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Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-03 16:42
by Mineral
[R-DEV]Rhino wrote:What are you on about? I said above that part is fine... The child object can have its own cols and materials that if hit, by a bullet, will damage the parent's armour appropriately to the material damage settings.
I was first thinking of simply changing the Lod's and wrecks of the PR/BF2 T72 and adding them to the mesh. SO without childobjects, so actually changing the mesh. But this would mean no collision for the new armor and no material. (unless a crazy new collision mesh,which I can't do) So it's useless. I know that childobjects have their own cols. So that seems now to be the best option.
[R-DEV]Rhino wrote:The only problem with childobject collisions is with physics (col1) ie, in the worst case scenario in this case if the childobject is on the side, then we can't stop the tank from putting it into a wall if he drives up next to it, but not a massive problem even so unless it went really deep into the wall or w/e.
Ah I see, yeah that's not really an issue I think.

[R-DEV]Rhino wrote:As I said above, post some better pics of the reactive armour and I'll let you know if its at all doable with a childobject.
Syria Homemade extra protection SAA tanks and BMP in Darayya - YouTube

They do some more extra things , but this is not something I've seen a lot. It's usually only the reactive armor and sometimes the metal fence around the turret(don't know what they put in it tho, is that extra reactive armor blocks?)

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Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-03 18:14
by Rhino
MineralWouter wrote:I was first thinking of simply changing the Lod's and wrecks of the PR/BF2 T72 and adding them to the mesh. SO without childobjects, so actually changing the mesh. But this would mean no collision for the new armor and no material. (unless a crazy new collision mesh,which I can't do) So it's useless. I know that childobjects have their own cols. So that seems now to be the best option.
The T-72 in PR is from USI, vBF2 doesn't have one, the vBF2 MEC tank was the T-90 (the Russians MBT ingame)

Also if you where editing the main mesh to include the reactive armour you can also edit the col mesh at the same time to include the new reactive armour, with its own material etc. The col mesh could also be more optimized than the visual armour blocks in most cases.
MineralWouter wrote:Syria Homemade extra protection SAA tanks and BMP in Darayya - YouTube

They do some more extra things , but this is not something I've seen a lot. It's usually only the reactive armor and sometimes the metal fence around the turret(don't know what they put in it tho, is that extra reactive armor blocks?)

http://s15.postimg.org/aqxbwhhwr/t_72home.png
http://i1.ytimg.com/vi/LGvnK88CUBo/maxresdefault.jpg
http://milinme.files.wordpress.com/2013 ... 3072_o.jpg
http://imageshack.us/a/img534/2808/t72avsyria10.jpg
http://i4.ytimg.com/vi/KIghg6-PZII/maxresdefault.jpg
http://i2.ytimg.com/vi/Exjs7WiT_og/maxresdefault.jpg
Well the "metal fence with stuff inside" is really a no go IMO, wouldn't be easy to make/do, btw from the looks of it looks like stones etc stuffed in them.

You could do the metal grill on its own like at 2:24 to simulate an RPG cage but the problem with these is normal bullets hit them too when they should go though the gaps which looks a bit odd but not a massive problem, but probably not worth the tris tbh.

Extra improved side armour would also forget about tbh.

As for the reactive armour blocks, humm. To do them would require quite a lot of tris tbh due to their layout, mainly the ones on the turret which are all over the place but some also on the body too.

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The ones on the side, marked in red can be easily grouped up into one box with just a shadow and normal map on the texture to show the septation of the individual blocks as you can't see between them anyways. The yellow ones would need to be individually made, with their mounts too which would take up quite a few tris...

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Some on the turret you could also group up into single blocks, possibly with a few extra tris to get the shape but no gaps between each of the individual blocks in a group, again just showing the septation with a shadow and normal on the texture.


The big problem is keeping the tri count down, and also making sure it doesn't zfight. These are both really hard to do with something like this and you would need a skilled modeller who knows excatly what he's doing to do this tbh.

If you go down the child object route, then you need very good underside bakes. If you go down the welding route then you need good welding. But first the blocks themselves need to be made.

For now however, I would forget about the blocks and just put the T-72 in as it is.

