[Vehicle] Ka-50

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=USOR=Oleg-Russia
Posts: 207
Joined: 2007-10-07 17:55

Re: [Vehicle] Ka-50

Post by =USOR=Oleg-Russia »

spacemanc;695048 wrote:Still way too high
Why use so many polys on the rotors - you cant get close to them, unless you land next to a platform and jump on top!
QUOTE]

It`s geom0 so you can get close to it,geom1 is 350 or something like that
Image= Ka-50 Hokum =Image
space
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Re: [Vehicle] Ka-50

Post by space »

you dont need pipes on the front - look at the cobra - its all one cylinder, but you can only tell if you get close and really look - if you want it in the game the DEVs will be much more interested if you come up with a 4k poly heli. Spend your time on the textures - the quality of the models in PR is my standard of modelling ( ie low! ) - and Im sure its not because the modellers were **** - its because they were after low poly models. You can only see how low quality the models are when you get close, and you are actually looking for problems though - the textures cover up the modelling compromises.
=USOR=Oleg-Russia
Posts: 207
Joined: 2007-10-07 17:55

Re: [Vehicle] Ka-50

Post by =USOR=Oleg-Russia »

spacemanc wrote:you dont need pipes on the front - look at the cobra - its all one cylinder, but you can only tell if you get close and really look - if you want it in the game the DEVs will be much more interested if you come up with a 4k poly heli. Spend your time on the textures - the quality of the models in PR is my standard of modelling ( ie low! ) - and Im sure its not because the modellers were **** - its because they were after low poly models. You can only see how low quality the models are when you get close, and you are actually looking for problems though - the textures cover up the modelling compromises.
I have 1 quastion have you ever modeled,just think about what you telling me, "make model over again"it takes again 2 mounths maybe notm on modeling but on uv mapping etc.Also texturing to get it correct,so it`s double job better i optimize this one ,and save more time and it will looks still nice.
Image= Ka-50 Hokum =Image
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Vehicle] Ka-50

Post by space »

there is no way it will take you 2 months to make a low poly version! Whn I modelled my Bell 407 I knew my way around the fuselage so well that I could remake it in about 8 hrs ( low quality version - but thats what were after! )
The textures will have to be redone anyway - it may be hard to face, but the sooner you realise the more time youll save.
Basically you dont want any cylinders on the model apart from maybe the main roter shaft. The only fuselage detail should be the vents above the cockpit, antenna, and the rail things around the cockpit which should all be made with cuboids - NO OTHER DETAIL!
Aim to make a 2000 poly model and then when you go over or apply the shell modifer youll still have a low poly model.

IF someone gave you a ferrari and a pile of car parts to make a trabant - would you convert the ferrari, or would you start from scratch with the parts? ( personally Id be off into the sunset in the ferrari :D )
=USOR=Oleg-Russia
Posts: 207
Joined: 2007-10-07 17:55

Re: [Vehicle] Ka-50

Post by =USOR=Oleg-Russia »

I am on 13888 poly,have removed all details that i think must be removed and droped from last version of game model 22k on 13,8k and original model 32k to 13,8k .I can work on heli max for next 2 days ,because i have project from school and need to make huge 3d scenen in 2 weeks ,i am running out of time so this is last 2 days that i can work on heli.I can start work on heli again only after 5 weeks,this is end of the year so alot of stuff need to make done for school.So give me red or green light to start make lods from current model and wreck model and finish textures.I need this answer today.
Image= Ka-50 Hokum =Image
Drav
Retired PR Developer
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Re: [Vehicle] Ka-50

Post by Drav »

I'm guessing thats still too high but can I just say, I LOVE what you've made, it looks brilliant. Good luck getting it into PR....
HughJass
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Re: [Vehicle] Ka-50

Post by HughJass »

This is confirmed to go in for the russians?
Last edited by HughJass on 2008-06-10 08:41, edited 1 time in total.
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GeZe
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Re: [Vehicle] Ka-50

Post by GeZe »

HughJass wrote:This is confirmed to go in for the russians?
Definitely no.

https://www.realitymod.com/forum/f135-r ... -50-a.html
Rhino
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Re: [Vehicle] Ka-50

Post by Rhino »

'[R-CON wrote:GeZe;696588']Definitely no.

