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Posted

OK, thanks for the help guys. What some1 is suggesting is what I did first. The dot.skins file I created is used as a reference for the the LODs and the hitbox files

I then added the part about the season textures for vehicles. But that didn't do it. Like Alfa says, the currentc static objects dont have *.skins files, so the texture change for them must be somewhere else.

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Posted

I refined the Battle Position object a bit more. I made the texture lighter, but still different than the surrounding ground as it is dug out dirt. And it is a bit more natural shaped and larger. The lowest vehicles like the BMPs or the M1 now realy fit nice behind it. Firefights are considerable longer as the exposed area is quite small. The model has 102 polys with a LOD of 14 polys at 200m.

 

I also found out how to get rid of the floating effect. This is done by not having underground area, as this keeps drawing a shadow wich creates an odd illusion. It wont matter for the object placement on slopes, as it will adapt the angel of the ground.

 

Ok Alfa, now you got to introcude me into the secrets of actualy make this a unique object :)

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Posted

Ok Alfa, now you got to introcude me into the secrets of actualy make this a unique object :)

 

Ok - check PM please :)

 

Cheers,

- JJ.

JJ

Posted

Thanks alot Alfa !

 

Here is another concept drawing. Again nothing fleshed out, I was simply testing alpha texturing. This will be the basis for a wide variety of battlefield objects ( about anything you can imagine with a camo net above it ).

Posted
Thanks alot Alfa !

 

My pleasure :) .

 

Here is another concept drawing. Again nothing fleshed out, I was simply testing alpha texturing. This will be the basis for a wide variety of battlefield objects ( about anything you can imagine with a camo net above it ).

 

I can see you know your modelling stuff Mbot! :) . Watch out - I may soon be asking you to reveal your secrets :D

 

Cheers,

- JJ.

JJ

Posted

Actually it is pretty cool, too bad I don't have any reference photos handy but looking good ;)

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Posted
I refined the Battle Position object a bit more. I made the texture lighter, but still different than the surrounding ground as it is dug out dirt. And it is a bit more natural shaped and larger.

 

Great, now all we need is a masking net above it :music_whistling:

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Posted

Mbot this M-109 Cheating :D

 

Great job!

 

Ps;

 

New idea static objects:

 

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Posted

lol

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Posted

Here comes another small update. Final camouflage net for vehicles is in game ( as unique object btw ).

 

The US woodland camouflage is surprisingly effecive :)

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Posted

Remarkable work MBot - are you going to be releasing it, and if so, when? Further, how do you place the netting over the ground vehicles?

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Posted

I will probably create some more stuff and release a objects pack later.

I want to make more ground objects to have better targets for the Su-25. Currently the vanilla Su-25 has hardly any correct targets. As far as I understand the Su-25 is more of a flying artillery that attacks enemy positions, not moving vehicles. With the current objects in game it is kind of hard to create believable troop positions. Just a bunch of vehicles standing around doesn't look right. So I try to correct this shortcomming. What would be realy great are infantry models like the ones in the last ED screens. With such guys one could create static mortar positions, MG nests, dug in TOW teams, towed artillery guns, recoilless rifles etc. Unfortunatly my modeling skills are not fit enough to build the template soldier model.

 

 

Placing the net over a vehicle is easy, just position the two objects ( almost ) above each other in the mission editor and voila.

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Posted

It's a good idea MBot, your mods are welcome in BS for sure. We'll have choppers flying close to the ground and those details are appreciated.

 

But how are polys with that net and what model did you replace?!

 

I certainly hope that BS will leave more room for new models...or create future patches/packs that add new models to the game so we'd be compatible for MultiPlayer.

 

Anyway, I'd like to avoid sacrificing existing models for a new one!

 

Cheers,

 

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Posted

Yeah I think your models will help a lot, hopefully others can pitch in too....... unfortunately I have no skills in the area. But some nice dug in positions like TOW and mortor and MG and stuff would be really sweet.

 

Would be able to build real camps and stuff. Very exciting.

Posted

Ya, very cool idea i like the progress, just one idea. The camo netting is supposed to be camoflouge, to me, it looks like it gives the tank away. If you are to share it, instead of making it a color that looks correct in real life, i think we should make it look camo for the lockon world...

Posted

Well if you ask me, I think the colour realy matches well to the underground in that screenshot. But you also have to remember that there are many areas in Lock On with different ground colors. To make a camo net that works on all of these is impossible.

I know that this net is quite big. It is more suited to house vehicles, not realy hide them. Think of it as a net to drive in tanks for field repairs, rearming, refuelling or to house large selfe propellered artillery guns. I will later also make a smaller net that fits better on smaller vehicles and has a more "wild" look.

 

 

Btw, these are all new objects and wont replace anything.

Posted

 

But how are polys with that net and what model did you replace?!

 

 

A Huuuuuuuuuuuuugde amount of poly is needed for the net. If i guess well, the amount of polygone of the net should be .....8

 

This object have not a significant impact on FPS :huh::huh:

Posted
A Huuuuuuuuuuuuugde amount of poly is needed for the net. If i guess well, the amount of polygone of the net should be .....8

 

That would be the count for the LOD1. For the LOD0 I took the liberty to spend whooping 40 polys :D

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