[WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
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Microwaife
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
From what I can see it has "double wheels" in the back on the refs, which you dont have on your model yet...

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Amok@ndy
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
also your wheels need to have a center pivot (vertex) else they cant rotate

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Thanks for the comments guys, I apreciate it verry much.
Microwaife, yes I am aware of that. It is actually what I meant with:
" I still need to add the two rear wheels which are in the middle and the spare one."
Though I understand it is not like the best explenation ever...
Amok@ndy, in the TIGR vehicle topic I read that the center vertex is only for tracked vehicles so I gues I wont have to change it after al.
Kind regards,
Dj.
Microwaife, yes I am aware of that. It is actually what I meant with:
" I still need to add the two rear wheels which are in the middle and the spare one."
Though I understand it is not like the best explenation ever...
Amok@ndy, in the TIGR vehicle topic I read that the center vertex is only for tracked vehicles so I gues I wont have to change it after al.
Kind regards,
Dj.

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Rhino
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
[quote=""'[R-DEV"]Amok@ndy;2078560']also your wheels need to have a center pivot (vertex) else they cant rotate[/quote]
[quote="Mr.VdHeide""]Amok@ndy, in the TIGR vehicle topic I read that the center vertex is only for tracked vehicles so I gues I wont have to change it after al.[/quote]
Correct it is only for tracked vehicles which its wheels use animated textures. Normal wheeled vehicles actually have their wheel models rotating so don't need the central vertex to animate their texture around.
[quote="Mr.VdHeide""]Amok@ndy, in the TIGR vehicle topic I read that the center vertex is only for tracked vehicles so I gues I wont have to change it after al.[/quote]
Correct it is only for tracked vehicles which its wheels use animated textures. Normal wheeled vehicles actually have their wheel models rotating so don't need the central vertex to animate their texture around.
- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Ah okay, thanks for explaining it Rhino! 
Dj.
Dj.

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Some progress. 
I made some extra details inside the interior but I am not there yet. Glimmerman will try to get me a bunch of interior foto's during the Dutch Navy / marine show next month, so I will wait for that before finishing the interior. (Which is not much of a problem since there is a lot of work that still needs to be done anyway and some real life stuff like studying for next week's tests... I also fixed some smoothing group problems this model was having and finished the wheels.





At the moment I still have one question regarding the vehicles glass-parts. How do I model them? I read that you need to have a double sided plane and though I can imagine what it must be looking like I have absolutely no clue on how to make one. Some help, or a good tutorial would be much appreciated!
Kind regards,
Dj.
I made some extra details inside the interior but I am not there yet. Glimmerman will try to get me a bunch of interior foto's during the Dutch Navy / marine show next month, so I will wait for that before finishing the interior. (Which is not much of a problem since there is a lot of work that still needs to be done anyway and some real life stuff like studying for next week's tests... I also fixed some smoothing group problems this model was having and finished the wheels.





At the moment I still have one question regarding the vehicles glass-parts. How do I model them? I read that you need to have a double sided plane and though I can imagine what it must be looking like I have absolutely no clue on how to make one. Some help, or a good tutorial would be much appreciated!
Kind regards,
Dj.

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MikeDude
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Looking good!
How much tris do you think you'll reach once it is finished?
How much tris do you think you'll reach once it is finished?
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Rhino
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
3rd person model should have hardly any 3D cabin detail in it. You should do that all though 1p to 3p texture bake with normal maps (at low rez) for the 3D elements like door handles etc for anyone who might get close, and high enough to look in.
- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Thanks fort the replies!
MikeDude, the logistic truck will be around 11.000 tris. The troop transport will have some more because of the frame it has, so I guess that one will end up around 12.500 tris.
Rhino, I read this tutorial and I think I slowly start to understand what you want me to do:
So, do I have to detach a clone of the model and remove pretty much al of the exterior details and make a nice interior inside of it calling it the 1P version? Since the players inside the truck will not see the bumper for instance and stuff like the chassis?
And then make another 3P model without all the extra interior detail, and make the LOD's from that? Since that will be the model people will see when walking around it.
If I would do al of that I would have something like this for both the logi and the trans truck:
- LOD0 Truck (3p)
- LOD1 Truck (3p)
- LOD2 Truck (3p)
- LOD3 Truck (3p)
- Interior (1p)
Correct?
I have not done any of this before so all of it is still kind of vague for me.
ops:
Dj.
MikeDude, the logistic truck will be around 11.000 tris. The troop transport will have some more because of the frame it has, so I guess that one will end up around 12.500 tris.
Rhino, I read this tutorial and I think I slowly start to understand what you want me to do:
So, do I have to detach a clone of the model and remove pretty much al of the exterior details and make a nice interior inside of it calling it the 1P version? Since the players inside the truck will not see the bumper for instance and stuff like the chassis?
And then make another 3P model without all the extra interior detail, and make the LOD's from that? Since that will be the model people will see when walking around it.
If I would do al of that I would have something like this for both the logi and the trans truck:
- LOD0 Truck (3p)
- LOD1 Truck (3p)
- LOD2 Truck (3p)
- LOD3 Truck (3p)
- Interior (1p)
Correct?
I have not done any of this before so all of it is still kind of vague for me.
Dj.

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Amok@ndy
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
open up an existing model in BfMeshView.
maybe try the AAVP, the Stryker and the french VAB for reference.
The German/British MAN truck should be up-to-date aswell in therms of model quality.
maybe try the AAVP, the Stryker and the french VAB for reference.
The German/British MAN truck should be up-to-date aswell in therms of model quality.

