Good to hear, I heard they dumped it in Iraq, but mistakenly thought they were using it in Afghanistan.dtacs wrote:Not one ASLAV picture I've seen overseas used it, read an article on the Army newspaper website that in one region they just dropped it off and left it on the side of the road as it was cumbersome, intimidating and unneeded.
They're always too far away from the action to be in accurate RPG range anyway, IIRC only one has been destroyed in Astan and the crew all survived.
[Vehicle] ASLAV / ASLAV-PC
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Truism
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Re: [Vehicle] ASLAV / ASLAV-PC
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC
Small progress bump.
Got the aslav down to 9kish from 25. Still reducing as unnecessary tris as possible.
http://i.imgur.com/nDCxB.jpg
Still finishing RWS model.
Got the aslav down to 9kish from 25. Still reducing as unnecessary tris as possible.
http://i.imgur.com/nDCxB.jpg
Still finishing RWS model.

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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC
better but you should collapse some of the edges on your barrel, the small parts have the same amount of edges as the large which is pointless. Also some things should be welded up to avoid zfighting.
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC
http://i.imgur.com/pZ6DB.jpg[R-DEV]Rhino wrote:better but you should collapse some of the edges on your barrel, the small parts have the same amount of edges as the large which is pointless. Also some things should be welded up to avoid zfighting.
like that or I am being dense?
Which other parts should be welded?

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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC
Yep that looks good, I also take it the inside of the barrel is a cone and not a cylinder ye? 
As for what other parts should be welded, not sure, was thinking maybe the bits on the side like the passanger view ports but then that would make them harder to remove in the LODs so probably worth keeping them as they are, just make sure the view port has a texture looking like the view port behind it and not just a black shadow
As for what other parts should be welded, not sure, was thinking maybe the bits on the side like the passanger view ports but then that would make them harder to remove in the LODs so probably worth keeping them as they are, just make sure the view port has a texture looking like the view port behind it and not just a black shadow
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC
A cylinder ofc[R-DEV]Rhino wrote:Yep that looks good, I also take it the inside of the barrel is a cone and not a cylinder ye?![]()
Tonnie also made a nice interior model.

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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC
it should be a cone, talking about the inside of the barrel since a player can't tell the difference between a long cone and a long cylinder when its as small as a barrel, even larger objects can have the same effect. The vBF2 chimneys have cones for the inside of the chimneys for example. Saves a lot of tris 
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC
Yeah I actually meant to type cone not cylinder lol
What sort of Tri count we talking for interior?
Edit: nvm read relevant threads. Time to crack open a beer and kill some tris
What sort of Tri count we talking for interior?
Edit: nvm read relevant threads. Time to crack open a beer and kill some tris
Last edited by Tim270 on 2010-10-28 17:23, edited 3 times in total.

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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC
One question about the interior model. How does it actually work? does the mesh actually stay inside the vehicle mesh? or does it fly really high in the sky/how do you stop water clipping through?

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Hauteclocque
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Re: [Vehicle] ASLAV / ASLAV-PC
The 1p mesh stays inside the 3p mesh
.
Water clipping is avoided via code I believe, but I don't know precisely how.
Water clipping is avoided via code I believe, but I don't know precisely how.

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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC
If you aint already read these, read post #85 here and the posts it links to, should have all the info you need about 1p and 3p models
: https://www.realitymod.com/forum/f275-n ... ost1477442
the "Water clipping" isn't a problem for 1st person models since if your sitting in the vehicle and drawing the 1p mesh, by default you will always be drawing the 1p mesh in front of anything that might actually be in front of it, being anouther mesh, a blade of grass, a bush sticking though the vehicle or water, it will draw the 1p mesh in front of them. There is a setting to stop that from happening but for most models, you dont want it so it aint a problem as it isn't for the AAVP7A1. The worst that can happen is if the 1p mesh is fully under the water, the the players will get a slight blue tint of the water around them in there view but nothing more and hardly noticeable (unless its constantly flashing on and off).
Ye, its inside it essentially, but only one is viewed at any one time.[R-DEV]Hauteclocque wrote:The 1p mesh stays inside the 3p mesh.
Water clipping is avoided via code I believe, but I don't know precisely how.
the "Water clipping" isn't a problem for 1st person models since if your sitting in the vehicle and drawing the 1p mesh, by default you will always be drawing the 1p mesh in front of anything that might actually be in front of it, being anouther mesh, a blade of grass, a bush sticking though the vehicle or water, it will draw the 1p mesh in front of them. There is a setting to stop that from happening but for most models, you dont want it so it aint a problem as it isn't for the AAVP7A1. The worst that can happen is if the 1p mesh is fully under the water, the the players will get a slight blue tint of the water around them in there view but nothing more and hardly noticeable (unless its constantly flashing on and off).
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC
Right, made a quick mockup to see if I understood this right.
Left 3p mesh, middle Gunner/driver Lod (?) - (I know there is a load of useless faces there just did it for the pic) and the interior mesh that will sit inside the 3p (Ignore what it looks like, got a long way to go before its done.).
But its in 2 models right, rather than 3 separate ones?
http://i.imgur.com/gYmJH.jpg
Left 3p mesh, middle Gunner/driver Lod (?) - (I know there is a load of useless faces there just did it for the pic) and the interior mesh that will sit inside the 3p (Ignore what it looks like, got a long way to go before its done.).
But its in 2 models right, rather than 3 separate ones?
http://i.imgur.com/gYmJH.jpg
Last edited by Tim270 on 2010-11-02 20:46, edited 1 time in total.

