[Weapon] Artillery Shell IED [WIP]

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EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

I actually used that duct tape texture for my duct tape and I have a weave on it, I'll make it more prominent.
Irish, I'm pretty sure a 105mm will only destroy an APC when the shell lands within 5m of the APC, and the same applies for my IED. The IED will blow up an APC, you just have to be really close to it. Also, this IED isn't necessarily a 105mm explosive. Insurgents often just use the shell itself and pack all kinds of whatever into the shell. So, on top their some Semtex-H, but inside there could just be gunpowder.
That IED hunter would be hilarious if Irwin wasn't dead, and it was ok. Nothing better than what I've seen in most pictures.
Chuc, I know I bump map it I've done that before with stuff, but what should I do get to the bump maps show the rings? Should I just draw some darker brown lines where I want the indentations or what?
I have another problem. I figured out that the shell in vertical now because when the shell's rotation is 0,0,0 it is vertical, as compared to the low poly model that is horizontal (correct) at 0,0,0 rotation. How do I fix this? I thought just rotating the high poly model so it matched the low poly one would work, but it didn't.
Last edited by EOD_Security-2252 on 2008-09-13 13:54, edited 1 time in total.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
motherdear
Retired PR Developer
Posts: 2637
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Re: [Weapon] Artillery Shell IED [WIP]

Post by motherdear »

make the rings as a texture only (with bumpmap) on the 3rd player model. and then make a more detailed shell for the first person view (make it 15 edges or more) and then make the rings modeled on this lod (we will be looking directly at it and for this small weapon it should not be a problem for the player that it has a decent poly (because at the moment it might be to low poly actually, but that might just be me) i love the work you are doing but it seems like it needs a bit more detail.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Ok, I still don't know how to make the rings with textures so it looks good. I'm trying to make the collision mesh now.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [Weapon] Artillery Shell IED [WIP]

Post by tupla_s »

EOD_Security-2252 wrote: I have another problem. I figured out that the shell in vertical now because when the shell's rotation is 0,0,0 it is vertical, as compared to the low poly model that is horizontal (correct) at 0,0,0 rotation. How do I fix this? I thought just rotating the high poly model so it matched the low poly one would work, but it didn't.
Select affect pivot only on the right side under hierarchy tab and rotate the pivot. Rotate the pivot left if you want the model to rotate right.
Image
EOD_Security-2252
Posts: 804
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Awesome tupla, you're great.
Ok, I did some lighting stuff and I made the weaving on the duct tape more obvious.
Before:
Image
After:
Image

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Defiyur
Posts: 266
Joined: 2008-04-04 18:28

Re: [Weapon] Artillery Shell IED [WIP]

Post by Defiyur »

I made these real quick if you want to try them:

Image

Image

Not perfect (some shine + not seamless) but hey like I said "real quick" hehe. You can chip & chop to your liking or just use as is...anyway.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Sure, those look better than mine.
I'll try to make mine look like that.
How is this?
Image
Ok?
Last edited by EOD_Security-2252 on 2008-09-13 16:47, edited 3 times in total.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: [Weapon] Artillery Shell IED [WIP]

Post by Ironcomatose »

Tape is to light and perfect. And again, the shell needs some model work.

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Yeah, I don't know what the deal with that is. Should I have 20 sides?

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Ironcomatose
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Joined: 2007-02-21 06:07

Re: [Weapon] Artillery Shell IED [WIP]

Post by Ironcomatose »

EOD_Security-2252 wrote:Yeah, I don't know what the deal with that is. Should I have 20 sides?
Its not the whole shell its just the bottom it slants down way to much.

This is what the bottom should look like....

Image

I suggest you pick a specific shell and just model it exactly like the one you pick.

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Weapon] Artillery Shell IED [WIP]

Post by M.Warren »

Ironcomatose wrote:Its not the whole shell its just the bottom it slants down way to much.

This is what the bottom should look like....

Image

I suggest you pick a specific shell and just model it exactly like the one you pick.
Propaganda shell, eh? Although this isn't new to myself, I must say that an artillery shell jam-packed with trash talk on pieces of paper is quite intresting.

The tactics of dropped leaflets are still used today. Psychological warfare.
Take the Blue Pill or take the Red Pill?

