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Author Topic: Chieftain mk.3 / mk.5  (Read 9030 times)

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Koty

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Chieftain mk.3 / mk.5
« on: January 14, 2017, 08:22:28 AM »



https://www.mediafire.com/file/vdbagab47z3auzo/Chieftain_mk3_0.zip
instructions are inside Readme.txt inside the install

Now only mk.3
Other marks, country-specific camouflages and other things will follow soon. First I'll need to separate smoothing groups however and fix some mapping issues on the turret.








Quote
.



3D is ready, more or less, I wondered if someone could help getting it ingame, as AI - and as playable object. I can code it, what I need is someone helping me build the proper structure and export.

For those who never heard of this vehicle:

FV4201 was a british MBT from late 1960's (mk.3 being produced around 1969, mk.5 in early 1970's). It was used extensively in Iran-Iraq war for example.

Weapon is 120mm L11 BL gun, with default L15A3 APDS retaining 350mm of penetration at around 2 km. With L15A4 DU APDS about 150@60° at 2 km. With upgraded L15A5 it is 150@60° at 2.6 km.

Upgrade mk.5/4 could stowe L23 APFSDS which would basically laugh at T-80 @ 4 km. The gun could also fire L26 Jerricho DU APFSDS round. Which is basically a god round.

Coaxially it had L7 machine gun and L21 ranging .50cal (IAI only). Commander had another L7 at his disposal.

Max speed being 48 km/h, 30 km/h offroad. That with 56 metric tons.



Note:
The model is quite high-poly, it will need reduction. It is around 4000 poly.
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urmel

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Re: Chieftian mk.3 / mk.5
« Reply #1 on: January 14, 2017, 09:05:58 AM »

locking good!!
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western0221

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Re: Chieftian mk.3 / mk.5
« Reply #2 on: January 14, 2017, 09:10:27 AM »

Playable == Flyable as an aircraft in IL-2 1946.
I don't know its practical affairs.

Only about standard Tank object (AI only) , I can help you.
Please wait 1 hour to prepare screenshots and description.
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Koty

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Re: Chieftian mk.3 / mk.5
« Reply #3 on: January 14, 2017, 09:29:36 AM »

Playable == Flyable as an aircraft in IL-2 1946.
I don't know its practical affairs.

Only about standard Tank object (AI only) , I can help you.
Please wait 1 hour to prepare screenshots and description.

Oh, sweet.

As for flyable, I wanted to use it as a testbed.

Meanwhile, did some more details.


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western0221

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Re: Chieftian mk.3 / mk.5
« Reply #4 on: January 14, 2017, 10:56:33 AM »

Tank object has 3x pieces of mesh nodes --- Body , Head (means Turret) , Gun (means Barrel).
When you want to separate some small parts like machine-gun , external tool boxes , you can make them in other named mesh and attach to Body or Head , Gun.

Gun.msh has to be attached to Head.msh .
Head.msh has to be attached to Body.msh .

Each mesh have to be X-forward axis.
Body and Head have standard axis, but only Gun.msh has rotated Y-down axis. It needs for correct AI aiming.

Gun.msh has the hook named "Gun" (not to confuse mesh name or hook name).
It is positioned on the muzzle of the barrel and its axis is X-forward and Z-down rotated.


Body.msh has 2x DustL and DustR hooks.
They make sand dust smoke in running.


Other needed hooks are .... Gound_Level and SmokeEngine of Body and SmokeHead of Head.
SmokeEngine and SmokeHead work as fired when damaged.


Collisions are named xhull , xhead , xgun.


Only about Tanks, damaged model / texture are not needed in IL-2 1946.


Are Java and ini descriptions also needed ?
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Mission_bug

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Re: Chieftian mk.3 / mk.5
« Reply #5 on: January 14, 2017, 11:51:06 AM »

Excellent model there Koty, well done, should look superb in game. 8)

As for the poly count the turret and gun will be separate items so it might not matter, the limit is I think 3000 per mesh and other parts could be individual
pieces added in the hier that you need anyway to make the vehicle functional so just adding a few things should be okay I think. ;)

Maybe the wheels and tracks as individual meshes, the hull, turret and gun also and you might be good to go, take a look at how other vehicle sets have
been put together.

Wishing you all the very best, Pete. ;D
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Koty

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Re: Chieftian mk.3 / mk.5
« Reply #6 on: January 14, 2017, 12:59:14 PM »

3 parts you say...



@Mission_bug
3000 per mesh? The wheels themselves have 2900 >.>

But hey, I can add thigs as "accessories"? Noice.

@Western
I'll do the Java once the meshes are ready to go.

That is... like this? For AI that is. And yes. This thing will need some LOD work.





EDIT:

With
Body
>xBody
>Head
>>xHead
>>Gun
>>>xGun
>>>Gun(Hook)

(Aligning the hier is also going to be pain, isn't it ^^ )
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SAS~GJE52

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Re: Chieftian mk.3 / mk.5
« Reply #7 on: January 14, 2017, 02:46:38 PM »

The max in game model poly count is 30K. If you have 2.9K for each wheel your model will be too high.

This overall 30K limit can be exceeded though, as Karla has done with the Bon Homme Richard. The model, which comprises several individual <3k meshes, will show in the game, but you get weird effects when the guns fire so is effectively un-playable.

So the golden rule is 3k per mesh ... 30k total...

G;

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Koty

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Re: Chieftian mk.3 / mk.5
« Reply #8 on: January 14, 2017, 02:50:39 PM »

Welp, I can either separate the wheels - or lower the poly count.
Thanks GJE.

OOOH, 2.9k is for ALL wheels together.
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SAS~GJE52

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Re: Chieftian mk.3 / mk.5
« Reply #9 on: January 14, 2017, 03:00:29 PM »

Cleaver use of the "alpha layer" to blank out sections of a skin can be a good way to lower the poly count on less important parts. Removing unseen "back faces" is also an option. You need to learn to be "creative" with your meshes to stay below the limit. Remember, this is IL2 - not War Thunder, so items like tanks are usually mere targets seen from above, so high detail is not a priority...  :P That said a good close up LOD0 visual model can still be made but it - and the skin size - needs to reduce at reasonable distances to avoid a huge FRAPs hit.

G;
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Koty

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Re: Chieftian mk.3 / mk.5
« Reply #10 on: February 03, 2017, 02:59:47 PM »





Ok, I think I was a bit too creative with texture... >.>

Anyways, now that basic mapping is done (still got tracks to do), I will proceed to finish lods and shadows. Speaking of texture size... 2048 ^^;

Now, as far as I understood I link Gun to the Head, Head to the Body, then respective hit box and hooks to Body/Head/Gun - depending on where they belong.

However... do I link LOD's and Shadows the same way, simply all to the main mesh? Or should I get them chained, as in LOD0>LOD1>LOD2>...?
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max_thehitman

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Re: Chieftian mk.3 / mk.5
« Reply #11 on: February 03, 2017, 10:00:27 PM »



Looking GREAT !  8)  Top Tank !

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