[Vehicle] CB90N [WIP]
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H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
Re: [Vehicle] CB90N [WIP]
I do not believe that the norwegian version of this has the twin M2s in the front. just the manned .50 on top
i will also send you some refs as soon as i get MY internet back... don't really know whos internet i am on right now. had to walk for 30mins to find an open connection
... my router blew up... it is hard living without internet
i will also send you some refs as soon as i get MY internet back... don't really know whos internet i am on right now. had to walk for 30mins to find an open connection
... my router blew up... it is hard living without internet
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
There seems to be 2 versions in use by Norway ...
90H seen here ..

And then the 90N (I presume) ..

There are a few differences;
90N has no M2 bay in front.
90N has 4 windows from transport compartment while 90H has 6.
Different "knot-tie-thingies".
Differences in rails, small but still.
Landing on the back ..
I could go on for a while on the even smaller differences iv´e found..
For the main part I have concentrated on the 90N version, with exception of the M2 bay and windows.(will change those)
Detailing ...
Right now the polycount is at 4698.


Will post more when I got some progress ...
Meanwhile ..some EYECANDY !!!
(2003 version, lowpoly !..really ..was like 5 polygons)
90H seen here ..


And then the 90N (I presume) ..


There are a few differences;
90N has no M2 bay in front.
90N has 4 windows from transport compartment while 90H has 6.
Different "knot-tie-thingies".
Differences in rails, small but still.
Landing on the back ..
I could go on for a while on the even smaller differences iv´e found..
For the main part I have concentrated on the 90N version, with exception of the M2 bay and windows.(will change those)
Detailing ...
Right now the polycount is at 4698.


Will post more when I got some progress ...
Meanwhile ..some EYECANDY !!!
(2003 version, lowpoly !..really ..was like 5 polygons)
Last edited by cid228 on 2010-02-21 22:03, edited 3 times in total.
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The_MDexs
- Posts: 108
- Joined: 2009-12-22 12:57
Re: [Vehicle] CB90N [WIP]
its can be better and better
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
Reference comparison ...
(not an exact camera match..)


I have made a few tweeks since last night, mainly to the new rail-thing on the back landing, removed some unwanted polys.
Radar must be wider and a bit lower, hatches above driver/navigator may have to be moved back a bit, small windows on the side of the hull should be thinner (and 1 less per side), rails on deck should be cut for the life-raft containers (? ..Swedish-meatball containers)
The cockpit windows is a real pain in the *** to get looking right, the angle makes it hard to tell what goes where compared to the different reference pic´s.
... to be continued !
(not an exact camera match..)


I have made a few tweeks since last night, mainly to the new rail-thing on the back landing, removed some unwanted polys.
Radar must be wider and a bit lower, hatches above driver/navigator may have to be moved back a bit, small windows on the side of the hull should be thinner (and 1 less per side), rails on deck should be cut for the life-raft containers (? ..Swedish-meatball containers)
The cockpit windows is a real pain in the *** to get looking right, the angle makes it hard to tell what goes where compared to the different reference pic´s.
... to be continued !
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DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: [Vehicle] CB90N [WIP]
i dont know if you're talking with somebody about what to optimize etc. via PMs, but i recommend you to look into this thread
https://www.realitymod.com/forum/f388-c ... ssets.html
https://www.realitymod.com/forum/f388-c ... ssets.html
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
Re: [Vehicle] CB90N [WIP]
great, but remove the antennas, since they can be added ingame as childobjects (as done on most PR vehicles)
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
[R-CON]DankE SPB:
Thanks for the link, very useful !
I continually try to optimize the model polywise, i have a limit on 7000 tris given to me, and right now im at 4495 tris (without antennas!).
The cockpit will need a bunch more polys to give the driver(aka 'most important person in vessel') more detail.
I have also tried to give the texturer a bit of a easier job (..wich so far is not me, and to be honest I need alot of practise)
Maxfragg:
The antennas will be removed, using them right now as placeholders, just to get the right feel when modelling.
Made a few tweeks since last post, shortened the front railing above the doors a bit, widened and lowered the radar, moved back and reduced the size of the hatches above the driver´s seat.
Here are the wireframes, not showing all tris.
(The model is not aligned right, front is actually side and vice-versa, so dont bother telling me ! :roll