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Hauteclocque
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Re: [Vehicle] ASLAV / ASLAV-PC
Yes, you have understood, the middle and right meshes will be attached under the geom0 (1p mesh name in the export).Tim270 wrote:Right, made a quick mockup to see if I understood this right.
Left 3p mesh, middle Gunner/driver Lod (?) - (I know there is a load of useless faces there just did it for the pic) and the interior mesh that will sit inside the 3p (Ignore what it looks like, got a long way to go before its done.).
http://i.imgur.com/gYmJH.jpg
Let them in separate objects for the moment, it's up to the exporter to do what is needed
I'll show you what the AAVP7A1 looks like

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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC
That looks pretty good to me, and ye that's the right thing to do 
Also for the 1p, exterior LOD, I would add a few more polies to things like the barrel etc so its smoothing in the gunner/drive/commander cams etc. Something that's a bit of a problem in the CR2, the 1p barrel is too low poly in the 1p view and in the drivers seat, you can really see it
Also for the 1p, exterior LOD, I would add a few more polies to things like the barrel etc so its smoothing in the gunner/drive/commander cams etc. Something that's a bit of a problem in the CR2, the 1p barrel is too low poly in the 1p view and in the drivers seat, you can really see it
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Hauteclocque
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Re: [Vehicle] ASLAV / ASLAV-PC
Here is the AAVP7A1 :

On the left 3p mesh, on the right 1p mesh.
, Motherdear smoothed the gl barrels on the 1p mesh to make it look better.

On the left 3p mesh, on the right 1p mesh.
Indeed (I think it was you Rhino who spotted this ingame playing with the AAVP7A1 :razzAlso for the 1p, exterior LOD, I would add a few more polies to things like the barrel etc so its smoothing in the gunner/drive/commander cams etc.

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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC
Ye it was me 
1p meshes are more about than just optimization, its also about giving more detail to players inside the vehicle where they can afford it due to optimization around other bits (ie, removing bits they can't see, but giving more polys to the bits they can, and in some cases, just bumping up the polys totally
)
1p meshes are more about than just optimization, its also about giving more detail to players inside the vehicle where they can afford it due to optimization around other bits (ie, removing bits they can't see, but giving more polys to the bits they can, and in some cases, just bumping up the polys totally
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SoldierX
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Re: [Vehicle] ASLAV / ASLAV-PC
Just a heads up the pintle arm mount which you have on the ASLAV PC shouldn't be there, it should be on the ASLAV 25 for use by the crew commander


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anglomanii
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Re: [Vehicle] ASLAV / ASLAV-PC
your right.

shows correct position of pintle mount of mag 58 on aslav-25 type 3

shows CWS on aslav-PC ambulance variant which is the correct system unles a konesburg RWS system is not fitted.

shows the under armor CWS day/night vision system.

and this is what they look like under cams.

shows correct position of pintle mount of mag 58 on aslav-25 type 3

shows CWS on aslav-PC ambulance variant which is the correct system unles a konesburg RWS system is not fitted.

shows the under armor CWS day/night vision system.

and this is what they look like under cams.
<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
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SoldierX
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Re: [Vehicle] ASLAV / ASLAV-PC
All the ASLAV-PCs are fitted with the RWS now, the ambulance. recovery and fitter style lavs still use the old commander weapon station set ups though.
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anglomanii
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Re: [Vehicle] ASLAV / ASLAV-PC
Command and ISTAR ASLAV-PCs also use RWS.
also i may need to apologize as i think one of my earlier posts may have been incorrect.(no point in trying to butter it up) i will check latter when i get off work. it concerns the actual combination of weapon mounts on aslavs. i will repost later.
on the ASLAV-PC you need to add the Commanders Weapon Station it has a powered elevation and traverse and is armed with a .50 machine gun or mag58, which can be fired from under armour
A day night sighting system is fitted as standard on ASLAV-25, the CWS is virtually the same as the loaders mount on the M1a1-sa
also looks like the hellfire system was only a DSTO test and has never gone any further.
also i may need to apologize as i think one of my earlier posts may have been incorrect.(no point in trying to butter it up) i will check latter when i get off work. it concerns the actual combination of weapon mounts on aslavs. i will repost later.
should have read.on the ASLAV-25 you need to add the Commanders Weapon Station it has a powered elevation and traverse and is armed with a .50 machine gun or mag58, which can be fired from under armour
on the ASLAV-PC you need to add the Commanders Weapon Station it has a powered elevation and traverse and is armed with a .50 machine gun or mag58, which can be fired from under armour
should have readA day night sighting system is fitted as standard, it's virtually the same as the loaders mount on the M1a1-sa
A day night sighting system is fitted as standard on ASLAV-25, the CWS is virtually the same as the loaders mount on the M1a1-sa
also looks like the hellfire system was only a DSTO test and has never gone any further.
Last edited by anglomanii on 2010-11-17 11:52, edited 2 times in total.
Reason: inconsistand information.
Reason: inconsistand information.
<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures

