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Burncycle

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About Burncycle

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  1. Burncycle

    CVR(T) Scimitar

    Ah, gotcha. That'd be great
  2. Burncycle

    CVR(T) Scimitar

    Still need assistance getting this thing to the next step and in game if anyone is interested. M9: New references are always useful, although I can't do individual track links (tried it but I exceed Milkshape's poly limit which ends up being too much for game purposes anyway)
  3. Burncycle

    CVR(T) Scimitar

    Alright, the model is pretty much finished (I think I still need to add a jerrycan but I can do that tonight). If anyone is willing to help with the unwrapping and skinning I can post the model for download in .ms3d or .3ds format
  4. Burncycle

    CVR(T) Scimitar

    Something like this?
  5. Burncycle

    CVR(T) Scimitar

    From what I understand, the holes in the perforated armor are designed to impart asymmetric stresses on a penetrator, encouraging it to yaw and break up, thereby reducing it's effective penetration. The distance between the holes and their diameter are "tuned" to a particular threat class, for example 12.7mm Ah ok, I wasn't sure how ArmA handled it. I deleted the teeth and beveling on the tracks, roadwheels are now 16 sided, simplified the drive sprocket and return roller, deleted backfaces here and there and other minor optimizations... The new poly count is 11,301. I might still need to mess around with the sprockets depending on how the alpha channels work...
  6. Burncycle

    CVR(T) Scimitar

    Thanks for the comments everyone DaSquade, The track assembly (tracks, roadwheels, sprockets, idlers, and suspension) make up nearly 11,000 polys -- the rest of the tank (hull, turret, gun, misc details) only about 4,000 polys. That may be why it doesn't look like it should have such a high poly count. I went ahead and removed the double roadwheels and made them single roadwheels, but since all the detail was on the outer wheel it didn't save many polys. In fact, when I increased the number of sides in the cylinders from 12 to 18 to make them look rounder, it actually ended up increasing the overall poly count. Maybe 16 sides would be better jeftec, Thanks for the advice about alpha transparencies. I wasn't sure what I had to model in and what I could leave to that since I don't have any experience texturing (Modeling is relaxing... I tried unwrapping once and that frustrated the hell out of me, never mind texturing!, so I erred on the side of modeling in the details. I deleted the louvers on the vents, but it didn't make much of a dent. I guess I need to concentrate on the track assembly to lower the overall polycount any significant amount, especially with regards to the sprockets as you mentioned. One of the earlier versions had much simpler sprockets, but people mentioned they didn't look like the real ones, which is what originally prompted me to add a little more detail. I'll fiddle around more with the track assembly and see where else I can optimize.
  7. Light British Recce vehicle I've been fiddling with for a while. I'd like to see it in ArmA, but unfortunately I can't do anything else with it. If anyone can assist (texturing, etc) I can send you the files. 15,175 polys (20,450 with Bar Armor) And for those who fancy a little more protection, a version with slat armor! (Doubt it would do much good in game of course)
  8. Burncycle

    ArmA Addon request thread

    Commander's View, Turned Out Optional slat armor
  9. CVR(T) Scimitar ~12,500 faces Commander's View, Turned Out Optional slat armor
  10. Burncycle

    ArmA Addon request thread

    A few mod ideas... Scimitar CVR(T) recce vehicle Mi-26 Halo helicopter Functioning IR lasers (can only see through NVG, would be useful for pointing stuff out) Would it be possible to actually simulate body armor (rifle protection on torso)?
  11. Burncycle

    2nd Beta 1.07.5157 feedback thread

    I have atari download version The first 1.07 beta worked fine. The new patch, however, asks for product activation.
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