[Vehicle] ASLAV / ASLAV-PC

Discussion pertaining to the PR Australian Forces.
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Truism
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Truism »

dtacs wrote:Not one ASLAV picture I've seen overseas used it, read an article on the Army newspaper website that in one region they just dropped it off and left it on the side of the road as it was cumbersome, intimidating and unneeded.

They're always too far away from the action to be in accurate RPG range anyway, IIRC only one has been destroyed in Astan and the crew all survived.
Good to hear, I heard they dumped it in Iraq, but mistakenly thought they were using it in Afghanistan.
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Small progress bump.

Got the aslav down to 9kish from 25. Still reducing as unnecessary tris as possible.

http://i.imgur.com/nDCxB.jpg

Still finishing RWS model.
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

better but you should collapse some of the edges on your barrel, the small parts have the same amount of edges as the large which is pointless. Also some things should be welded up to avoid zfighting.
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

[R-DEV]Rhino wrote:better but you should collapse some of the edges on your barrel, the small parts have the same amount of edges as the large which is pointless. Also some things should be welded up to avoid zfighting.
http://i.imgur.com/pZ6DB.jpg

like that or I am being dense?

Which other parts should be welded?
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

Yep that looks good, I also take it the inside of the barrel is a cone and not a cylinder ye? :)

As for what other parts should be welded, not sure, was thinking maybe the bits on the side like the passanger view ports but then that would make them harder to remove in the LODs so probably worth keeping them as they are, just make sure the view port has a texture looking like the view port behind it and not just a black shadow :)
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

[R-DEV]Rhino wrote:Yep that looks good, I also take it the inside of the barrel is a cone and not a cylinder ye? :)
A cylinder ofc

Tonnie also made a nice interior model.
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

it should be a cone, talking about the inside of the barrel since a player can't tell the difference between a long cone and a long cylinder when its as small as a barrel, even larger objects can have the same effect. The vBF2 chimneys have cones for the inside of the chimneys for example. Saves a lot of tris :)
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Yeah I actually meant to type cone not cylinder lol

What sort of Tri count we talking for interior?

Edit: nvm read relevant threads. Time to crack open a beer and kill some tris
Last edited by Tim270 on 2010-10-28 17:23, edited 3 times in total.
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

One question about the interior model. How does it actually work? does the mesh actually stay inside the vehicle mesh? or does it fly really high in the sky/how do you stop water clipping through?
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Hauteclocque
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Hauteclocque »

The 1p mesh stays inside the 3p mesh ;) .

Water clipping is avoided via code I believe, but I don't know precisely how.
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

If you aint already read these, read post #85 here and the posts it links to, should have all the info you need about 1p and 3p models :) : https://www.realitymod.com/forum/f275-n ... ost1477442
[R-DEV]Hauteclocque wrote:The 1p mesh stays inside the 3p mesh ;) .

Water clipping is avoided via code I believe, but I don't know precisely how.
Ye, its inside it essentially, but only one is viewed at any one time.

the "Water clipping" isn't a problem for 1st person models since if your sitting in the vehicle and drawing the 1p mesh, by default you will always be drawing the 1p mesh in front of anything that might actually be in front of it, being anouther mesh, a blade of grass, a bush sticking though the vehicle or water, it will draw the 1p mesh in front of them. There is a setting to stop that from happening but for most models, you dont want it so it aint a problem as it isn't for the AAVP7A1. The worst that can happen is if the 1p mesh is fully under the water, the the players will get a slight blue tint of the water around them in there view but nothing more and hardly noticeable (unless its constantly flashing on and off).
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Tim270
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Tim270 »

Right, made a quick mockup to see if I understood this right.

Left 3p mesh, middle Gunner/driver Lod (?) - (I know there is a load of useless faces there just did it for the pic) and the interior mesh that will sit inside the 3p (Ignore what it looks like, got a long way to go before its done.).

But its in 2 models right, rather than 3 separate ones?

http://i.imgur.com/gYmJH.jpg
Last edited by Tim270 on 2010-11-02 20:46, edited 1 time in total.
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Hauteclocque
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Hauteclocque »

Tim270 wrote:Right, made a quick mockup to see if I understood this right.

Left 3p mesh, middle Gunner/driver Lod (?) - (I know there is a load of useless faces there just did it for the pic) and the interior mesh that will sit inside the 3p (Ignore what it looks like, got a long way to go before its done.).


http://i.imgur.com/gYmJH.jpg
Yes, you have understood, the middle and right meshes will be attached under the geom0 (1p mesh name in the export). :smile:

Let them in separate objects for the moment, it's up to the exporter to do what is needed ;)

I'll show you what the AAVP7A1 looks like ;)
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

That looks pretty good to me, and ye that's the right thing to do :D

Also for the 1p, exterior LOD, I would add a few more polies to things like the barrel etc so its smoothing in the gunner/drive/commander cams etc. Something that's a bit of a problem in the CR2, the 1p barrel is too low poly in the 1p view and in the drivers seat, you can really see it :(
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Hauteclocque
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Hauteclocque »

Here is the AAVP7A1 :
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On the left 3p mesh, on the right 1p mesh.
Also for the 1p, exterior LOD, I would add a few more polies to things like the barrel etc so its smoothing in the gunner/drive/commander cams etc.
Indeed (I think it was you Rhino who spotted this ingame playing with the AAVP7A1 :razz :) , Motherdear smoothed the gl barrels on the 1p mesh to make it look better.
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Rhino
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by Rhino »

Ye it was me :p

1p meshes are more about than just optimization, its also about giving more detail to players inside the vehicle where they can afford it due to optimization around other bits (ie, removing bits they can't see, but giving more polys to the bits they can, and in some cases, just bumping up the polys totally :D )
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SoldierX
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by SoldierX »

Just a heads up the pintle arm mount which you have on the ASLAV PC shouldn't be there, it should be on the ASLAV 25 for use by the crew commander
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anglomanii
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

your right.
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shows correct position of pintle mount of mag 58 on aslav-25 type 3

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shows CWS on aslav-PC ambulance variant which is the correct system unles a konesburg RWS system is not fitted.

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shows the under armor CWS day/night vision system.

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and this is what they look like under cams.



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SoldierX
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by SoldierX »

All the ASLAV-PCs are fitted with the RWS now, the ambulance. recovery and fitter style lavs still use the old commander weapon station set ups though.
anglomanii
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Re: [Vehicle] ASLAV / ASLAV-PC

Post by anglomanii »

Command and ISTAR ASLAV-PCs also use RWS.


also i may need to apologize as i think one of my earlier posts may have been incorrect.(no point in trying to butter it up) i will check latter when i get off work. it concerns the actual combination of weapon mounts on aslavs. i will repost later.
on the ASLAV-25 you need to add the Commanders Weapon Station it has a powered elevation and traverse and is armed with a .50 machine gun or mag58, which can be fired from under armour
should have read.
on the ASLAV-PC you need to add the Commanders Weapon Station it has a powered elevation and traverse and is armed with a .50 machine gun or mag58, which can be fired from under armour
A day night sighting system is fitted as standard, it's virtually the same as the loaders mount on the M1a1-sa
should have read
A day night sighting system is fitted as standard on ASLAV-25, the CWS is virtually the same as the loaders mount on the M1a1-sa

also looks like the hellfire system was only a DSTO test and has never gone any further.
Last edited by anglomanii on 2010-11-17 11:52, edited 2 times in total.
Reason: inconsistand information.



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