [WIP]

Post by DankE_SPB »

i dont know if you're talking with somebody about what to optimize etc. via PMs, but i recommend you to look into this thread
https://www.realitymod.com/forum/f388-c ... ssets.html
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Vehicle] CB90N [WIP]

Post by Maxfragg »

great, but remove the antennas, since they can be added ingame as childobjects (as done on most PR vehicles)
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

[R-CON]DankE SPB:
Thanks for the link, very useful !
I continually try to optimize the model polywise, i have a limit on 7000 tris given to me, and right now im at 4495 tris (without antennas!).
The cockpit will need a bunch more polys to give the driver(aka 'most important person in vessel') more detail.
I have also tried to give the texturer a bit of a easier job (..wich so far is not me, and to be honest I need alot of practise)

Maxfragg:
The antennas will be removed, using them right now as placeholders, just to get the right feel when modelling. :D

Made a few tweeks since last post, shortened the front railing above the doors a bit, widened and lowered the radar, moved back and reduced the size of the hatches above the driver´s seat.

Here are the wireframes, not showing all tris.
(The model is not aligned right, front is actually side and vice-versa, so dont bother telling me ! :roll :)

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The_MDexs
Posts: 108
Joined: 2009-12-22 12:57

Re: [Vehicle] CB90N [WIP]

Post by The_MDexs »

nice im follow this project because PR need more boats
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Vehicle] CB90N [WIP]

Post by Zeno »

i agree MDexs :grin:

im was wondering: there is a troop cabin right?
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Yes, troop compartement is in place, can be seen on the wireframes, seats are the purple ones in the middle of the boat.

The boat has 18 seats for troops + 3 seats up front, Driver, Navigator and a fold up inbetween them for a machinist/gunner.

Heres one of the ref´s besides what I can remember ..
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And heres a screen from within the model ..
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Right now im optimizing and taking away a few polys that dont need to be in there !
Last edited by cid228 on 2010-02-22 15:32, edited 2 times in total.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Polycount (with antennas (..doh!))

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Vehicle] CB90N [WIP]

Post by Zeno »

one thought that dropped into my head:

would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders :-D

here is a scetch for you:

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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

I understand your thought ..and it would be nice if it worked.
Would have to be answered by a more experienced BF2-engine-wizard though, since i dont know anything really. :-D

On a different matter ..One question popped up; Is there gonna be a problem with me working in 3Dsmax6 and not 9 ? (..other than it´s lame not to have the latest of everything!)
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: [Vehicle] CB90N [WIP]

Post by Zimmer »

Zeno wrote:one thought that dropped into my head:

would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders :-D

here is a scetch for you:

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You have bene here long enough to know that does either need a code magician or its plain hardcoded Zeno :)
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [Vehicle] CB90N [WIP]

Post by Zeno »

Zimmer wrote:You have bene here long enough to know that does either need a code magician or its plain hardcoded Zeno :)
ey. it was just a thought! :lol:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Vehicle] CB90N [WIP]

Post by Amok@ndy »

Zeno wrote:one thought that dropped into my head:

would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders :-D

here is a scetch for you:

Image
sure this will maybe work but what is the sence of having the half team in 1 boat ???
around 40 lost tickets if they got a hit ?
why do you think the Chinook has only 8 seats ?
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Vehicle] CB90N [WIP]

Post by Wilkinson »

1) Sadly there is no such thing as a 'childvehicle'.

2) Nice concept though but still wouldnt work.

3) Beautiful model :)
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cid228
Posts: 97
Joined: 2010-02-11 10:27

Re: [Vehicle] CB90N [WIP]

Post by cid228 »

Wilkinson wrote:1) Sadly there is no such thing as a 'childvehicle'.

2) Nice concept though but still wouldnt work.

3) Beautiful model :)
This is a reply to statement 3): Thanks ! Can't wait to get it ingame ! :-) Right now im building a house !

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Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: [Vehicle] CB90N [WIP]

Post by Zulnex »

Looks fantastic! Excellent work. :thumbsup:
Can't wait to try it in game.
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