Re: [Vehicle] LCU-1600 [WIP]
Posted: 2011-10-23 18:34
Could this be also applied to logistics trucs, where supply crates would be "rockets", i.e. we could see if a truck is loaded or not?
-lucky
-lucky
Dummy projectiles for logi trucks was looked into by the coders some time ago, can't remember the exact reasons for why it wasn't done although think it might have been something to do with the dummy projectiles not re-appearing after reload (common vbf2 bug) but you would have to ask the coders why they didn't do it exactly.lucky.BOY wrote:Could this be also applied to logistics trucks, where supply crates would be "rockets", i.e. we could see if a truck is loaded or not?
-lucky
[R-DEV]Rhino wrote:What's the point of making it if you can't fit a tank, probably not even a HMMWV in it as its not wide enough?


As seen from the reference pics earlier in the topic, only 1 LCU could fit under the Essex. If you are to make it to scale, this same effect would occur.ZondaX15 wrote:If there were a correctly sized carrier, I'd make a correctly sized LCU. Hence why i'm making a miniature one.
now your just being stubborn, the LCU is suppose to fit 3 tanks, yours cant do that, and the carrier is vBF2 so you can hardly blame the DEVs for dices derpiness and what Q2M said, also cant the scale be easily changed with the scale tool or does that causeZondaX15 wrote:If there were a correctly sized carrier, I'd make a correctly sized LCU. Hence why i'm making a miniature one.

nah i meant on models you your self are makingCroCop wrote:If by "changing the scale" you were referring to the Essex then its not possible on the grounds that its an EA model (you cant edit the models otherwise you'd be breaking the EULA)



Yes as per my deployable boat video, if they are deployed via a weapon so to speak, then we can do a dummy object (although they don't reappear after being reloaded). However it is unlikely we will go down that route with this, there are a few other ideas floating around which we think will work better for an LCU but I would rather not go into them, the only point you really need to be concerned with right now is that the vehicles fit into the LCU correctly.ZondaX15 wrote:If I recall, in an older version of PR, the crates were visible in the back of the logi, and dissapeared when you droped them.
I thought it possible to have a couple of vehicles on the boat, and when you dropped them at a beach or whatnot, they dissappeared from the back of the boat.
Or, there could just be some static vehicles on the boat that didn't dissappear. But that would look silly.
Not possible, and don't worry its not needed as well.ZondaX15 wrote:Edit: Another thing, is it possible to have a funcioning ladder on a vehicle?
Hence why I said "Probably not" in the bit your quoting, the important thing is it still can't take a tank, nor many other vehicles which it realistically can take when in 1/2 scale...ZondaX15 wrote:[R-DEV]Rhino;1685850 wrote:What's the point of making it if you can't fit a tank, probably not even a HMMWV in it as its not wide enough?
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No, all LCUs even back from WW2 when they where first used are huge, although some slightly larger than otherskarambaitos wrote:does a small LCU even exist???
Thous are mostly vBF2 models or models we haven't made. Pretty much all of PR's models are to r/l scale with an the exception of a few. The main thing here is pretty much all our new models are to scale, and especially something which needs to take vehicles needs to be to scale as otherwise its not going to be able to fit vehicles in it which are to scale and none of them are 1/2 the size they are in r/l eitherZondaX15 wrote:Not judging the game or anything, but a fair few models and vehicles in the game are not to scale
ZondaX15 wrote:If there were a correctly sized carrier, I'd make a correctly sized LCU. Hence why i'm making a miniature one.
I understood what you meant the first time you said it. What I asked for was this:ZondaX15 wrote:I will make a full size one, but if it were used in the carrier, this is pretty much what it would look like.



Right a couple of points on the model itself.

We are probably talking between 8k and 10k tris, although if you really need to go over 10k you can, but try to keep it as low as possible with keeping most of the details on the normal map (hence why this really needs the details baked off a high poly model).ZondaX15 wrote:[Edit: oh, and could someone enlighten me on the tri limits of the BF2 engine for this type of object?
You've got a few things to be getting on with above although there are quite a few other core elements you still need before you focus on the details.ZondaX15 wrote:[Edit again: I am not sure on what parts to be doing next... Could someone point me in the right dirrection?
I'm just having a hard time imagining how will this translate into gameplay as there are many pertinent questions that will arise with the entry of this LCU. More on the curious side though...if maps will have to be redesigned, asset layout, etc.[R-DEV]Rhino wrote:Lets see, Muttrah, Jabal, Op Barra, basically any amphibious assault map can realistically use them...
Good goodZondaX15 wrote:Thanks rhino
The reason I thought it was too large for the boat bay is because the actual LHD-2 is 257m long, and from memory (forgive me for that) in vBF2 and PR, its roughly 150m. Sorry for wasting your time mate.
Ok, I'll get that ss done on the ramp, and work on the basic parts more![]()
I wouldn't worry about thatArcturus_Shielder wrote:I'm just having a hard time imagining how will this translate into gameplay as there are many pertinent questions that will arise with the entry of this LCU. More on the curious side though...if maps will have to be redesigned, asset layout, etc.
But I will leave it at that until I see some more development.
