[Weapon] SPG 9 Recoiless Rifle [WIP]
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
21:19 (McLuv) !Thank you prbot, god of all that is good.
21:20 (prbot) You can count on it
21:20 (prbot) You can count on it



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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
It's a reference to the IRC, we kindof idolized the prbot and made him the new savior, sooooo...

Anyways, on a more sane note, glad to hear the model wasn't beyond relatively easy repair.
Anyways, on a more sane note, glad to hear the model wasn't beyond relatively easy repair.



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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
Work on this project is continuing when I get home today. expect an update around 4:00 EST
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motherdear
- Retired PR Developer
- Posts: 2637
- Joined: 2007-03-20 14:09
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
when you update your project deltafart remember to show a perspective view or something of the model so that we can get an overview of the model instead of pieces that we have a hard time connecting to each other, looks good so far though and keep up the good work.

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Incomplete Spork
- Posts: 436
- Joined: 2008-12-30 03:26
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Dougalachi
- Posts: 346
- Joined: 2008-03-24 18:34
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
Incomplete Spork and I are thinking the same thing right now. It's been about a month, if not more since the last update, so I was hoping for a presentIncomplete Spork wrote:update?
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9cookie_monster
- Posts: 86
- Joined: 2008-03-01 06:33
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
I to would be awesome to have one of these things mounted to the back of a pickup truck 
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
Kind of working on the M1014 at the moment and plan on starting the UV map for the C7 C8 for the CDF (I need katarns M16 and M4 models so I can figure out the mat ids I need to make)
This is on back burner indefinitly until I finish the shotgun and the UVs. Ill probably redo the model anyway to use more primitives when making this anyway.
This is on back burner indefinitly until I finish the shotgun and the UVs. Ill probably redo the model anyway to use more primitives when making this anyway.
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
Ok since most people haven't really given a toss about my KC23 model at all and both having been sent to Z-Trooper to go over, I've gotten back to this

Redid the tube in all entirety

Was able to make the heatshield/shoulder/I dont know what it is really

And I started work on the straps that hold the thing on
Enjoy all you nutters who ahven't left me alone about this!

Redid the tube in all entirety

Was able to make the heatshield/shoulder/I dont know what it is really

And I started work on the straps that hold the thing on
Enjoy all you nutters who ahven't left me alone about this!
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
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Swe_Olsson
- Posts: 1030
- Joined: 2007-04-30 17:45
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
keep it up
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Z-trooper
- Retired PR Developer
- Posts: 4166
- Joined: 2007-05-08 14:18
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
My padawan is doing great 
oh wait, apprentice...
oh wait, apprentice...
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charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
its good to see your continuing work on this. it looks good, i cant wait until its done
known in-game as BOOMSNAPP
'
'
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
Neither can I 
I made the pivot points for the rifle, working on the sights right now. I expect it to be a pain in the ***
I made the pivot points for the rifle, working on the sights right now. I expect it to be a pain in the ***
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon]SPG 9 Recoiless Rifle[WIP]
Ok just spent my entire afternoon on this effing sight and still have a lot of work to do to smooth it out!



That black thiing in the last pic is gone, I decided to try and use a cylinder for that. For tommorow!
Rounding needs to be done
THis thing is a tris count hog!!! Its absurd! I hope I can optimize the effing thing
To any con or dev or well acquainted person, do I need to put in every screw detail? like on the two boxes hanging on the front? Noone will ever see it There are screws all over this thing that noone would ever see so would it be worth modellign theM? Im already above 2000 tris for the sight alone!



That black thiing in the last pic is gone, I decided to try and use a cylinder for that. For tommorow!
Rounding needs to be done
THis thing is a tris count hog!!! Its absurd! I hope I can optimize the effing thing
To any con or dev or well acquainted person, do I need to put in every screw detail? like on the two boxes hanging on the front? Noone will ever see it There are screws all over this thing that noone would ever see so would it be worth modellign theM? Im already above 2000 tris for the sight alone!
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motherdear
- Retired PR Developer
- Posts: 2637
- Joined: 2007-03-20 14:09
Re: [Weapon] SPG 9 Recoiless Rifle [WIP]
you should not have to model every single screw, should be done with a good texture and a normal map (even though they are ineffective in the bf2 engine) but since they are so small compared to the weapon itself they are not worth using a lot of tris on.
but what i would do is to make some of the cylinders slightly less rounded to cut down on the poly count.
and remember it all depends on the angle that you are seeing the weapon at when operating. you might need to have some of the screws and stuff on the model as you got now in the 1st player model but in the 3rd player model these should definitly be removed.
like for example the part of the sight that you are not looking into is really high on the tri count (it will not be seen by the player when in the 1st player view) and really doesn't need to be that high poly when looked at in the 3rd player)
in regards to the tri count if you stay under 4000-5000 tris for the whole weapon plus technical you should be good i think (only estimating here, z-trooper or rhino would have more experience on this)
but if you make your small details first they are easy to remove and you can easily see the effect on the tri count. when i made my boat i made the engine with a pretty high tri count and then i removed vertices and unneded things and made it feasible.
but basicly your problem with the tri count at the moment is that your cylinders that are not seen are way to smooth compared to their effect.
but most importantly, is the screw on the top of the sight (for sight adjustment) modeled or is that a bump map on it. because if you modeled that it would be insanely high on the tri count
hope that i made some sense and that my help is usefull. but really i am not as experienced as any other modeler in here. but might as well try and help
but is it possible that we could get a wire render of this (in a clay environment or just with edged faces and then screenshot from the viewport)
and good work on the model
but what i would do is to make some of the cylinders slightly less rounded to cut down on the poly count.
and remember it all depends on the angle that you are seeing the weapon at when operating. you might need to have some of the screws and stuff on the model as you got now in the 1st player model but in the 3rd player model these should definitly be removed.
like for example the part of the sight that you are not looking into is really high on the tri count (it will not be seen by the player when in the 1st player view) and really doesn't need to be that high poly when looked at in the 3rd player)
in regards to the tri count if you stay under 4000-5000 tris for the whole weapon plus technical you should be good i think (only estimating here, z-trooper or rhino would have more experience on this)
but if you make your small details first they are easy to remove and you can easily see the effect on the tri count. when i made my boat i made the engine with a pretty high tri count and then i removed vertices and unneded things and made it feasible.
but basicly your problem with the tri count at the moment is that your cylinders that are not seen are way to smooth compared to their effect.
but most importantly, is the screw on the top of the sight (for sight adjustment) modeled or is that a bump map on it. because if you modeled that it would be insanely high on the tri count
hope that i made some sense and that my help is usefull. but really i am not as experienced as any other modeler in here. but might as well try and help
but is it possible that we could get a wire render of this (in a clay environment or just with edged faces and then screenshot from the viewport)
and good work on the model

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Glimmerman
- Retired PR Developer
- Posts: 3237
- Joined: 2007-08-14 11:12
Re: [Weapon] SPG 9 Recoiless Rifle [WIP]
Looking ace there m8, keep it up 
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ballard_44
- Retired PR Developer
- Posts: 1204
- Joined: 2007-05-30 22:47
Re: [Weapon] SPG 9 Recoiless Rifle [WIP]
very nice...you are learning fast
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crazy11
- Retired PR Developer
- Posts: 3141
- Joined: 2008-02-05 00:20
Re: [Weapon] SPG 9 Recoiless Rifle [WIP]
Looking good! Keep it up.

You miss 100% of the shots you don't take.- Wayne Gretzky





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