[Vehicle] Ka-50

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=USOR=Oleg-Russia
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Re: [Vehicle] Ka-50 [DONE]

Post by =USOR=Oleg-Russia »

Yuhuu i got model in maya 6.0.1 but this plugins don`t wanna work ,i think i have installed thaem wrong.
Image= Ka-50 Hokum =Image
Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

The BF2editor should be able to import maya files strait up, theres a little icon for it in the tool bar? BF2 was made in maya so it shouldn't be a problem?
DeltaFart wrote:Nice to be blunt and to the point Jonny-_-
Its only fair tbh, its very unlikely we would be able to use the model with such a huge poly count, how ever good it may look with it.
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Mosquill
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Re: [Vehicle] Ka-50 [DONE]

Post by Mosquill »

Jonny wrote:He has spent a long time on this, and I dont think anyone wants it to be another Merlin/huey because of it being too high poly.
Neither merlin nor huey lag because of high poly count. Infact, there are no models in PR that lag at all. Afaik about 40% of lag problems are caused by draw calls(no idea what that is), about 30% are caused by the lack of RAM (big maps), and about 20% complain on lagging smoke simply because they either play with 1600x1200+8xAA+16xAF or because they can't configure their gfx drivers properly..

Merlin bug is a bug, it has nothing to do with it.
Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

the merlin / huey bug is nothing to do with poly count or performance, I already have fully tested that out even thou I doubted it was its off the list of things that "might" cause it hehe. that is for sure some kinda code bug we are pretty sure we know what it is just needs confirming and testing etc.

But we dont want any lag from this, and having huge poly counts would in the end lag the user quite abit, as it would take up RAM to load them, and then the gpu would need quite abit to process all the polys.
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Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

Jonny wrote:Ahh, I had thought it was because of the extra detail the models had.

What happens if you copy and paste the BH code?
it would crash on local and dedi :p
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Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

it still wouldn't work, you cant just merge the code hehe, all the flaps etc would be right off or most likely missing :p

we are pretty sure what part of the code it is too we just need to test it etc :p
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WeeGeez
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Re: [Vehicle] Ka-50 [DONE]

Post by WeeGeez »

Jesus! Please warn me before you spring things as good looking as that on me, I nearly died! :-)

Nice model and textures there mate, hope we see this in the mod soon :wink: 8)
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Cheap computer build / fast track upgrade for slow computer for PR > Guide
Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

Jonny wrote:how does 'etc' not cover those?

Anyway, will it be fixed for the next release?
not really cos it would be simply easier to recode it from scratch rather than merge the BH or any other chopper code into it :p

and yes, we hope to fix it before next release.
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=USOR=Oleg-Russia
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Re: [Vehicle] Ka-50 [DONE]

Post by =USOR=Oleg-Russia »

Rhino i think i got all tool to work have hard worked on it to install them all , copy ,paste ,copy, paste,pfuu.Ok what i need from you right now:
I need to have your derictory path of map "Objects" of mod.
Example:Battlefield 2\mods\PR\Objects\Vehicles\(map where you put choppers)
Image= Ka-50 Hokum =Image
Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

should be "\objects\Vehicles\Air\" and name this vehicle "ahe_ka50" so it will end up being
"\objects\Vehicles\Air\ahe_ka50\"
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=USOR=Oleg-Russia
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Re: [Vehicle] Ka-50 [DONE]

Post by =USOR=Oleg-Russia »

[R-DEV]Rhino wrote:should be "\objects\Vehicles\Air" and name this vehicle "ahe_ka50" so it will end up being
"\objects\Vehicles\Air\ahe_ka50"
THX mate :)
Image= Ka-50 Hokum =Image
=USOR=Oleg-Russia
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Re: [Vehicle] Ka-50 [DONE]

Post by =USOR=Oleg-Russia »

Ok,i have quastion now which texture i must assing to model as default)woodland or desert) in bf2 i remember default was desert, and under which names? i have textures named:
(what for tags need to add behind)
ka50_primay
ka50_secondary
ka50_interuer
ka50_primary_bump
ka50_secondary_bump
Image= Ka-50 Hokum =Image
Rhino
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Re: [Vehicle] Ka-50 [DONE]

Post by Rhino »

desert is default texture, "_woodland" is the temperate / green camo.

ka50_primary_c.dds
ka50_primary_c_woodland.dds
ka50_secondary_c.dds
ka50_secondary_c_woodland.dds
ka50_interior_c.dds
ka50_primary_b.dds
ka50_secondary_b.dds
ka50_interior_b.dds (you should really have one?)


thats all the textures you should have with there names and I take it interuer = interior?
Last edited by Rhino on 2008-05-30 15:00, edited 1 time in total.
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Pride
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Re: [Vehicle] Ka-50 [DONE]

Post by Pride »

incase you were wondering, _c =colour and _b = bump
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
=USOR=Oleg-Russia
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Re: [Vehicle] Ka-50 [DONE]

Post by =USOR=Oleg-Russia »

[R-DEV]Rhino wrote:desert is default texture, "_woodland" is the temperate / green camo.

I take it interuer = interior?
Sry , i write it on dutch :)
Image= Ka-50 Hokum =Image
Brummy
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Re: [Vehicle] Ka-50 [DONE]

Post by Brummy »

Heh. Two sexy helicopters made by the Dutch :p

Very nice work :D
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