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[Vehicle] Cougar Mastiff
Posted: 2009-12-16 20:04
by ripptide
Decided to post updates here instead of threadjacking Cheesemans thread, so here's an update on the Mastiff. Currently sitting at ~8800 tris, still have some small detail to add.
C&C always welcome
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-16 20:14
by foxtwofive
very nice

Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-16 20:14
by Lan
Nice work man, is this going to be part of british forces? Cant wait to use it if it is
This is the Mastiff 2 right? I noticed it has the wire all the way around.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-16 22:39
by Arnoldio
Isnt 8800tris a little bit too high? I dont really know, just asking...
But badass thing right there

Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-16 23:49
by boilerrat
You know the RPG-7 is an effective weapon when vehicles are designed solely to protect against it.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 00:00
by Rudd
boilerrat wrote:You know the RPG-7 is an effective weapon when vehicles are designed solely to protect against it.
iirc that is the purpose of the RPG cage, however the basis of the vehicle's design is actually to protect the crew against IEDs and the like.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 00:12
by Salmonella
don't know how you get this polycount, the cage is ~60x30 grid, should eat up at least a 2K tris.
why don't you try to do this via transparecy map?
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 00:13
by DeltaFart
Salmonella wrote:don't know how you get this polycount,
the cage is ~60x30 grid = 1800 cells, each cell eats at least 16 tris = 28800 tris, only on the cage!!!
Isssueeeee haha, yeh man i kind of looked at that funny also
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 00:17
by Rudd
I dunno, maybe the ridgeback would be a better choice
http://www.thinkdefence.co.uk/wp-conten ... geback.jpg
as it has a smaller rpg cage etc
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 03:06
by ripptide
Thanks for the feedback guys.
@Lan, yes, most of the refs I've used were the Mastiff 2, as you say I think the only outside major change was the front cage. Can't say about it being British forces tho, I'm not a modder. I do these for a simulation training system we use, but have offered them to anyone if they want to use them.
@Salmonelle, I did think of that and it may end up that way, but I'm having an issue with opacity/trans maps in Ogre (the engine used in the sim app). I'm sure its a simple fix, just need to edit the material file properly. You can see in the LAV3 LORIT, all the black circles in the side bins should obviously be clear. Right now the cage is sitting at about 2800 tris, but I still have some optimizing to do so we'll see.
@Rudd, I actually am going to do the Rigeback (already have a Cougar H done to convert) and also thinking of doing the Wolfhound Tactical Support Vehicle (no cage to worry about:smile

Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 03:50
by Salmonella
ouww, great number and quality of models you made!!
I just asked about the transparency map cause I think its a waste of polygons, you see the ingame camonet, fences, wire etc, all made with transparency, you can save tons of tris...
like this,

Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 04:04
by Lan
Well since the british are using the mastiff two and the jackal 2 mainly now i think it warrants a place in the game over the landys which are being used a lot less.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-17 23:52
by ripptide
Well, finally fig'd out what I was doing wrong with transparencies in Ogre, so gave the RPG cage a shot using that. Dropped the overall poly count down to around 7K tris (I left all the cage supports as they now show thru much more). Seemed to work pretty well Salmonella.
Now just have a few small details like the rear cameras to add and finish off the texture.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-19 04:37
by ripptide
Think the geometry is pretty well done, sitting at 7500 tris, let me know if anyone sees any glaring omissions. Just have to finish tweaking the texture now.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-19 05:09
by Salmonella
Nice, very nice, I told you, far than 5 meters you can't tell the difference between a transparency map and a ultra high poly grid.
My only doubt is how its gonna look in the game, the game handle in different ways Bundled/Statics meshs, I've only seeing this kind of grid in statics.
Besides it you showed isometrics renders, which don't show the negatives effects of anisotropic filtering and Anti aliasing on this trasnparent textures.
Try to export only the grid, so we can see how its going.
Ps, what program are you using, and how big its yours textures?
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-19 05:25
by ledo1222
No Offence but thats the Uglyes Thing iv seen but so far NIce

Keep it up
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-20 18:47
by ripptide
As I said Salmonella, I'm not a BF2 modder so I have even less of an idea of how it would look in the game. Now that I figured out the correct settings, it looks fine in the app I'm making these for, but it uses a version of the Ogre graphics engine. You'd have to ask someone who knows about BF2's engine. As to apps, if you mean for modeling I use 3D Max 2009, and the "in game" screen caps are from Knowbook (the Ogre based simulation app). My textures are pretty well 2048x2048 .dds files for any of the vehicles I've done.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-22 01:08
by Zulnex
Very nice model. Keep up the excellent work.

Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-22 20:20
by foxtwofive
Where are the dev's when you need them.
Re: [Vehicle] Cougar Mastiff
Posted: 2009-12-23 00:17
by Salmonella
ripptide, you never exported one of them to the game? Is always good to do a "pre-export" just to see how the things are going.
I started a few months ago doing this modeling stuff, one thing I noticed, 3d moedling program is one thing BF2 is another. Most of what you see isn't real in the game, even using the same shader provided by Dice, the colors, transparency, gloss, normals behave so different in BF2.
Don't know if you know how to export or have someone to do it for you,but is always good do a lot of testing, or you may waste a lot of work remaking things...