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Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 05:24
by Eddie Baker
As to the Mk-19 not being able to penetrate armor; an MBT, no, but APCs, certainly. The HEDP round can penetrate up to 2 inches of steel on a straight shot (0 degrees of obliquity). Kills were reported on Iraqi BMPs with this weapon during Desert Storm. There's a reason these weapons and .50 calibers are found in the anti-armor platoons of battalion weapons companies.

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 05:51
by Anhkhoa
[R-DEV]Chuc wrote:Because of its size.. I reckon we could afford to incorporate it into the logistics chain.
Truck = 8 + Crate
LTruck = 2 + 2 Crate
AAVP7A1 = 24
Equipment Version =... :lol: :lol:

5 CRATE APC NAOW!!!

About the Mk.19 and armor, common sense says it can penetrate armor.
A .50 is 12.7mm and this is a 40mm and since it fires explosive it would be stupid not to make an AT round.

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 13:58
by motherdear
quick blockout of the wheels for the tracks, will make the tracks when i get home tonight but at the moment i'm heading out the door. thought i would give you guys a quick update since nothing was shown yesterday.
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Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 14:05
by Tonnie
motherdear wrote:quick blockout of the wheels for the tracks, will make the tracks when i get home tonight but at the moment i'm heading out the door. thought i would give you guys a quick update since nothing was shown yesterday.
Image
Looking great mate! How many sides have you got on thoes weels? Could cut back maybe one or two sides but hey what do i know :P

Keep it up!

EDIT: Whats the current tris and poly count?

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 14:14
by H.sta
Exellent work, would love to try this in PR

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 14:43
by Z-trooper
Keep it up mate :)

A little feedback on the latest shot:

- You can easily get away with losing a few sides on the cylinders :)

- Nice to see a screenshot rather than a fancy render, it gives us the possibility to give feedback on stuff like this:

Image

That smoothing problem you have on the attachment armor, it can be fixed by cutting a line all the way down. Sure it will cost a few extra tris, but it will also help with the poly distribution and get rid of those looong polys (which could potentially light badly). You probably wont have to cut all of the 3 I have marked, the first one perhaps and the last or something.

- A little tip for the wheels. That extrusion could be greatly optimized by welding every other vert to the one beside it as shown on the pic above.

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 14:53
by Rhino
motherdear wrote:quick blockout of the wheels for the tracks, will make the tracks when i get home tonight but at the moment i'm heading out the door. thought i would give you guys a quick update since nothing was shown yesterday.
Image
Right as I said to you on xfire, some improvements you can make to your wheels etc :)

To show you how to improve I've quickly made your wheel pretty much in max:

Image

Now going to quick shave some polys off with keeping pretty much the same level of detail as at the moment, in that little nob bit in the middle your using loads of polys where you really dont need to be.

Image

With some nice simple welding I've drastically reduced the polys on the inner nob bit and made it look much more like the outside of the wheel :)
This cutting the tri count down from 212 to 176, saving 36 tris :)
You could if you wanted reduce it even more but might start to look really crappy.

There how ever remains one large problem with this wheel, that I mentioned before in this topic and to you on xfire, but just to make sure you do this I'm going to repeat myself ;)

Image

If you look at the centre of the wheel/nob, you will notice there is no centre vert as we need for the texture to be animated around so the wheel will seem like its turning.

As such, we will need to add this. I'm going to do it manually since I prefer that kinda method but do it w/e way you like providing it gets a good end result that's correct :)

Image

As you can see, now I have a centre vert for the texture to "spin" around :)

You will need to do this on both sides of the wheel (front and back) and even thou this will add 4 extra tris to your model in total, its needed for your wheel to work ingame.


Hope that helps :)


EDIT: damn you Z! You fecking ninja! :p

Interesting to see you did exactly the same thing as me pretty much hehe. Also dont do the optimize bit, since it will get rid of that centre vert you need, or if you use it, use it with care and make sure it dont get rid of it or if it dose, replace it afterwards.