https://www.realitymod.com/forum/f135-r ... -50-a.html
Providing its poly limit gets below 10k, something like 6 to 8k polys I see no reason why this can't be used on some asymmetrical maps?
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GeZe
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Re: [Vehicle] Ka-50

Post by GeZe »

[R-DEV]Rhino wrote:Providing its poly limit gets below 10k, something like 6 to 8k polys I see no reason why this can't be used on some asymmetrical maps?
As I said...
However, if we do get a more special forces type map, it is a possibility.
But it is definitely not "confirmed to go in for the russians" as HughJass put it.
Rhino
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Re: [Vehicle] Ka-50

Post by Rhino »

Jonny wrote:The same reason you removed the saxon from all UK maps. Its not gonna be used much, so it would be unrealistic.
no you see there is a big difference here with the Saxon and the Ka-50.

The Saxon is not used at all now, it is 100% out of service, hence why no PR maps have it, in fact its probably an idea we remove it from the files.

The Ka-50 how ever is still in service just in small numbers as is the Mi-28.

I wouldn't call a map to use it a "SF map" as there is really no such thing apart from "BF2 SF" if you really class it as that but ehhh you would have to rework PR's entire game play dynamics to really have proper "SF" missions...

Just have a map like Qwai river which is asymmetrically balanced, with tanks for the PLA and TOW hummers and choppers for the USMC. You could have a map with say Militia vs Russia and give the Russia a Ka-50 or 2? Since the militia wont have a chopper and the map is asymmetrically balanced, as it has to be since the factions are, I see no problem?
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DeltaFart
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Re: [Vehicle] Ka-50

Post by DeltaFart »

Id say make another game mode if possible for SO maps.
Remove the bunker and the firebase and replace with like a FOB that is like a FB just has more stuff with it.
IDk I'll have to think about it through out the day and read the wiki or print it out to look at changeable things
GeZe
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Re: [Vehicle] Ka-50

Post by GeZe »

[R-DEV]Rhino wrote:no you see there is a big difference here with the Saxon and the Ka-50.

The Saxon is not used at all now, it is 100% out of service, hence why no PR maps have it, in fact its probably an idea we remove it from the files.

The Ka-50 how ever is still in service just in small numbers as is the Mi-28.

I wouldn't call a map to use it a "SF map" as there is really no such thing apart from "BF2 SF" if you really class it as that but ehhh you would have to rework PR's entire game play dynamics to really have proper "SF" missions...

Just have a map like Qwai river which is asymmetrically balanced, with tanks for the PLA and TOW hummers and choppers for the USMC. You could have a map with say Militia vs Russia and give the Russia a Ka-50 or 2? Since the militia wont have a chopper and the map is asymmetrically balanced, as it has to be since the factions are, I see no problem?
Well, I meant SF type maps... for instance Dawn has a SF feel to it, parachuting out of an airplane and all. (but the map would obviously not fit with having a Ka-50) Also, I probably didn't use the proper term... what I should have said is the on Russia v. Militia maps, yes, it's a possibility, on Russian v. Conventional Army, no. From what I understand the Ka-50 was used by Special Forces during the Chechen wars, so that is where my criteria are coming from. Russia SF don't look different from regular troops, so any militia map could be Ru SF v. Militia... the gameplay would not be any different.

So, basically, if a Militia v. Russia map is made on which a attack helicopter is needed for the Russian side, then using the Ka-50 is definitely an option. In all other situations, the Russians will use the Mi-28.
Masaq
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Re: [Vehicle] Ka-50

Post by Masaq »

Ka-50 isn't being taken out of service; it's just not being produced any more. Big difference.

Saxon has been completely withdrawn from frontline service and from what I hear from a mate in a local territorial unit, they're trying to get rid of them from the TA, too.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
Rhino
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Re: [Vehicle] Ka-50

Post by Rhino »

[R-MOD]Masaq wrote:Ka-50 isn't being taken out of service; it's just not being produced any more. Big difference.

Saxon has been completely withdrawn from frontline service and from what I hear from a mate in a local territorial unit, they're trying to get rid of them from the TA, too.
I do wonder sometimes what is the magic number of how many times do things need to be repeated in forum posts before people understand?
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Masaq
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Re: [Vehicle] Ka-50

Post by Masaq »

I think it's three times, each from three different people.

Which would make 9 the magic number? Kinda tiring at times isn't it...

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
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