[Request] Vehicle Interiors Proof-Of-Concept

Making or wanting help making your own asset? Check in here
Post Reply
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

[Request] Vehicle Interiors Proof-Of-Concept

Post by ShockUnitBlack »

This is a little idea I've had floating around in my mind for a while that shouldn't be all that difficult to do (although I don't have the skills to do it) that I think would be worth looking into.

The objective is to create the interior of a tank or other AFV that can be viewed from the perspective of the gunner/commander. Now, because it's going to take me forever to explain this in a paragraph, I'll outline my concept's objectives below.

One - Create a modeled interior for the Challenger 2 tank (doesn't need to be the Challenger 2, but it's a sharp-looking tank model made by PR that would be worthy of an interior). This interior will be seen from the perspective of the commander/gunner. For starters, the interior model doesn't really need to be more than a box where the player sits inside, thing as this is a mere proof-of-concept deal.

Two - Modify the controls of the vehicle to accommodate two views. View number one would be the interior of the tank, view number two would be the "looking through the gun sight;" the view that the player sees currently when they are in the commander's seat of a tank. Views would be changed using the "pop smoke" command (this would screw up the magnification command, but I believe I've got a work-around).

Three - When the commander is in the interior view, modify the vehicle so that it's possible to activate "free view;" in other words, make it so that what happens when you hold down the left-control key and move your mouse while in a helicopter happens in the tank too.

Clarification - Here's perhaps a simpler way of putting the overall objective - in FH2, when a player is in a tank, they have two views which are toggled using the "pop smoke" command. View one is what the commander would see if he had the turret hatches open and had his head up through one of them, view two is the gun sight. What I'm talking about is doing the same thing in PR, except with view one being the actual inside of the turret.

This is something that has never been done before in the Battlefield franchise and I'm certain would increase PR's level of immersion greatly - somebody who knows how to do this and put in the effort would be greatly appreciated.
"I Want To Spend The Rest Of My Life With You Tonight."
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by sylent/shooter »

I personally think it is a interesting idea. But unfortunately I have one thing to say. How would that increase the file size of that particular vehicle. You're talking about modeling the inside of a vehicle. So that adds stuff to the vehicle. 2. How many people would actually just sit in the tank like that? I'd personally want to look out of the periscope all the time to help my squad.

You are right in saying it'd increase immersion but I don't think it's necessary.

Killing the enemy sylently
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by PoisonBill »

Something which would greatly improve the tanks is two things, giving them a 50 cal CROW and giving the driver a APC commander view. For the tanks who have these systems, for example the M1 Abrams.

One good thing with this is that the commander can show where targets are by shooting at them with the crow 50 cal.

The problem with the M1 Abrams is that it has 4 (commander, gunner, loader, driver) soldiers inside it in real life and in PR only 3 can sit inside, however having 4 people inside would make it harder to get it rolling.

A simple and easy way though would just be changing the manned 50. cal to a CROW 50. cal. This way the side gunner would act as a commander more easily since he now has a camera with zoom and can't get shot by snipers. You would also be able to add an extra gunner manning the m240 then. I can imagine 3 machine guns mowing a target down and giving your team some epic fire support.

Image
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by ShockUnitBlack »

Well, the notion of having a loader in 128 player matches is something I thought of, inwhich case I think modelled interiors would essentially be necessary.
"I Want To Spend The Rest Of My Life With You Tonight."
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by Drunkenup »

With aircraft we already sort of, but I think I'd be best to hold this off until v1.0 when the devs have the essentials and necessities sorted out.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by Rhino »

Ye this is something we have talked about a little amongst the devs, in fact this topic came up at Lulworth last year when we where having lunch in a room with a load of posters of the interior of the CR2 with little arrows pointing out what each bit is hehe.

But the basic conclusion to it is simply that its not worth the time, effort or the ingame overhead to have it. While it would be somewhat "cool", it would add nothing to gameplay and would only add a little to immersion. If the crew members where not spending so much time looking though there sights out of the vehicle then it may be slightly worth it, but since everyone is going to be spending 95% of there time looking out for a target, its really not worth it.

As such, making the interiors of APCs/IFVs where the passengers are sitting in the back and can't look out is higher priority, but still, not that high priority.
Image
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by ShockUnitBlack »

It is pretty much an exclusively-aesthetic idea, yeah. Still, it might still be something the community could do, especially when it wouldn't be a project that needs to be completely done when it's releases; each vehicle interior could just as well be released one at a time. Also, the job would be smaller if only PR-made models had the interors (thing as they're generally significantly superior to the USI and BF2 models that are propping up some of the factions. In other words, the British vehicles, Puma, AAV7PA1, Stryker (already more or less done), BTR-80, MT-LB, etc, would warrant interiors the most.

Anyway, it's a dreamer's dream sure, but I don't think it's exactly unrealizable either.
"I Want To Spend The Rest Of My Life With You Tonight."
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by Rhino »

ye, not trying to stop ya I think it will be cool, just giving you the view of the Devs :)

Also the AAVP7A1 and Warrior do already have rear interiors made up :)
Image
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by dtacs »

[R-DEV]Rhino wrote:Warrior
As in those little viewports on the back? Or is this something that is to be added in the next patch or something.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by Rhino »

That rear viewport was in fact made for the Saxon long ago lolz :p

That also reminds me, the old Saxon interior :D

Image
Image
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by dtacs »

Such wasted work :(

PSC will make good use of it though.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Request] Vehicle Interiors Proof-Of-Concept

Post by Rhino »

dtacs wrote:Such wasted work :(
Well frankly the interior was the only good bit of the Saxon (quality wise) :p
Image
Post Reply

Return to “PR:BF2 Community Modding”