Also for what will be your front wheel, with the teeth on the side of the track, (which for most tracked vehicles is the rear wheel) its best not to model the teeth. Instead what we normally do is we make a flat texture with a alpha channel we stick on the side of the wheel that looks like the teeth :D
Saves a hell of a load of polys and to the casual eye, looks pretty much the same :)
Remember, hardly any one pays any attention to the tracks :p

Image

Image

As you can see, just a flat, 2 sided cylinder with only a few faces :)


Hope that helps :D

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 15:02
by motherdear
yup will do that Z, i kept the tri count on the wheels relatively high because i imported the challenger and compared its wheels sides and it had 20, the wheels on my apc got 18 and the tri count is comparable to the challengers wheels. which is 200 tris per wheel, but i will optimize the extrusion in the middle and if needed when i'm done with the whole model i can always cut down on the poly count rather easily through poly crusher :D but decided to compare it to the challenger since that is one of the best quality models that we got and therefore I decided to aim for that standard and cut back later when needed :)

and thx rhino for that small clarification, already had the center vert on the back of the wheel but thx for clarifying that i need it on each side :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 15:04
by Tonnie
Yer just follow what rhino says you will do just fine :P

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 15:07
by Rhino
updated my post a little :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 15:14
by {UK}Suzeran
this thing is amazing it looks like summin outta bloody terminator 2, now all we need is somesaint some cannon magnum of PR to somehow invent a way to join 2 vehicles togetha to make a 16 seat vehicle then my friends this sh*t will really fly. Maybe a few shots some coke and a sordid kiss and tell in a motel with a whore will allow you guys to get at EA's code.

Re: [Vehicle] AAVP7A1

Posted: 2009-05-23 15:53
by Tonnie
{UK}Suzeran wrote:this thing is amazing it looks like summin outta bloody terminator 2, now all we need is somesaint some cannon magnum of PR to somehow invent a way to join 2 vehicles togetha to make a 16 seat vehicle then my friends this sh*t will really fly. Maybe a few shots some coke and a sordid kiss and tell in a motel with a whore will allow you guys to get at EA's code.
Mate i would get them all that if i could and they would lol :P

But we are more likely to have cows fall from the sky and come up with some madd crazy *** way that noone has thort of to get 16 spots on a vehicle....

Re: [Vehicle] AAVP7A1

Posted: 2009-05-24 11:53
by motherdear
Image
okay so i optimized the wheels and the model is now at 4,5k tris with the track system in place, what i still need to do down there though is to add a suspension systems so that the wheels aint floating in mid air and to go through the thing with somebody that has knowledge about bf2 tracks just so that i can make sure, but at least it's in place now so i'll start working on something else on the model.
so guys expect an update sometime soon with some new goodies ;)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-24 11:58
by Rhino
yep, looks good.

How many polys/tris is each wheel? also, dose that rear wheel have a centre vertex? looks to me that it dont.

Also, can you show us a pic of the inside side of the wheel? should be a nice simple object :)

One of your slat bits of armour also looks like its smoothing groups are slightly off or something? The 3rd slat down from the top, on the end side which is near the middle of the thing.

Other than that like I said, looking good, keep it up :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-24 12:06
by motherdear
normal wheels: 160 tri
back: 140 tri
front:112
small wheels: 120

in total 12 objects on each side with the tracks included coming in at about 1,8 tri per side.

Image

and the smoothing error Z already told me about and i will go and correct it now :)

Re: [Vehicle] AAVP7A1

Posted: 2009-05-24 12:23
by motherdear
might decide to do another poly adjustment in the future, but at the moment it will stay as this just for placeholding
i need to get more of the general shape done so that i don't get caught up in tiny adjustments all the time. but the problem with this vehicle is that the wheels are very protruding in my eyes and therefore need to be fairly high poly, but with the general shape of the body that is pretty tri heavy i might cut back on them again.

Re: [Vehicle] AAVP7A1

Posted: 2009-05-24 12:35
by Rhino
3.6k tris, which will probably turn into around 4k tris sounds a little high but the CR2's is around 3.5k including suspension so isn't too bad, would try and cut it down and on the LODs and COLs get rid of the nob bit on the inside of the wheel.

Also for the suspension, do them like the CR2 etc, which is basically just a simple bar connecting them like so :) :

Image

Re: [Vehicle] AAVP7A1

Posted: 2009-05-24 12:59
by motherdear
thx rhino, i just think that i need to make the main wheels less detailed and it will work out just fine, there's 12 of them anyway so just cutting 2 sides down would save a lot of tris