[Vehicle] CV9035NL (WIP)

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mries
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Re: [Vehicle] CV9035NL (WIP)

Post by mries »

Just a quick nooby question:
When you are a passenger you will see that interior instead of just watching the outside through binocular like other apc's/ifv?
If so, that is awesome!
AfterDune
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Re: [Vehicle] CV9035NL (WIP)

Post by AfterDune »

Yep, you see the inside of the vehicle, so can't look outside.
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Alright, so I dont see why I shouldnt do the wreck first (its simpler so I thought Id get it out of the way, and it helps me to get used to working in this way of organizing) So, I got a export scene to compare to and I set it up like Mineral said, and it is alot easier to organize :D

I know its far from perfect, so try to not rip me a new one :D Im sure theres lots of stuff to optimize but I didnt want to get rid of too much..

Hierarchy
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Cols
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Lods
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Also, can someone respond to the material pic I have from before?
Thanks for all the help thus far
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

Its hard to tell with your pics what you need and wont you don't with the whole laying out in a line approach. Personally I like to have everything on top of each other and just hide what you don't want to see and when working with multiple meshes using wireframe etc, far easier to see how things line up etc with the LODs etc. So ye, can't give any feedback on col0 as such because of that.

col2 is looking better but can see some useless verts/edges that can be optimized etc, mainly the two rear inner verts coming up from the track bits, they don't need to be there and the turret is still far too detailed, all that lip is going to do is make it harder for players to walk on the top of the turret rather than giving it more detail, just make the top flat or if its a big drop, a ramp at the most too the two levels.

col1 still needs a lot of work. Like I said originally, its best to make col1 from scratch rather than trying to optimize down a LOD as they can be and need to be so simplistic, its soo much less work. Literally all the turret needs to be is a box and the same pretty much for the hull. Given a proper side and front pic I could quickly draw it quickly but can't see any to hand.

Also for the turret, it ideally should be its own object on the wreck mesh with its own cols so that when the vehicle is destroyed, the turret is pointing in the same direction as it was before it blew up. Most of PR's vehicles aren't setup like this and just have their turret snapped forward but I'm pretty damn sure its possible and think you just set the wreck up with the same hierarchy as the main model, just simplified to only have the main components you want in their right place which is basically only the turret in this case I think.


CTRifle wrote:Image
TBH I don't bother with unique wreck materials myself unless there is a good reason an object needs it. Your better off just assigning the normal materials to the wreck and keeping things like glass, glass instead of a "wreck mat" :p

Also on your naming, would call it "armour_front" etc rather than "metal_front" and also the important thing to name in the materials is not the sub object name but the actual material name. Right now after exporting all its going to show in the .con/.tweak file is "Material #1" for metal_front, "Material #2" for wreck etc.
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Post by CTRifle »

Awesome thanks, I'll make the changes
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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

Alright, I got here, stuck on what to do next to set up the bones properly
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Last edited by CTRifle on 2014-04-15 16:29, edited 2 times in total.
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

I don't have much experience with tracks or the skin modifier etc but I think you will want to do this by painting vertex weight.
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Amok@ndy
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Re: [Vehicle] CV9035NL (WIP)

Post by Amok@ndy »

mschoeldgen has a good tutorial here: Exporting A Tank - BF2 Community Tutorials - Official BF Editor Forums

dunno if you know it already
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Mineral
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Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

BFEDITOR IS BACK!
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CTRifle
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Post by CTRifle »

Yes I've been using it, thanks. I figured it out :D
[R-DEV]Mineral wrote:BFEDITOR IS BACK!
I know, phew :)
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Mongolian_dude
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Re: [Vehicle] CV9035NL (WIP)

Post by Mongolian_dude »

Stick a single AT-4 inside the interior!
In theory it should only effect those inside the vehicle, since it will be lod 0?


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CTRifle
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Post by CTRifle »

You're correct :D hmm I'm thinking that or just another rack
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Mongolian_dude
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Re: [Vehicle] CV9035NL (WIP)

Post by Mongolian_dude »

How about one of the little ammo cases that the humvee drops? Would they fit anywhere?
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CTRifle
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Post by CTRifle »

Yeah I could prob grab the texture.

Everything is linked up in hierarchy
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Last edited by CTRifle on 2014-04-18 04:38, edited 2 times in total.
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Wicca
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Re: [Vehicle] CV9035NL (WIP)

Post by Wicca »

woooow.

Bravo! I am just jizzing in my pants.

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CTRifle
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Re: [Vehicle] CV9035NL (WIP)

Post by CTRifle »

@Rhino or whoever knows, can you write out or show me a hierarchy or list of materials so I can set mine up properly.

So far I used a multi/sub obj to apply
-Front
-rear
-top
-back
-glass
-wheels
-tracks

So what is the naming for the actual application of the textures, I have the outside, the tracks and the interior that need to be applied. Thanks!

Been getting this so something is wrong
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Rhino
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Re: [Vehicle] CV9035NL (WIP)

Post by Rhino »

What version of 3DsMax are you using?....
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Amok@ndy
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Re: [Vehicle] CV9035NL (WIP)

Post by Amok@ndy »

http://i.imgur.com/qltKsre.png

looks like 2012

doh ....
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Mineral
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Re: [Vehicle] CV9035NL (WIP)

Post by Mineral »

Can you also show your actual hierarchy? :D With names and stuff. I also do not recommend spreading everything out like that when working on an export scene. Otherwise later you'll spend lots of time making everything fit right again with pivot's and so on. Just keep everything centered in the middle of the scene when making col's/lod's.
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CTRifle
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Post by CTRifle »

I have 2009... Just read into it and shit, not the same as 9. I'll transfer it over.. > :(
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