[Vehicle] EFV [WIP]

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Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: [Vehicle] EFV [WIP]

Post by Exec »

Matze :O :G:H wrote:does anybodey know a tut how to model tank wheels for bf2?
hope u understand what i mean
Somebody told me to do this way:

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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: [Vehicle] EFV [WIP]

Post by Eddie Baker »

The big problem with the EFV in game, though, is the limitation of the number of passengers. The EFVP can hold 17 dismount troops with full equipment and supplies. In game we can make it hold 6 plus a 2 man crew. Until we move to a new engine that supports this or the ability to "free stand" in a moving vehicle, I don't think we can really use this or an AAVP7 in game.

Best bet for this engine is to see what wins the MPC contract and model that.
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

thats a picture of an impoted t-90 in 3ds max
and i dont understand why the wheels look like this
PLZ help

can we add a 2nd invisible vehicle to EFV with a smaller enteryarea and only the geom0
like a children
so that when the first vehicle is full the rest will enter the second one.
2 crew + 6 pass. + 8 pass

Edit: i found a tut
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Last edited by Matze:O:G:H on 2008-09-29 09:12, edited 3 times in total.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: [Vehicle] EFV [WIP]

Post by motherdear »

i'm not sure that we will be able to link the vehicles matze i believe it was tried with the chinook in the works but it didn't work out sadly.
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

hey.
want to inform u that i am optimizeing the model for uvw mapping now
so maybe in some weeks... :-D
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Vehicle] EFV [WIP]

Post by Rudd »

Matze :O :G:H wrote: can we add a 2nd invisible vehicle to EFV with a smaller enteryarea and only the geom0
like a children
so that when the first vehicle is full the rest will enter the second one.
2 crew + 6 pass. + 8 pass
I read a Eggman post ages ago talking about this, there was some public discussion, but I think it was taken behind the curtain to figure out if it could be done. And I doubt it could.
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Vehicle] EFV [WIP]

Post by Maxfragg »

yeah Matze :O :G:H, your idea is not half as original as you might think, and there have been various trys to achive this, but linking vehicles seams to be completely impossible in bf2
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Vehicle] EFV [WIP]

Post by DeltaFart »

yeah I beleive I was the one who started that discussion, all because I mis understood a thing from BF42
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Vehicle] EFV [WIP]

Post by charliegrs »

[R-DEV]Eddie Baker wrote:The big problem with the EFV in game, though, is the limitation of the number of passengers. The EFVP can hold 17 dismount troops with full equipment and supplies. In game we can make it hold 6 plus a 2 man crew. Until we move to a new engine that supports this or the ability to "free stand" in a moving vehicle, I don't think we can really use this or an AAVP7 in game.

Best bet for this engine is to see what wins the MPC contract and model that.
is it really a big deal that it can only hold 8 people? every vehicle in the game has that limitations. if it held 17 people, that would be half your team in just one EVF. this mod aims for realism, but it has to work within the confinements of the BF2 engine, and an EFV dismounting only 6 people is much better than not having an EFV at all.
known in-game as BOOMSNAPP
'
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Vehicle] EFV [WIP]

Post by General_J0k3r »

i think the problem was that the composed vehicle would explode all the time? im not sure though.
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

one short question?

Can i add a col_mesh to the turrent?

EFV_Turrent__RotationalBundle
nonvis_
col1
col2
col3
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Vehicle] EFV [WIP]

Post by charliegrs »

im sure you already know this, but in real life the EFV does the same things that may be quite difficult to model in game. when in water the EFV deploys a bow plane in the front which it uses to kinda skim over the water, it appears as though it is hydraulically activated. at the same time, its tracks rectract into the body and body panels cover them to make the bottom of the EFV flat so it makes less drag in the water. its really cool looking, but im curious do you think this is something you will be able to model?
known in-game as BOOMSNAPP
'
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Vehicle] EFV [WIP]

Post by DeltaFart »

maybe like the rear door on the Merlin, just this is activated by driver? Would be astetic thing only I'd say
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

charliegrs wrote:im sure you already know this, but in real life the EFV does the same things that may be quite difficult to model in game. when in water the EFV deploys a bow plane in the front which it uses to kinda skim over the water, it appears as though it is hydraulically activated. at the same time, its tracks rectract into the body and body panels cover them to make the bottom of the EFV flat so it makes less drag in the water. its really cool looking, but im curious do you think this is something you will be able to model?
such a feature isnt essential for gameplay so i dont do it
i only want to finish it
maybe in some monthes i will try it ;)

but at the moment i have soooooooo many ideas for pr: maps, statics,...
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: [Vehicle] EFV [WIP]

Post by charliegrs »

just curious any progress on this? ive been really hopeful for it thats all.. lol
known in-game as BOOMSNAPP
'
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

yes
i am working on the uvw mapping at the moment
is there any function in 3ds max9 to summarise similar polys
its very annoying to use the targed weld funktion for thousands of verteces
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Last edited by Matze:O:G:H on 2008-10-22 23:11, edited 1 time in total.
Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

Hey Guys,
I was absent for a long time but now i'm back again and want tu show you the newest reders of my model.
The model is nearly completed, and i will try everything to see this baby in Game...
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Last edited by Matze:O:G:H on 2009-02-02 11:34, edited 1 time in total.
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Vehicle] EFV [WIP]

Post by smee »

looking nice, hows the skining going
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Matze:O:G:H
Posts: 45
Joined: 2008-09-07 16:59

Re: [Vehicle] EFV [WIP]

Post by Matze:O:G:H »

smee wrote:looking nice, hows the skining going
I'm working...
UVW is finished for cannon; turrent and driver cam...
not much but enough for 3h of work
STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: [Vehicle] EFV [WIP]

Post by STORM-Mama »

Why is the LAV-25 annoying and in what way will this thing make any difference? With the 30mm-canon it will still crush the BTR-60 in Muttrah and Jabal.

On another note - beautiful model! :D
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