Ryujin 0 Posted March 22, 2008 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Stryker Brigade Combat Team by 7.62S/////////////////////////////// I've decided to give the lame BIS strykers a much needed overhaul. I plan to upgrade and model pretty much the full stryker vehical family and add a few features. Planned features: -Working slat armor -Working airguards (guys standing up in the back hatches) -Have to turn out to reload CROWs - Intervehicle information system (in progress) -Thermal sights (Once again, requires some research) -Model fixes and new textures, based on a few things I noticed when I got to tour one (and I got to play with... I mean examine... the CROWs, unfortunatly it was an unloaded Mk19) Planned versions: -M1126 ICV M2/Mk19 -M1127 Recon Vehicle -M1128 Mobile Gun System -M1129 120mm mortar carrier -M1130 Command vehicle -M1131 Fire Support Vehicle (to go with M1129) -M1132 ESV -M1133 Medical evacuation vehicle -M1134 TOW ATGM (with M240 on a pintle mount to be less defenseless against infantry) Pics from day one: Slat armor finished and air guard wielded on protection work in progress Share this post Link to post Share on other sites
[xdf]kanga 0 Posted March 22, 2008 how many polys has that slat armour added? Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 22, 2008 Good work. Can you improve the driving dynamics? Maybe interior graphics too? Share this post Link to post Share on other sites
scubaman3D 0 Posted March 22, 2008 The slat armor I made was ~800 polys and this is definitely more faces than I used - this looks like well over 1000 quads. Share this post Link to post Share on other sites
Ryujin 0 Posted March 22, 2008 Is there a way to get a poly count in O2 (this my first model in O2)? I usually mod crysis, so I think this might be overkill for Arma, I'll have to test it a bit. What is a good area for a vehicle poly count to fall in for arma? Share this post Link to post Share on other sites
MehMan 0 Posted March 22, 2008 Doesn't matter that much as long as the section count is low and the LODs are done properly. But still, it's best to keep it low. You should check the sample models for what's the best polycount. Share this post Link to post Share on other sites
bravo 6 0 Posted March 22, 2008 great work.. what about the cammo? Desert? Share this post Link to post Share on other sites
Ryujin 0 Posted March 22, 2008 nope solid green, no desert tan strykers exist (as far as I know). I'll do a dusty texture though with all the generic markings. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted March 22, 2008 You could maybe do the slats with a transparent texture and save a bazillion polys. Poly count is usually shown in a bar at bottom left in Oxygen. If it isn't displayed by default, you can bring it up from the menu selection "Window -> Status Bar". Share this post Link to post Share on other sites
RN Malboeuf 12 Posted March 22, 2008 Quote[/b] ]You could maybe do the slats with a transparent texture and save a bazillion polys. aha, and have bazillion lightning and shadows bugs ) Share this post Link to post Share on other sites
rstratton 0 Posted March 22, 2008 id rather deal with the non existent performance hit 800 extra polygons cause than have crappy transparent texture stuff. yea thats right i highly doubt 800 extra polygons will be noticed at all Share this post Link to post Share on other sites
icebreakr 3159 Posted March 22, 2008 Hopefully you can fix this vehicle so its not a death-trap when hit by RPG or something similiar... so you have time to escape the burning vehicle. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted March 22, 2008 Well, excuse me all to hell. Share this post Link to post Share on other sites
rstratton 0 Posted March 22, 2008 Well, excuse me all to hell. i wasnt trying to be an ass or anything just stating my opinion Share this post Link to post Share on other sites
Ryujin 0 Posted March 22, 2008 It'll be less of a death trap now for several reasons, I hope to have realistic slat armor ( sources range between 50-70% chance of taking basicly no damage from a hit on the slat armor and I don't think there are any tandem HEAT RPG rounds in arma atm, which would cut right through it). Also I probably will make it less likely that the vehicle will go up in a fireball and kill everyone when hit. More likely the vehicle would be disabled and there would be a number of WIA/KIAs inside. Especially since they minimize the amount of explosives inside, they're usually on the roof (MGS/TOW/MC and maybe ESV can go up in big secondaries though). I'm considering a way to allow it catch fire without exploding, giving you the possibility to escape (maybe even cook off the ammo while on fire). EDIT: chill out folks, I'm trying to combine the best graphics with good performance. The texture only slats may be used for far LODs. Share this post Link to post Share on other sites
scubaman3D 0 Posted March 22, 2008 Actually, we're told that 10k is a sensible number for a model. The Stryker M2 is already 11K so this will raise it to 12-13k, I believe. It might benefit you to use simple 'boxes' to model the slat armor instead of 'cylinders'. I have a Stryker MGS model with slat armor thats only 11K because the Protector system is fairly high polly and I used all boxes to model the slats. Share this post Link to post Share on other sites
Messiah 2 Posted March 22, 2008 Forgive my ignorance... but isn't rpg slatting made up of square boxes anyway... Share this post Link to post Share on other sites
Ryujin 0 Posted March 22, 2008 and I used boxes.... Share this post Link to post Share on other sites
jtec 0 Posted March 22, 2008 Nice to see models with rpg cages, adds a extra level of realism! Good stuff mate! Share this post Link to post Share on other sites
MehMan 0 Posted March 22, 2008 and I used boxes.... Select the slat and press U. That'll make it look like boxes. Share this post Link to post Share on other sites
Chip360 0 Posted March 22, 2008 nope solid green, no desert tan strykers exist (as far as I know). I'll do a dusty texture though with all the generic markings. *Cough* *Cough* [ig]http://www.mainandcentral.org/stryker_050101a_0ntyoa2005-01-31.jpg[/img] */Cough* (More than 100Kb) and *cough* [iG]http://www.armytimes.com/xml/news/2007/05/army_bctdeployments_070508w/at_bct_800_070508.JPG[/img] Or are these Green but with loads of dirt and stuff on them? (I cant really tell, but It looks as if it may be that light green but with mud all over or maybe something else) Share this post Link to post Share on other sites
Ryujin 0 Posted March 22, 2008 thats Iraqi dirt and dust lol, but yeah, they become desert camo after you use em for a while. As I mentioned I'm gonna do a dirty model so I'll be partially tan. EDIT: Btw, the performence is fine so far, LODs take care of that. I parked 15 next to each other, no problem. i got an above average system, so unless your trying to make a solid 5x5 block of strykers and stand in the middle the LODs keep performence smooth. Share this post Link to post Share on other sites
Messiah 2 Posted March 22, 2008 they all look green to me... Share this post Link to post Share on other sites
Chip360 0 Posted March 22, 2008 they all look green to me... I meant compared to something like this: Link to Pic Edit: Ryujin, you've inspired me to do a proper retexture for the default Stryker in-game, im thinking on working off of Mcnools fab textures for some of the dirt, and removing those black stripes and such in the green camo now to make it more like the solid green look in Iraq. Share this post Link to post Share on other sites
Messiah 2 Posted March 22, 2008 ah, gotya Like Ryujin, only ever seen green, and after enough time in the field, those nice green paint jobs become a veritable palette of muck, dirt and dust. Plus perhaps the paint's been faded by the sunlight they get exposed to over in Iraq Share this post Link to post Share on other sites