[Vehicle] ASLAV / ASLAV-PC

Discussion pertaining to the PR Australian Forces.
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dtacs
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by dtacs »

The Canadian LAV-III (NZLAV), IIRC there are no differences except that the NZDF loves to cover them in scrim/cam netting.

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Tinfoilhat
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tinfoilhat »

Roger, cheers for that, I only thought about it yesterday.

Ive been seeing Pinzgauers and Unimogs everywhere as well, so many they arent even unusual anymore! :shock:


Although the voices arent real........ :? ??:
They have some pretty cool idea's! 8)
Tonnie
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tonnie »

Hey Tim has there been any progress on this front lately?

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Just unwrapping it at the moment.
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Tonnie
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tonnie »

awsum mate

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Quick question. Do the wheels need a vert at the centre or have I just made this up? http://i.imgur.com/4Hq53.jpg

Do the wheels look ok? I mean I had to go with 14 sided cylinders or I would be pushing 10k tris :\. Worth the extra tris to not have them so blocky? There is a lot of stuff on there to easily kill with Lods but should I really go up to 10K? Will all be on one texture sheet so I am not sure how much it will really impact on performance?

http://i.imgur.com/nNY2h.jpg
Obviously looks pretty funky with the smoothing right now, but I think it might look ok when textured. I really have done all I can to save tris everywhere else on the model so far. I could go back and kill more off the turret top if It really has to be under 9.5k but I really do not want to do that as it is already starting to get a bit blocky.


I have everything else unwrapped though (not packed). Just waiting on the wheels.
Last edited by Tim270 on 2011-03-10 23:45, edited 1 time in total.
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

The outsides of the wheels look good but the insides look too poly heavy. Try collapsing every other edge on the inside rim to make it less poly heavy.

The smoothing on the outside of the wheel should be fine ingame, epically once you've also applied normal maps to them :)

Keep up the good work :D
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dtacs
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by dtacs »

Can you increase the sizes of certain features without having an impact on performance? The stowage bays on the sides of the turret feel pretty small.

And how much impact on performance do antennas have? Most ASLAV's have 2 at the back of the turret, I've seen PC's with 3.

And whilst this may be not in line with the current PR APC patrol style, having at least one open hatch on the ASLAV and the ASLAV-PC would be very realistic, dismounts can usually be seen poking out the top with a MAG-58 or whatever.
Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

dtacs wrote:Can you increase the sizes of certain features without having an impact on performance? The stowage bays on the sides of the turret feel pretty small.


They do look a little small now you mention it. I will make them bigger.

And how much impact on performance do antennas have? Most ASLAV's have 2 at the back of the turret, I've seen PC's with 3.
Iirc all pr vehicles use the bf2 antennas so you do not have to bother setting you're own up for export. The antenna mounts are modelled and they will be put on once it gets exported. (hopefully :p )
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dtacs
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by dtacs »

The sizes of the commander/gunner optics should be bigger too, the boxes seem too miniscule, too much distance inbetween them and the edge of the turret sloping toward the cannon. If you look at ref pics, they are pretty large in comparison to the commander's vision blocks.

And there is no harm in adding a wire cutter to the top, similar to the ones on the Kiowa. Not sure how modeling works but you could just 'rip' the one off the Stryker.

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Last edited by dtacs on 2011-03-11 12:46, edited 1 time in total.
DankE_SPB
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by DankE_SPB »

Quick question. Do the wheels need a vert at the centre or have I just made this up? http://i.imgur.com/4Hq53.jpg
No, it was my mistake, they are needed only on tracked vehicles :-)
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-tomo_unit-
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by -tomo_unit- »

I got one question:
Is there going to be a mg (possibly a FN MAG) mounted on top of the main turret?
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Rudd
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rudd »

IRL would that MG be manned be a crewman or one of the passengers? Looks like a crewman's helmet? What position does that crewman have in the vehicle?
Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

[R-DEV]Rudd wrote:IRL would that MG be manned be a crewman or one of the passengers? Looks like a crewman's helmet? What position does that crewman have in the vehicle?
Passengers don't go in the turret :p

Its most likely the Commander up there.
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Rudd
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rudd »

imo that puts the arguement towards not having that top MG, it'll save performance anyway but it creates problems ingame as seen by the merkava, and anyway as we say...one of the passengers isn't meant to man it but 3 man vehicle crew would kick out a 6th passenger...
-tomo_unit-
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by -tomo_unit- »

but i think it would be reasonable if their was a top gunner. Cause the ASLAV-25 reconnaissance vehicle does have 3 crewman and carries 6 personal but you would be able to remove one person so it does 5 man possibly.
Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

-tomo_unit- wrote:but i think it would be reasonable if their was a top gunner. Cause the ASLAV-25 reconnaissance vehicle does have 3 crewman and carries 6 personal but you would be able to remove one person so it does 5 man possibly.
What's more important, having a guy who can get shot out of the turret, which as a result no one is going to want to sit in that seat as we see with the Tanks and there MG turrets or being able to transport one more guy in the safety of the APCs armour to the battlefield?
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Arc_Shielder
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Arc_Shielder »

'[R-DEV wrote:Rhino;1561169']What's more important, having a guy who can get shot out of the turret, which as a result no one is going to want to sit in that seat as we see with the Tanks and there MG turrets or being able to transport one more guy in the safety of the APCs armour to the battlefield?
Agree. I've witnessed that several times...actually, always.

It's enough drama as it is with the IDF tin cans in Asad Khal and it's a mandatory seat...
anglomanii
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

i know it's not my decision here, but to be honest i think we should ditch the crew commander MG put just the gunner in the turret, driver in the guts and 6 crew in the arse, in my opinion we might do better to simplify this one and get it in game with best performance in mind. i think in my utterly unqualified opinion Rudd and Rhino make the best argument and we should go with best practice for now.



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
dtacs
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by dtacs »

The LAV-25 doesn't have it at the moment, there is no reason that this should have it as well.
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