brooks143 10 Posted June 16, 2014 Hello to all. am creating a new chieftain Mbt mod for arma 2/3. I will put pics up shortly ---------- Post added at 17:58 ---------- Previous post was at 17:56 ---------- Here what i have got so far. Share this post Link to post Share on other sites
Stagler 39 Posted June 22, 2014 Interesting. I would like to fold this into the CWR2 mod if it is finished and your interested with cooperation. Share this post Link to post Share on other sites
chrisb 196 Posted June 22, 2014 Like this, good luck with progress, will keep an eye on it..:) Share this post Link to post Share on other sites
nodunit 397 Posted June 22, 2014 Looking great! Though you'll likely need to drop some detail to get it ingame, but don't worry because normal maps would take care of em just fine. Share this post Link to post Share on other sites
eggbeast 3673 Posted June 22, 2014 good stuff pm me if you would like my ready made chieftain weapons and ammo pack for this http://forums.bistudio.com/showthread.php?176579-EB_Armour-integrated-real-armour-weapons-and-ammo Share this post Link to post Share on other sites
brooks143 10 Posted June 24, 2014 (edited) it would fit perfect into the cwr2 mod. ---------- Post added at 01:06 ---------- Previous post was at 01:05 ---------- Looking great! Though you'll likely need to drop some detail to get it ingame, but don't worry because normal maps would take care of em just fine. Could i not use proxy for the detail stuff? Iive had in game. But it was all smoothed to reduce vertice. And looked poor Edited June 24, 2014 by brooks143 Share this post Link to post Share on other sites
sv5000 127 Posted June 24, 2014 Very nice and would love to see it in A2 Share this post Link to post Share on other sites
nodunit 397 Posted June 24, 2014 it would fit perfect into the cwr2 mod.---------- Post added at 01:06 ---------- Previous post was at 01:05 ---------- Could i not use proxy for the detail stuff? Iive had in game. But it was all smoothed to reduce vertice. And looked poor You can but I wouldn't recommend it too much, proxies are best for contained LOD's such as interior because on very large maps or under enough server stress the proxy will occasionally jitter and shake. I noticed this firsthand on an addon I used proxies for in specific area's, its mostly ignorable because your eyes aren't focused directly upon it but if its something blatantly obvious then you're going to have parts of your tank shifting about for no reason. I could explain and post some helpful things about how these materials could help you out if you use them to the fullest, getting you effects that you won't likely notice otherwise ingame as opposed to in editor (everything is always more noticeable in editors) Also did you let the program reduce the polycount or did you do it manually? Rarely is it ever beneficial to let the programs do it themselves. Share this post Link to post Share on other sites
brooks143 10 Posted June 24, 2014 You can but I wouldn't recommend it too much, proxies are best for contained LOD's such as interior because on very large maps or under enough server stress the proxy will occasionally jitter and shake. I noticed this firsthand on an addon I used proxies for in specific area's, its mostly ignorable because your eyes aren't focused directly upon it but if its something blatantly obvious then you're going to have parts of your tank shifting about for no reason.I could explain and post some helpful things about how these materials could help you out if you use them to the fullest, getting you effects that you won't likely notice otherwise ingame as opposed to in editor (everything is always more noticeable in editors) Also did you let the program reduce the polycount or did you do it manually? Rarely is it ever beneficial to let the programs do it themselves. I would like to know how to use proxies in this way. if you know some tutorials or yourself please share the knowledge. I manually reduced it myself. I picked up that it is better to manually do it yourself than letting the program do it for you. Are you on about optimizer on 3dsmax or o2? Share this post Link to post Share on other sites
nodunit 397 Posted June 24, 2014 none of em, though O2 doesn't have an optimizer. Could we see the optimized version with wireframe? Share this post Link to post Share on other sites
brooks143 10 Posted June 24, 2014 (edited) ok a few screenshot of it with wireframe in 3ds max optimized manually. I know there is alot detail but it has been done before on other mods I.E soul_assasins m109 paladin. Brilliant 3d example. Hope this helps http://i.imgur.com/bWzOlIl.png (469 kB) http://i.imgur.com/u5WbvVh.png (241 kB) http://i.imgur.com/fI5pHeV.png (282 kB) http://i.imgur.com/8LA6TcI.png (181 kB) http://i.imgur.com/2uRZz40.png (414 kB) Edited June 24, 2014 by brooks143 Share this post Link to post Share on other sites
