EddiePrice 16 Posted April 6, 2010 Yeah I was on about the GMLRS, awesome bit of kit that. Share this post Link to post Share on other sites
britrb 0 Posted April 6, 2010 Ok all, the answer to the ultimate question is... You cant fire an artillery shell at over 1244mils elevation because the round will land on its base. It will not have enough energy at the top of its apogee to turn round because it is arse heavy!! Have fun all, Brian :) Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted April 6, 2010 Very simple. I should have known that. lol. Share this post Link to post Share on other sites
britrb 0 Posted April 6, 2010 Now that useless piece of information will stay with you for ever!! MWUAHAHAHAHA..... Have fun all, Brian :) Share this post Link to post Share on other sites
Daniel 0 Posted April 6, 2010 Glad I didn't have to ask! :D Share this post Link to post Share on other sites
jtec 0 Posted April 7, 2010 Been away for a while trying to work with new packages which can offer something more then good ol o2. Very early image of the Mastiff 2 that is currently doing the rounds in Afghan, this is the low poly model (scuse the polycount at the mo, but thats due to high poly wheels) i intend to model a highpoly version with all the nice details that we at PUKF pride ourselfs on too once this is completed. Share this post Link to post Share on other sites
eggbeast 3673 Posted April 7, 2010 Evoluton brit released - would love to add in anything else you might have http://forums.bistudio.com/showthread.php?p=1604135 Share this post Link to post Share on other sites
Schancky 10 Posted April 7, 2010 Looks fantastic jtec! Looking forward to the mastiff :D Share this post Link to post Share on other sites
jtec 0 Posted April 7, 2010 Lil update on the rpg cage still gotta add to it but its comming along Share this post Link to post Share on other sites
jeza 5416 Posted April 8, 2010 Coming Along more that nicely, good work fellas Share this post Link to post Share on other sites
jtec 0 Posted April 8, 2010 Bit more done, thanks for all the kind comments so far chaps Share this post Link to post Share on other sites
Schancky 10 Posted April 8, 2010 Looking great! The amount of detail is awesome Jtec! :) Share this post Link to post Share on other sites
Prydain 1 Posted April 8, 2010 Pry, nice of someone to notice. ;) Hoping to get some of that patented VCB testing soon You mean the regulars spaffing in awe every time they get ingame? The Mastiff looks hot, but so does everything produced by UKF. Share this post Link to post Share on other sites
slatts 1978 Posted April 8, 2010 mastiff looks amazing! best of luck to the whole mod team Share this post Link to post Share on other sites
Cyteless 10 Posted April 8, 2010 Looking fantastic. Can't wait to see further updates on it. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted April 8, 2010 That looks stunning. I know you said you were working on lowering the poly count & that got me thinking... What's the max acceptable polys in a model? If it's higher than what I think it is (somewhere around 20k) then it opens alot of possibilities. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 8, 2010 That looks stunning. I know you said you were working on lowering the poly count & that got me thinking... What's the max acceptable polys in a model? If it's higher than what I think it is (somewhere around 20k) then it opens alot of possibilities. Above 32k's about the point where O2 might start having problems, but you can exceed that if you start using proxies for various parts of the mesh. Proxies can have some limitations though, with regards to animations and texture switching, and can have an adverse effect on your model's section count if you use lots of them. Most BIS stuff is around the 15k-22k mark, with 10 to 30 sections and generally, addon makers seem to think it's good practise to stick to that region. What did you have in mind? - Jeff, looks mega mate. Your last Mastiff model was good but this is much better, even at this early stage.. Shall send you a PM @pukf.net about stuff to keep an eye on. Share this post Link to post Share on other sites
rksl-rock 1301 Posted April 8, 2010 Above 32k's about the point where O2 might start having problems, but you can exceed that if you start using proxies for various parts of the mesh. Proxies can have some limitations though, with regards to animations and texture switching, and can have an adverse effect on your model's section count if you use lots of them.Most BIS stuff is around the 15k-22k mark, with 10 to 30 sections and generally, addon makers seem to think it's good practise to stick to that region. What did you have in mind? - Jeff, looks mega mate. Your last Mastiff model was good but this is much better, even at this early stage.. Shall send you a PM @pukf.net about stuff to keep an eye on. A lot depends on sharp edges. The more sharp edges the lower the max vertex count is due to the way that DirectX handles them. The practical max face count is 16-20k faces. Some models may go higher but they are probably smoother than the Mastiff. Share this post Link to post Share on other sites
jtec 0 Posted April 8, 2010 Am aiming for less then 15k although its currently at 71k due to the highpoly wheels, with the low poly wheels i think it was about 11k so it leaves me with a few bevels, the IR kit, and some other bits and bobs lobbed on for good measure. Share this post Link to post Share on other sites
Schancky 10 Posted April 8, 2010 Will you be doing both desert and woodland textures for the mastiff? Just wondered as I know there isn't any green Mastiffs around in reality, but they will work better on the green maps with the correct colour textures. Cheers Jtec! Share this post Link to post Share on other sites
jtec 0 Posted April 8, 2010 Yes mate they will come in 2 colours, woodland and desert. Might mix it up a bit too with extra bits and bobs, depending on poly count. Share this post Link to post Share on other sites
Schancky 10 Posted April 9, 2010 Yes mate they will come in 2 colours, woodland and desert. Might mix it up a bit too with extra bits and bobs, depending on poly count. Sounds great mate. I actually cant wait for this! :) Share this post Link to post Share on other sites
topas 1 Posted April 9, 2010 Good news, glad to hear! Are there maybe plans to expand the variety so other possible factions could use it? Saw some pics of Iraqi Mastiffs* with an interesting desert camo scheme and thought I'd ask ;) *although it may have been a Cougar :P Share this post Link to post Share on other sites
Harlow-16AA- 0 Posted April 9, 2010 Saw some pics of Iraqi Mastiffs* ... ... *although it may have been a Cougar :P Were they three-wheeled, scrawny and mangey looking? ;) Looking forward to the Mastiffs, too! In fact, everything posted up by the P:UKF guys is looking awesome - stellar work guys! Share this post Link to post Share on other sites
topas 1 Posted April 9, 2010 Hehe, no.. looked quite healthy to me ;) Can't find the pic via google now... but have it at home and will post in the evening Share this post Link to post Share on other sites