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#51 |
![]() Join Date: Oct 2007
Location: Netherlands
Posts: 204
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Also we need to think about code for Vihr laser guided missiles, if you take a look this missila fly not straight a head , but fly`s with spiral trajectory.Guy from bfeditor told that bf2 allows it to fly like speral.
[quote name='Musska' date='May 28 2008, 09:37 PM' post='77113'] :wub: soo nice it's hard to believe it's 4 BF2 ! That will be a battle in the battle to jump in at the start of the round ! Great job. If the bf2 engine allowed this, the spriral trajectory of the AT-9 Vikhr would be awesome ! B.R. [/quote] here is some videos(Also can somebody explain me how to make hud for vihr launch system,or maybe somebody from PR team can make it http://www.youtube.com/watch?v=Z03y0...eature=related http://www.youtube.com/watch?v=AnRjv...ature=related# |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. = Ka-50 Hokum = To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#52 |
![]() Join Date: Oct 2007
Location: Netherlands
Posts: 204
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Ok guys at this moment i am on:
Game model: Poly:21879 Tri:47491 Original model: Poly:31387 Tri:67551 I have removed poly everywhere where it`s possible and almost not,to save shape of the model ,so close as possible to the original model ,polycount of this model is at 98% same as on the old ka-50(that you saw on video)and you have seen that this heli works fine.I think we need to test this level of model in game , and if we gonna test it on server 64 player we will see how it`s works ,if not i will drop polycount to lower level. |
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#53 |
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PR Mapper Team
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what it was 31k polys, not 20k polys to start off with?
man ehhh, good luck. 15k polys is the MAX i would have it at by a long way, I would aim for 8k polys really... |
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#54 |
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Banned
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Id say aim for 8 000 maximum - but I could be wrong
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#55 | |
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PR Mapper Team
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#56 | |
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Banned
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I dont understand how its so high oleg - sure its detailed, but 20 000 seems very high to me. Ive only modelled one heli, and I dont have your skills, but Im sure you could get it right down without losing much detail - as I say probably easier to start from scratch though, even if its a hard thing to do! | |
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#57 | |
![]() Join Date: Oct 2007
Location: Netherlands
Posts: 204
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Quote:
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#58 |
![]() Join Date: Apr 2007
Location: Cambridge
Posts: 3,650
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You will NEVER see it from close up. So remember, if you are not going to see it when walking around it in BF2 unless you get right up to it then it CAN go. You could probably loose a LOT that you can see too.
Dont add detail no one can see, no one will think 'wow', they will think 'Not MORE lag'. Even if you make the thing look really ugly and quite crap to you, with a half decent skin no one will notice anything wrong in game. |
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XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like? Best post ever made! EG: PPSh is made of win and quite possibly stamped sheet metal |
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#59 |
![]() Join Date: Feb 2008
Location: Glassboro NJ
Posts: 2,395
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Nice to be blunt and to the point Jonny-_-
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Biggest time killer :P To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#60 |
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Banned
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This was the first model I made, so not the best, but it came in at 2500 polys and could easily be 1500. Im currently remaking it as the new US Army ARH ( based on the Bell 407 which the model above is )
The only detail it needs for bf2 is a few door handles and antenna - everything else can be done on the textures ( which I still have to learn to do, and will take ages Have a look at the current helis in PR and youll see there not that detailed, but the textures make up for it. |
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