project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Factions > Modelling & Animations
26 Jun 2019, 00:00:00 (PRT)
Register Developer Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Modelling & Animations Everything but Static Objects

Reply
 
Thread Tools Display Modes
Old 2012-09-07, 11:27   #21
Daystate
Default Re: [Vehicle] KTO Rosomak

Quote:
Originally Posted by ddeo View Post
I have an ATI too, to fix black spots you can either lower down terrain details, or texture details slightly.
It'll do a work, but instead, you can uninstall CCC completely from your computer and update your drivers with Windows. Just go to Devices Manager > Graphic cards, than RPM on the graphic card you use to play and update its drivers.

I have Radeon 4850 and it works for me. I can play with all set to high/very high. I'm not sure it will work for everyone though.

It's not a right place for such a discussion, so if any moderator would be so nice and move it to the right topic, that would be great
Daystate is offline Reply With Quote
Old 2013-03-19, 11:40   #22
Grober
Default Re: [Vehicle] KTO Rosomak

So i need to make lods cols wrack and interior for this one but i have no idea how many of each there should be ?
Thats what i got now







so could any one help me how much lods i need to make, and how much polys they should have
what cols i need and where they should be
wrack?
and interior can i have separate texture for it?
Grober is offline
Last edited by Grober; 2013-03-20 at 11:28..
Reply With Quote
Old 2013-03-19, 18:05   #23
Amok@ndy
Retired PR Developer
Supporting Member

Amok@ndy's Avatar
Default Re: [Vehicle] KTO Rosomak

you might want to open up some of the newer vehicles in bfmeshview and have a look what they got ?


Amok@ndy is offline Reply With Quote
Old 2013-03-19, 20:19   #24
Hauteclocque
Retired PR Developer

Hauteclocque's Avatar
Send a message via MSN to Hauteclocque
Default Re: [Vehicle] KTO Rosomak

Why do you have dummy wheels ?

Hauteclocque is offline Reply With Quote
Old 2013-03-19, 22:55   #25
Grober
Default Re: [Vehicle] KTO Rosomak

Quote:
Originally Posted by [R-DEV]Hauteclocque View Post
Why do you have dummy wheels ?
No idea i inherit that model and im suppose to end it
Grober is offline Reply With Quote
Old 2013-03-20, 11:29   #26
Grober
Default Re: [Vehicle] KTO Rosomak



all fine so far?
Grober is offline Reply With Quote
Old 2013-03-20, 11:34   #27
Grober
Default Re: [Vehicle] KTO Rosomak

p3d.in - rosomak
Grober is offline Reply With Quote
Old 2013-03-20, 11:43   #28
[R-CON]​lucky.BOY
PR:BF2 Contributor
Supporting Member

lucky.BOY's Avatar
Send a message via ICQ to lucky.BOY
Default Re: [Vehicle] KTO Rosomak

Can we get a glance on the texture sheet? Becase it looks like you missed my feedback on the first page, and this model will z-fight. Id just like to know how bad will it be.

Regarding cols and lods. Cols im not sure about, but you can check onther vehicles for that. I would say you need col0 - bullets, col 1 - vehicles, and col2 - soldiers. Lods depend on vehicle, here i would say around 3-4 lods, where LOD4 should be only a basic shape with less then 20 tris. You can post them up and you will surely get feedback on them.

lucky.BOY is offline Reply With Quote
Old 2013-03-20, 11:57   #29
Grober
Default Re: [Vehicle] KTO Rosomak



Grober is offline Reply With Quote
Old 2013-03-20, 12:02   #30
Grober
Default Re: [Vehicle] KTO Rosomak

and as far as i know darek saw that model in game and there was no zfighting
Grober is offline Reply With Quote
Reply


Tags
kto, rosomak, vehicle, vehiclekto, wip, wippl
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 04:19.