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EOD_Security-2252
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

I'm going to add the rings as soon as someone tells me a good way to do it. When I make the bump map, what should I do? Put lines where the rings should be, bevel where the rings should be (which looks bad to me), or something else?
Here's the newest version of the high poly model with a new skin (modified tape and shell).
20-sided High Poly

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Weapon] Artillery Shell IED [WIP]

Post by =Romagnolo= »

I see a future R-CON here
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Ironcomatose
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Joined: 2007-02-21 06:07

Re: [Weapon] Artillery Shell IED [WIP]

Post by Ironcomatose »

Looks better. Once you get the rings on and maybe do something with the bare bottom then it should be good to go.

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [Weapon] Artillery Shell IED [WIP]

Post by tupla_s »

Just add some lines to the bump map and blur the edges so it's not a straight cut down.
Example
Image
Image
Image
motherdear
Retired PR Developer
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Re: [Weapon] Artillery Shell IED [WIP]

Post by motherdear »

i was posting this at the same time as tubla so i just edited.
< depending on the poly count just use tupla's bump technique for the 3rd person and then make the rings as real rings on the 1st player model, it shouldn't matter that much what the poly count of the 1st player model is either as long as it will look nice when you run around with it.)

now we are talking business. what i would do with the rings would be to bevel the bottom of the shell so that you get another line to play around with and then place the line near the bottom and chamfer that line until you get 12 lines and then make the rings from those.
you most likely know how to do this but it should look alright if done properly. at least it will look better than the current model.

like this.
Image

and possibly even chamfer the edges a tiny bit to smoothen it out.

but it's hard to decide on at the moment since we got no poly count.
would probably help us a bit with the design if we new it.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Yeah, I pretty much did what you said tupla. By the way, see you've been using your mortar model.
Here's the texture with the rings, still no bump map yet. I should really do that.
Image
So, how would I go about making those rings not so perfect?
Also, I was messing around with the IED some more in game trying to see all of it's potential, and I've discovered this is really useful with overland bridges. You can stick this IED anywhere (like on ground level) under any bridge in Basrah and the bridge will be destroyed when the IED goes off. Also, this feature is nice for destroying vehicles. In this picture the IED is just below the bridge's support on the incline. By the way, the maximum stick angle of this IED is 60 degrees, so you can't stick it so the side of a wall or any incline over 60 degrees.
Image

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: [Weapon] Artillery Shell IED [WIP]

Post by Ironcomatose »

Alright, im feeling it now. Mess with the colors a bit maybe, i still think dark OD green in best, and fix the tape and you should be in pretty good shape.

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Weapon] Artillery Shell IED [WIP]

Post by Scot »

Is it very difficult at this stage to wrap the tape all the way round. Cos i've been trying to figure what the problem is, but can't get it, and maybe it would look better with the tape wrapped the whole way round... if not then no worries, but it looks very square on it now, and not very natural.
Image
EOD_Security-2252
Posts: 804
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Re: [Weapon] Artillery Shell IED [WIP]

Post by EOD_Security-2252 »

Ok. I might make an OD green skin, but most of the IED pictures I see have the IED looking like mine with a blueish metal background and lots of rust and dirt.
I've been messing with the tape texture with each different picture post. Any pointers again? I can make the tape go all the way around if you guys want. It isn't that hard.
EDIT - I tried the bump map, and I've never had it turn out like this before -
Image

Here is the Shader Wrapper text the bundled mesh is using:

Code: Select all

geom0
 lod0

  Shader: BundledMesh.fx
  Technique: ColormapGloss
  Type: 0
   Texture: objects/weapons/handheld/arty_ied/texture/arty_ied.dds
   Texture: objects/weapons/handheld/arty_ied/texture/arty_ied_b.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom1
 lod0

  Shader: BundledMesh.fx
  Technique: ColormapGloss
  Type: 0
   Texture: objects/weapons/handheld/arty_ied/texture/arty_ied.dds
   Texture: objects/weapons/handheld/arty_ied/texture/arty_ied_b.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: BundledMesh.fx
  Technique: ColormapGloss
  Type: 0
   Texture: objects/weapons/handheld/arty_ied/texture/arty_ied.dds
   Texture: objects/weapons/handheld/arty_ied/texture/arty_ied_b.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

And here are the latest texture and bump map textures I'm using:
Colormap
Bumpmap

Thanks guys.
Last edited by EOD_Security-2252 on 2008-09-14 01:13, edited 1 time in total.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
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