nodunit 397 Posted June 24, 2014 (edited) Eh what the hay, this could provide an interesting field study, just remember that you want to keep your proxy parts to a single axis..IE if you proxy things for the turret and chassis, don't combine them into one file otherwise they will both rotate or not move. Quick question though, what MK of Cheiftan is it? Thinking you might be able to get better lighting on the turret with a few chamfers and bevels. Edited June 24, 2014 by NodUnit Share this post Link to post Share on other sites
brooks143 10 Posted June 24, 2014 (edited) so the object i want to proxy keep them separate in 2 different files? i am not upto date with proxies yet. The Model of the chieftain is a mix of 1-8. Edited June 24, 2014 by brooks143 Share this post Link to post Share on other sites
nodunit 397 Posted June 24, 2014 Correct, the way proxies will work in this case is nothing more than two extra files in O2, you will save them under separate files and then select the mesh, click Create, scroll down to proxy and type a name. Then a triangle will appear, this will have all of the data from that mesh, ctrl X to cut it and then open the original file and paste it..if you kept your model parts centered then you should not need to move the proxy at all. The way the came will recognize what goes where is by named selections, basicly anything with X named selection will be tied to X animation and follow X hardcode. Also you should select the top leading edges on both sides of the turret and apply a 1-2 chamfer, you'll likely need to clean it up a bit towards the cannon due to pinching but it will capture the lighting much better, make sure your mesh is in quads if/when you do it however otherwise it's going to be a nightmare. Share this post Link to post Share on other sites
brooks143 10 Posted June 24, 2014 (edited) ive been looking for a long time how to do this. alot of google search. It works but it saying in bulldozer cannot open object? Edited June 24, 2014 by brooks143 Share this post Link to post Share on other sites
nodunit 397 Posted June 25, 2014 Bulldozer will crash somewhere after 22K polies, give or take on how your UV maps are set up, which is why we use proxies to get around this limit. Share this post Link to post Share on other sites
brooks143 10 Posted June 25, 2014 (edited) ok bud. i have removed objects and put them in proxy's but when i want to view the proxy it telling me it cannot load. Edited June 25, 2014 by brooks143 Share this post Link to post Share on other sites
nodunit 397 Posted June 25, 2014 your proxy must as well not exceed the poly limit, it may also be necessary to double (or how many times is required) click the proxy named selection and steer it to the original proxy file. Share this post Link to post Share on other sites
R0adki11 3949 Posted June 25, 2014 Nice see some British Armour :) Share this post Link to post Share on other sites
brooks143 10 Posted June 26, 2014 (edited) your proxy must as well not exceed the poly limit, it may also be necessary to double (or how many times is required) click the proxy named selection and steer it to the original proxy file. ive tryed that and still get the same message. need help with this its stopping my progress Edited June 27, 2014 by brooks143 Share this post Link to post Share on other sites
brooks143 10 Posted July 1, 2014 update. http://i.imgur.com/iMkAPYW.png (1699 kB) http://i.imgur.com/5rzduyy.png (1136 kB) http://i.imgur.com/10nuBNv.png (1457 kB) http://i.imgur.com/vaVVy1o.png (1429 kB) http://i.imgur.com/50U1uWF.png (1774 kB) http://i.imgur.com/JTNvP6O.png (1619 kB) http://i.imgur.com/JOlPnAv.png (1337 kB) http://i.imgur.com/2SOb93F.png (1786 kB) http://i.imgur.com/C3dgNvR.png (1956 kB) http://i.imgur.com/g5uNeo8.png (1835 kB) http://i.imgur.com/a0wou0z.png (1460 kB) http://i.imgur.com/Cg8z3kL.png (1462 kB) http://i.imgur.com/FE8Vdoe.png (1267 kB) Share this post Link to post Share on other sites
nodunit 397 Posted July 1, 2014 Nice progress, unfortunate that the shading properties wound up having a fit in some places...easy fix, just select the faces/edges/verts in O2 that you want changed and press U for sharp and I for smoothing. You should also really consider chamfering the top edges of the turret, it would capture the lighting so much better and really compliment the model. Share this post Link to post Share on other sites
brooks143 10 Posted July 2, 2014 i will have a look at that Share this post Link to post Share on other sites
brooks143 10 Posted July 2, 2014 (edited) i got bored and decided to make some rounds. Edited July 3, 2014 by brooks143 Share this post Link to post Share on other sites
brooks143 10 Posted July 2, 2014 (edited) i am looking for some help if anyone is interested on giving me a hand. NodUnit= Many thanks for the compliment. I had to sacrifice a lot of the 3d detail too be able to fit in more sharp edges on the model. It is very close too being at the limit. Edited July 3, 2014 by brooks143 Share this post Link to post Share on other sites