Thanks for the link, very useful !
I continually try to optimize the model polywise, i have a limit on 7000 tris given to me, and right now im at 4495 tris (without antennas!).
The cockpit will need a bunch more polys to give the driver(aka 'most important person in vessel') more detail.
I have also tried to give the texturer a bit of a easier job (..wich so far is not me, and to be honest I need alot of practise)
Maxfragg:
The antennas will be removed, using them right now as placeholders, just to get the right feel when modelling.
Made a few tweeks since last post, shortened the front railing above the doors a bit, widened and lowered the radar, moved back and reduced the size of the hatches above the driver´s seat.
Here are the wireframes, not showing all tris.
(The model is not aligned right, front is actually side and vice-versa, so dont bother telling me ! :roll





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The_MDexs
- Posts: 108
- Joined: 2009-12-22 12:57
Re: [Vehicle] CB90N [WIP]
nice im follow this project because PR need more boats
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Vehicle] CB90N [WIP]
i agree MDexs 
im was wondering: there is a troop cabin right?
im was wondering: there is a troop cabin right?
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
Yes, troop compartement is in place, can be seen on the wireframes, seats are the purple ones in the middle of the boat.
The boat has 18 seats for troops + 3 seats up front, Driver, Navigator and a fold up inbetween them for a machinist/gunner.
Heres one of the ref´s besides what I can remember ..

And heres a screen from within the model ..

Right now im optimizing and taking away a few polys that dont need to be in there !
The boat has 18 seats for troops + 3 seats up front, Driver, Navigator and a fold up inbetween them for a machinist/gunner.
Heres one of the ref´s besides what I can remember ..

And heres a screen from within the model ..

Right now im optimizing and taking away a few polys that dont need to be in there !
Last edited by cid228 on 2010-02-22 15:32, edited 2 times in total.
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
Polycount (with antennas (..doh!))


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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Vehicle] CB90N [WIP]
one thought that dropped into my head:
would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders
here is a scetch for you:

would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders
here is a scetch for you:

[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
I understand your thought ..and it would be nice if it worked.
Would have to be answered by a more experienced BF2-engine-wizard though, since i dont know anything really.
On a different matter ..One question popped up; Is there gonna be a problem with me working in 3Dsmax6 and not 9 ? (..other than it´s lame not to have the latest of everything!)
Would have to be answered by a more experienced BF2-engine-wizard though, since i dont know anything really.
On a different matter ..One question popped up; Is there gonna be a problem with me working in 3Dsmax6 and not 9 ? (..other than it´s lame not to have the latest of everything!)
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: [Vehicle] CB90N [WIP]
You have bene here long enough to know that does either need a code magician or its plain hardcoded ZenoZeno wrote:one thought that dropped into my head:
would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders
here is a scetch for you:
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox


I found this sentence quite funny and since this is a war game forum I will put it here. No offense to the french just a good laugh.
"Going to war without France is like going deer hunting without an accordion. All you do is leave behind a lot of noisy baggage."
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Zeno
- Posts: 3430
- Joined: 2008-09-07 14:16
Re: [Vehicle] CB90N [WIP]
ey. it was just a thought!Zimmer wrote:You have bene here long enough to know that does either need a code magician or its plain hardcoded Zeno![]()
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Vehicle] CB90N [WIP]
sure this will maybe work but what is the sence of having the half team in 1 boat ???Zeno wrote:one thought that dropped into my head:
would it be possible to add another vehicle as a childobject but the childvehicle would be invissibe and would have 8 seats that would fit into the seats that were not used by the main vehicle. that way you would have 16 slots for soliders
here is a scetch for you:
around 40 lost tickets if they got a hit ?
why do you think the Chinook has only 8 seats ?

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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Vehicle] CB90N [WIP]
1) Sadly there is no such thing as a 'childvehicle'.
2) Nice concept though but still wouldnt work.
3) Beautiful model
2) Nice concept though but still wouldnt work.
3) Beautiful model
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cid228
- Posts: 97
- Joined: 2010-02-11 10:27
Re: [Vehicle] CB90N [WIP]
This is a reply to statement 3): Thanks ! Can't wait to get it ingame !Wilkinson wrote:1) Sadly there is no such thing as a 'childvehicle'.
2) Nice concept though but still wouldnt work.
3) Beautiful model![]()
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Zulnex
- Posts: 622
- Joined: 2009-03-23 22:12