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Hauteclocque
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
That's correct.Mr.VdHeide wrote:If I would do al of that I would have something like this for both the logi and the trans truck:
- LOD0 Truck (3p)
- LOD1 Truck (3p)
- LOD2 Truck (3p)
- LOD3 Truck (3p)
- Interior (1p)
Correct?
I have not done any of this before so all of it is still kind of vague for me.ops:.
To complicate a bit more this, the geom0 (your "interior") should include all the parts of the vehicle visible to the players inside the vehicle, that means you may need to cut some parts of the 3p mesh (lod0 ofc) and add them to the geom0 in the case they are visible in 1p.
11K tris is still good provided the details you've added are visible and the lods you make are good enough. Now that you understand the logic of 1p/3p, the interior of your 3P model should be really low tris and thus lower the current tricount of the vehicle.

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
@Amok@ndy, Thanks for the advice! I got the Mesh viewer, but where exactly can I find the PR models that I need to open?
@Hauteclocque, thanks a lot for explaining this and confirming my thoughts, it really helps.
Dj.
@Hauteclocque, thanks a lot for explaining this and confirming my thoughts, it really helps.
Dj.

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Hauteclocque
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
You'll need to set up a modding folder (pr_edit) in your BF2 files. Take a look at the tutorial section, you'll surely find how to do it.
Files should be under Bf2/mods/pr_edit/objects/vehicles/land/
The French truck GBC 180 (fr_trk_logistics and fr_trk_support) is also a good example of what you should do for a truck.
Files should be under Bf2/mods/pr_edit/objects/vehicles/land/
The French truck GBC 180 (fr_trk_logistics and fr_trk_support) is also a good example of what you should do for a truck.

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Okay, I found the tutorial. 
But right now there is not really anything I can do with it, because the shit PC I am working with right now has no more room left on the Hard drives to store the +7 gig PR folder copy. (I am still working and gaming with a 2007 basic Windows Vista family PC of around 350 euro...
) (*Will try to buy myself a game PC anytime soon though...*)
Dj.
But right now there is not really anything I can do with it, because the shit PC I am working with right now has no more room left on the Hard drives to store the +7 gig PR folder copy. (I am still working and gaming with a 2007 basic Windows Vista family PC of around 350 euro...
Dj.

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AfterDune
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
You can also open the "objects_vehicles_client.zip" inside the "contents" directory.
Then browse to: vehicles > land > fr_trk_logistics > meshes.
And then simply open the "fr_trk_logistics.bundledmesh" with bfmeshviewer.
But... without the .con file (located in the objects_vehicles_server.zip, in the same location), it'll look a bit odd probably. Wheels and things like that won't be placed correctly.
If you want to see it textured and with wheels and stuff properlay placed, unpack the "fr_trk_logistics" directory from both the client and server zip-files and (re)open the bundledmesh. Then it'll show up nice.
Then browse to: vehicles > land > fr_trk_logistics > meshes.
And then simply open the "fr_trk_logistics.bundledmesh" with bfmeshviewer.
But... without the .con file (located in the objects_vehicles_server.zip, in the same location), it'll look a bit odd probably. Wheels and things like that won't be placed correctly.
If you want to see it textured and with wheels and stuff properlay placed, unpack the "fr_trk_logistics" directory from both the client and server zip-files and (re)open the bundledmesh. Then it'll show up nice.

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Awesome. 

This clears up a lot.
Dj.

This clears up a lot.
Dj.

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Hello everyone,
I have a quick question for you guys, it's about the logistics variant. In PR the only thing that distinguishes the logi truck from the trans is the rear canvas cover, which is a seperate model . Apparently the canvas cover is being put on top of the transport truck model and then you have a logistics truck. But my truck has a large, detailed frame that will basically be nearly impossible to see once the canvas top is in place. So should I maybe create a separate clone within the Trucks .max file without a super-detailed frame?
Dj.
I have a quick question for you guys, it's about the logistics variant. In PR the only thing that distinguishes the logi truck from the trans is the rear canvas cover, which is a seperate model . Apparently the canvas cover is being put on top of the transport truck model and then you have a logistics truck. But my truck has a large, detailed frame that will basically be nearly impossible to see once the canvas top is in place. So should I maybe create a separate clone within the Trucks .max file without a super-detailed frame?
Dj.

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Amok@ndy
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
yeah would be good the outer polys of your frame would be covered by the canvas and can possibly cause z-fighting.

- Mr.VdHeide
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Re: [WIP] Dutch DAF YA-4442 Logistic and Transport truck [help needed!]
Okay, would such a model need LODs btw? Maybe one LOD for the low graphics users? Because from far away one wouldnt really see the z-fighting anyway.
Since it has already been quite a while since I last posted some progress I am going to show you all what I am working on right now. Currently I am working on the frame, also I am optimizing the model further more by removing some unnecessary vertexes I spot from time to time.
Picas:


Right now we are celebrating the summer holidays here in Holland, at least I do, so that means I will have far more time to spend on this project.
Dj.
Since it has already been quite a while since I last posted some progress I am going to show you all what I am working on right now. Currently I am working on the frame, also I am optimizing the model further more by removing some unnecessary vertexes I spot from time to time.
Picas:


Right now we are celebrating the summer holidays here in Holland, at least I do, so that means I will have far more time to spend on this project.
Dj.
Last edited by Mr.VdHeide on 2015-07-09 20:19, edited 2 times in total.




