[Vehicle] CV9030 [WIP]

Discussion pertaining to the PR Norwegian Forces faction.
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hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: [Vehicle] CV9030 [WIP]

Post by hx.bjoffe »

How observant, good find.
Dimensions are slightly off.
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

Thanks for the heads up, fixed it now :)
Anybody got some tips for modeling the torson bar suspension as simple as possible? I'w got around 1000 tris until i hit 10 000 and need to include the suspension system (but since it is a realy unimportant part and rearly seen i want to keep it realy simple) and other bits and pieces. Still got to optimize parts of the model, so i should be able to shave of some hundred more tris to play around with on top of the remaining 1000 :D
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Vehicle] CV9030 [WIP]

Post by single.shot (nor) »

camocloth! if u have some tris left u shud maybe use them on that?
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

hm, camo cloth is probably not an option because I don't know how to model it :lol: (besides we dont use the baracuda-skin or whats it's face like the danish, if thats what your where thinking of). But any suggestions are welcome, so just bring it!!


Edit: your question made me remember something: how should I model the cloth part around the coaxel and the cannon barrel? I have no idea on how to make it look realistic without using a shitload of polys recreating the unevenness of cloth
Last edited by FastWinston on 2008-10-14 14:23, edited 2 times in total.
Nimble
Posts: 514
Joined: 2007-03-02 11:58

Re: [Vehicle] CV9030 [WIP]

Post by Nimble »

Camo cloth would probably be pretty low poly, just an alpha plane with a net like texture applied to it. I know they serve their purpose and all ... but I find camo nets ugly :P
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

can that somehow be done with the cloth where the barrel meets the turret?
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Vehicle] CV9030 [WIP]

Post by KP »

Just don't over-do it. It should look like this when in-game:

Image

;)
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

is that picture from Operation Karez?
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Vehicle] CV9030 [WIP]

Post by KP »

Think so.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Nimble
Posts: 514
Joined: 2007-03-02 11:58

Re: [Vehicle] CV9030 [WIP]

Post by Nimble »

Very nice picture, didn't know they painted their cv90s over there. Also didn't know they were really making use of fox holes that much in asymmetrical warfare.
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

They are using distance based weapons to beat the taliban in face to face combat. Using mortars and 30mm from the CV, not letting them get close enough to hit anything, but still things can hit accidentally, hence the trench and sandbag cover.
Last edited by FastWinston on 2008-10-14 16:41, edited 1 time in total.
johnandreas
Posts: 117
Joined: 2008-09-19 20:08

Re: [Vehicle] CV9030 [WIP]

Post by johnandreas »

Foxhole is your friend. It's pain digging in the ground. The sand is so hard one have to use a pick axe to soften it first. Have also used a couple of kilos C4, then it's like digging flour.
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

OK, model is almost finished, only thing missing is the cloth where the barrel meets the turret, but i have no idea how to make it! Does anybody have an idea on how to do it?
Severlohi
Posts: 4
Joined: 2008-10-12 13:45

Re: [Vehicle] CV9030 [WIP]

Post by Severlohi »

FastWinston wrote:OK, model is almost finished, only thing missing is the cloth where the barrel meets the turret, but i have no idea how to make it! Does anybody have an idea on how to do it?
The cloth is made from textile wich wont let moisture get into gun or aligment motor. :P
KARJP 3. PSJP. 1 PSJK. company command cv9030 gunner
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

Ok, I have a problem with the model. The barrel goes straight through the squad-leaders cupola in the rear of the model, when you swing the turret arround. How can I fix/overcome that? The turret will turn on a more slanted axis then shown in the render, so the turret may pass through a bit higher on the cupola, but still pass through it...

You can also se my atempt at making the cloth at the end of the barrel, how can I improve it? It's only a plane in 5x5, with the vertecies messed arround a bit.

Rendering of the issue:
Image
Last edited by FastWinston on 2008-10-20 08:29, edited 2 times in total.
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

Not sure, but johnandreas or Severlohi knows i guess :)
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Vehicle] CV9030 [WIP]

Post by halvor1 »

you can't unless you change the elevation of the turret so it can't aim down that far for a full 360degs
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Vehicle] CV9030 [WIP]

Post by Rhino »

The CR2 has the same problem, there ins't much you can do about it apart from stop it aiming down that far. In R/l the CR2 has a computer that stops the turret aiming that low when its facing backwards but ingame we can't do that so we just have to live with it, no one really notices anyways and its much bigger on the CR2.

Image
Image
FastWinston
Posts: 265
Joined: 2008-05-15 07:37

Re: [Vehicle] CV9030 [WIP]

Post by FastWinston »

Ok, thanks for your help Rhino :)
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