[Vehicle] Fuchs 1A8 [WIP]

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KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by KiloJules »

Rhino, just out of interest:

Why are the little wheels included in the 1p model? Neither the crew nor the passengers should be able to see them at any point, or do they? Is this the reason why we can see wheels of vehicles inside the cabin sometimes? Like when hitting a huge bumb with a logy truck, you can see the wheels inside!?

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To all involved here:

Thanks for a) starting this model b) providing all the feedback and c) listening to and incorporating it ;-)
Will be a blast when this asset is rolling around the battlefield!

Keep up the good work and good luck with it!
Rhino
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Rhino »

KiloJules wrote:Rhino, just out of interest:

Why are the little wheels included in the 1p model? Neither the crew nor the passengers should be able to see them at any point, or do they? Is this the reason why we can see wheels of vehicles inside the cabin sometimes? Like when hitting a huge bumb with a logy truck, you can see the wheels inside!?
I believe its down to how the vehicle was coded, with the wheel models not actually being part of the main mesh (which is normally how they are done) but instead for some reason they are child objects, added via code.

I think Guedoe iirc, was testing out this new method of doing the wheels with the AAV export/coding, but tbh, I think its isn't as good solution due to draw call numbers and like you said, 1p tri count and ye, it is most likely the reason why you sometimes see the wheels coming up though sometimes, most likely when the wheels hit a large object at speed and the "springs" need to give quite a bit.
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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

i think you got my refpack not ?

anyway old refpack and another one with new interior sources + FLW mount (could you model this aswell, we need this also for the DingoA2 ?)

old: https://dl.dropbox.com/u/10414675/fuchs.rar
new: https://dl.dropbox.com/u/10414675/fuchs ... %2BFLW.rar

also the Fuchs should get an 3p Interior only for the Drivers Cabin, which you can see into from the outside, can be pretty low poly as you cant see much through the small windows but should be there

thx for your stunning work surround
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Surround
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Joined: 2006-12-10 23:49

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Thx for comments and advice everybody. I started making the 1p lowpoly cabin yesterday. Im taking little bit differenet approach with that. I try to make it witou using too much hipoly baking stuff. Just to save time.
Surround
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Joined: 2006-12-10 23:49

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Ah, the new ref pack is great!! Helps me alot!
Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Slow but steady progress. Ugly as a wrinkled sheet still
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James2464
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Joined: 2011-07-18 02:26

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by James2464 »

Looking good, keep it up :)


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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

i love it :) , did i tell you that my company had a Fuchs during my military service ?

funny story: this vehicle has no keys to lock it so we used padlocks in XXL :D
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Surround
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Joined: 2006-12-10 23:49

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

I actually modelled those thigns where you put padlocks. But I think ill not put them in the final low poly :D
Hauteclocque
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Hauteclocque »

[R-DEV]Amok@ndy wrote:i love it :) , did i tell you that my company had a Fuchs during my military service ?

funny story: this vehicle has no keys to lock it so we used padlocks in XXL :D
German engineering at its best !
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

I have been pretty sick this and last week. But its getting better now and I have strength and motivation again to continua with my thesis.

So I need a quick question about the cab. Should i keep the 3plod1 separate model or element from the hull?
Kovanaama
Posts: 250
Joined: 2011-09-07 15:04

Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Kovanaama »

No idea.

PS: This is awesome! Keep it up! :)

FDF Looking for Modellers, Mappers, Textureartists and Exporters! #fdfpr @ QuakeNet orPM Hulabi
Rhino
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Rhino »

each lod is a separate object.
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Cabin wip. Still modelling to do and optimizing. I tried to make a pretty sky to help your imagination :)

But that was jsut a screen cap and theres is soo much still to do :P
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Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

lookin good :)
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MADsqirrel
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by MADsqirrel »

Do you plan to make the 1A8A3 version too?
TPz Fuchs 1 A8A3A1

The biggest difference in-game would be the FLW
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Either with a 12,7 MG or a 40mm GMW (auto-grenadelauncher).

It would be a lot more usefull in-game with a bigger weapon than the MG 3.
Also we will use it in Afghanistan this year, so it would be realistic (I wish someone would make the Boxer)
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic56970_7.gif[/img]
Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Dont, maybe later. But for now i want to finish this version.

And it still depends on what the faction leader wants.
Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

yeah the Fuchs will use a FLW-100
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Surround
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Surround »

Mmm, what about the mg turret thingy what i made to the middle? Whats the main priority? To make the mg version or the flw?
Amok@ndy
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Re: [Vehicle] Fuchs 1A8 [WIP]

Post by Amok@ndy »

we could need both but for current scenario the FLW-100 is mostly used in afghanistan
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