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-03 18:30
by Mineral
[R-DEV]Rhino wrote:The T-72 in PR is from USI, vBF2 doesn't have one, the vBF2 MEC tank was the T-90 (the Russians MBT ingame)
ow, sorry for the mixup, I never really played vbf2 tbh :D . My bad.
[R-DEV]Rhino wrote:Also if you where editing the main mesh to include the reactive armour you can also edit the col mesh at the same time to include the new reactive armour, with its own material etc. The col mesh could also be more optimized than the visual Armour blocks in most cases.
Yeah, if the export scene is available then that is 'easy fix' on the collision mesh I guess. Something even I could do :p Keeping in mind first all other work has to be done ofcourse(making all the blocks and welding them).
[R-DEV]Rhino wrote:If you go down the child object route, then you need very good underside bakes. If you go down the welding route then you need good welding. But first the blocks themselves need to be made.

For now however, I would forget about the blocks and just put the T-72 in as it is.
Yeah, doesn't seem like something I could do myself,specially not the turret blocks. I need my modelling team to do more important assets first before doing this tbh. But if anyone else reading this is willing to give this a try be my guest! It would be very much appreciated. To me the best way seems the welding. Also the most effective. The side block is something I could try myself, and wouldn't be too many tries( 12 for each big block, with about 10 big blocks or less in total? right? and that on both sides). But the turret would be a much harder work and indeed quite high on the tricount. I will see what we can do :D But for now the normal T72 will suffice.

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 14:57
by Mineral
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while studying didn't go so well today, I found other uses of my time :D the Syrian Airforce MIG-29. Not totally finished. Needs some detail but it's 90% done :) Will show other stuff later, but I'm keeping the new assets for last. As most of them still need lots of work.

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 15:20
by CTRifle
Nice! So clean :D

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 15:24
by Mineral
check forums ctrifle :D mig29 and mig23 waiting for your dirty fingers if you find the time ;)

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 17:19
by AfterDune
Pretty good looking skin :) .

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 18:37
by Pronck
MineralWouter for R-DEV ! Well done!

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 18:51
by CTRifle
MineralWouter wrote:check forums ctrifle :D mig29 and mig23 waiting for your dirty fingers if you find the time ;)
Idk if thats a compliment or an insult :grin: I will have the time this week to take a look for sure

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 18:54
by Mineral
not too fast now Pronk :p

@CTrifle: awesome! Are you already at your course location? How is it?

Can somebody arabic help me here? I would need these translated and drawn. It would be awesome if both the text on the front and sides could be on a big white image , with the text in black. And in a form as close to the reference as possible.

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So I can put it onto this(WIP):
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Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 20:19
by Maj.Osama
first one : لواء الفاروق

which means : al-Farouq Brigade



2nd pic :

لــواء
الــفاروق
ســرية
أسامه بن زيد


which means :

al-Farouq
Brigade
Osama bin Zaid
detachment



hope i helped you.


Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 20:28
by Mineral
yes you did ! I own you!

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-09 20:56
by Mineral
I decided to use the text 'Syrian Free Army'. This is more neutral, and using specific units names textures makes them only usable on specific maps due to location. Would this be correct?:

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Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 03:49
by waldov
Yeah free Syrian army is a pretty neutral and general name to use. Al Nursa could be also used as they are quite common in many/most fronts of the Syrian conflict and the only faction that uses suicide bombers as well as they work alongside the FSA.
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Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 06:42
by AfterDune
MineralWouter wrote:yes you did ! I [-]own[/-] owe you!
Fixed it for ya :p .

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 09:33
by Wicca
OWNED

Well done mineral, you are very talented.

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 10:52
by Maj.Osama
can't you connect the letters ? or it's just engine problem ?

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 10:59
by Wakain
Yep, for one of the first times in PR's history (or BF2's for that matter) the arabic script is written from right to left, as is correct, but it still needs connecting.

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 11:00
by Maj.Osama
for example :
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note : this is 10 sec edit :D

Re: [WIP] Syrian Community mod - need help

Posted: 2013-06-10 11:13
by Maj.Osama
i suggest that 50.cal have the name FSA on it .
but the other limited cars would have al-Farouq Brigade or any other detachment from the FSA on the side of it ,
so that you include about the major detachment of FSA .


PS : I can write for you the names with PS on blank background and you can edit them .