[Static & Projectiles] SPG-9 ammunition

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kumade
Posts: 130
Joined: 2009-04-05 21:17

[Static & Projectiles] SPG-9 ammunition

Post by kumade »

UPDATE 21.03.2010:

Ammo box, closed, 712 tris.

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UPDATE 20.03.2010:

Ammo box, with 2 pg-9 and 2 pg-9p inside , 2807 tris:

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ORIGINAL POST:

Hi, guys.
Let me introduce ammunition stuffs for glorious SPG-9 grenade launcher.Pictures were taken from blender and bf2editor.

Some references:

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And here we go!

PG-9 (HEAT), 986 tris:
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OG-9 (FRAG), 576 tris:
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PG-9P(powder charge case), 176 tris:

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Ammo box, empty, 872 tris:

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Last edited by kumade on 2010-03-21 14:25, edited 2 times in total.
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: [Static & Projectiles] SPG-9 ammunition

Post by WilsonPL »

You should model the entire launcher!
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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: [Static & Projectiles] SPG-9 ammunition

Post by spawncaptain »

Launcher = deployable HAT for militia
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

You should model the entire launcher!
Who knows, who knows :)
Launcher = deployable HAT for militia
Yes, i have heard such rumors ;)
Last edited by kumade on 2010-03-14 15:51, edited 1 time in total.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Static & Projectiles] SPG-9 ammunition

Post by charliegrs »

WilsonPL wrote:You should model the entire launcher!
Or better yet, finish the one that was already being made.
https://www.realitymod.com/forum/f388-p ... e-wip.html

I think the author got pretty far on it before he gave up. From what I read, the author is willing to give it to anyone who wants to finish it.
known in-game as BOOMSNAPP
'
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Static & Projectiles] SPG-9 ammunition

Post by charliegrs »

spawncaptain wrote:Launcher = deployable HAT for militia
I dont know about it being a HAT, Im pretty sure the SPG9 rounds have the same warhead as an rpg7.
known in-game as BOOMSNAPP
'
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Static & Projectiles] SPG-9 ammunition

Post by samogon100500 »

Looks nice!
But i think 576 tris it's very many triangles for projectile!
My WIP R-60(Air to AIR missle for Su25) have 197 tris and 512^2 texture!
I think shooting of thats rocket has very LAGest shooting!(Лагать при выстреле будет кароче =))
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

samogon100500 wrote:Looks nice!
But i think 576 tris it's very many triangles for projectile!
My WIP R-60(Air to AIR missle for Su25) have 197 tris and 512^2 texture!
I think shooting of thats rocket has very LAGest shooting!(Лагать при выстреле будет кароче =))
Well ,there is nothing to reduce without corrupting a rocket's form. Anyway this model will be not only projectile, but also part of static mesh (ammobox with rockets), so it needs to be pretty detailed.

Maybe later i will create separate ugly model for projectile only :) . We will see after some tests maybe.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Static & Projectiles] SPG-9 ammunition

Post by Amok@ndy »

kumade wrote:Well ,there is nothing to reduce without corrupting a rocket's form. Anyway this model will be not only projectile, but also part of static mesh (ammobox with rockets), so it needs to be pretty detailed.

Maybe later i will create separate ugly model for projectile only :) . We will see after some tests maybe.
those projectiles are very fast so i think its not worth it to spend to much tris
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Static & Projectiles] SPG-9 ammunition

Post by DeltaFart »

Yeh big issue with my model oif the SPG was that the tube was too many sides, so it had to be scrapped completely, I felt it needed the sides since thats all it is, but the devs felt differently and I'm not going to argue with them
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Static & Projectiles] SPG-9 ammunition

Post by Wilkinson »

Smoothing Groups?
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DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Static & Projectiles] SPG-9 ammunition

Post by DeltaFart »

Yeh I had used smoothin groups, But i felt I could use polies on the tube considering all you really ever see is the tube, so why not? eh whatever ahha
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

My final word about tris count for my projectile model (to prevent further spaming this thread about this problem) :) :
1. By example, current RPG missile has 400+ tris. Anyone mentioned any lags when shooting? It has 400+ tris because it doesnt have complicated tail, just capped tube. Other way You should hardly increase tris count, because tail has more details then the rest of the rocket.
2. Do You guys really think that Your PCs cant handle some 500-1000 tris ? There will be maximum of 3 ATs on the map. And each of them will fire with low frequency. So, i think this is not a big deal , but as i said, maybe we need to test this somehow.
3. When i just made my models, i have always showed them to my DEV curator, and always with tris count for model. And i never get any objections about it. But if other DEVs has other opinions, as i said, i can create a version with reduced tris count but with loss of rocket's form.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Static & Projectiles] SPG-9 ammunition

Post by BloodBane611 »

Definitely keep up your work man, it's looking good. Better to have a high detail model that needs knocked down than a low detail one that needs to be redone entirely.
[R-CON]creepin - "because on the internet 0=1"
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

[R-COM]BloodBane611 wrote:Definitely keep up your work man, it's looking good. Better to have a high detail model that needs knocked down than a low detail one that needs to be redone entirely.
Thanks for good feedback.


FIRST POST UPDATED. Added ammobox static with some stuffs inside.
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Static & Projectiles] SPG-9 ammunition

Post by Hauteclocque »

A bit shiny, but looks good.
You work with Blender ?
How do you export the models then ?
You convert them ?
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

[R-COM]Hauteclocque wrote: You work with Blender ?
How do you export the models then ?
You convert them ?
Yes, blender is my modeling tool. When model is done, i export it to *.dxf format and then import it in gmax :) (cant find a way to export uv-mapping from blender, so i have to uv-map in gmax first, and then export to bf2)
[R-COM]Hauteclocque wrote:A bit shiny, but looks good.
Thanks. And yes, in my original post i didnt do anything with shining of my texture. But in update i have tried to setup gloss values more properly (metallic parts - more shiny, wooden parts - less)
Last edited by kumade on 2010-03-20 16:07, edited 1 time in total.
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Static & Projectiles] SPG-9 ammunition

Post by kumade »

FIRST POST UPDATED. Added closed ammobox.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Static & Projectiles] SPG-9 ammunition

Post by Amok@ndy »

looks nice but its too much detailed for a small object !

most of the things can be done with Normalmaps and save some polys

€: Maybe you should make your textures alpha channel all black this should remove the shiny things ;)
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