Posted: Sat Jul 30, 2011 12:14 pm Post subject:
Marder IFV
Subject description: public w3d
One German Marder IFV public w3d model.
Notes:
-high poly 750-800 (still within generals range though)
-comes with draw code
-normal + damaged model + textures
-small: the model is made using generals engine scale, this means you'll have to add " Scale = 1.2" to the units code in generals for more generals styled scale.
Constructive Critisism is welcome, other critisism not, for it is useless.
MARDER_IFV_Promotional.png
Description:
Marder IFV preview
Filesize:
512.39 KB
Viewed:
9144 Time(s)
MarderIFV.zip
Description:
A rar with the files, to open use winrar or similar.
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Jul 30, 2011 4:05 pm Post subject:
It's hard too see where you spend all those polies on From the looks of it I could remake it with about half the amount of polies and it would still look the same. QUICK_EDIT
Count about 16 wheels, then a 175 poly hull, and yes i know i'm not poly efficient. I was happy enough with getting to learn texturing by myself.
This means that i actually used polys for where i could have used texture, like on the hatches, wheels, holes in the side armor.
I'm getting better, see the abrams, it has around fourhundrend polys.
The problem for me really is that i can't help but having to put more detail in it. 2 years ago i used to make miniture cars (scale 1 to 160) which had loose wheels and opening doors, that's a 2,5 cm car from paper with opening doors a steering wheel, and wheels. I can't help but adding detail :S
But I'll see if i can make it less poly efficient.
Two question though:
-do you know how to get a transparent texture? been messing with it for idunno 5 hours? and still can't get it to work.
-any idea how the thread texture can get to move? QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Jul 30, 2011 7:54 pm Post subject:
Replace the tracks with a block to save a massive amount of polies. Besides, the wheels won't be usable ingame anyway, as the engine isn't build for that (nor are the TW and RA3 engines). QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Jul 31, 2011 4:22 pm Post subject:
Madin wrote:
Dutchygamer wrote:
(nor are the TW and RA3 engines).
Not true (at least on the C&C3 front, I couldn't care less about RA3).
I always assumed all TW vehicles that use tracks have solid tracks, as in blocks. The only game I can quickly think of that has actual moving wheels in the tracks is Company of Heroes. QUICK_EDIT
Then you've clearly not seen Shockwave. I'm 99 percent sure they have moving tracks and all that funky jazz. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Aug 01, 2011 4:48 pm Post subject:
FurryQueen wrote:
Then you've clearly not seen Shockwave. I'm 99 percent sure they have moving tracks and all that funky jazz.
Moving tracks as in: a block with an animated texture, which is coded into the game to animate when the vehicle moves. That is how all tracked vehicles in Generals do this. The only other option are turning wheels, as seen on the Humvee or SCUD Launcher.
What I meant is having AND an track that animates when the vehicle moves AND turning wheels inside the tracks, as Company of Heroes has in example. As I mentioned before, normally Generals' tracks are blocks with an animated texture, and not both animated tracks and turning wheels. The engine simply doesn't support it, and I'm almost 100% sure that TW and RA3 don't support that either. The reason for that is simple: it saves a hell lot of polies. Having a block with an animated texture, or having both the tracks and all the seperate wheels, which need to turn as well. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Aug 01, 2011 8:36 pm Post subject:
What Dutchy is trying to describe is a working suspension for the vehicles. CNC-3 and RA3 allow articulated bodies but that's the best you'll get.
If you want a functioning suspension, World in Conflict and Company of Heroes feature it (WiC's implementation better compared to CoH's, which is much too springy and makes vehicles seem too tall) _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Aug 02, 2011 4:29 pm Post subject:
EVA-251 wrote:
What Dutchy is trying to describe is a working suspension for the vehicles. CNC-3 and RA3 allow articulated bodies but that's the best you'll get.
If you want a functioning suspension, World in Conflict and Company of Heroes feature it (WiC's implementation better compared to CoH's, which is much too springy and makes vehicles seem too tall)
I blame my lack of certain English terms for that. Thanks for explaining what I meant QUICK_EDIT
And well yes it might be better using blocks than wheels.
There's one ZH mod doing it different however, which is Cold War Crises, although it's still technically blocks, but with flat wheels attached to the side.
Ya know the reason i actually tried this is the rotten suspension on tracks in ZH, wheels do a lot better, but I'll find something different. QUICK_EDIT
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