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Old 2014-01-29, 18:42   #11
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by CTRifle View Post
Hows this

LOD0 3908 polys
LOD1 1564 polys
LOD2 919 polys
LOD3 323 polys

and for glimmerman



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Old 2014-01-30, 03:10   #12
Psyrus
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Default Re: [Vehicle] CV9035NL (WIP)

The numbers seem much better
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Old 2014-01-30, 09:10   #13
[R-DEV]​Tim270
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Default Re: [Vehicle] CV9035NL (WIP)

Indeed, much better.

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Old 2014-01-30, 10:25   #14
Wicca
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Default Re: [Vehicle] CV9035NL (WIP)

Y u no make norwegian version?


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Old 2014-01-30, 11:06   #15
AfterDune
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Default Re: [Vehicle] CV9035NL (WIP)

That can still be done afterwards? This version doesn't exclude the other if you ask me.

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Old 2014-01-30, 11:13   #16
Wicca
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Default Re: [Vehicle] CV9035NL (WIP)

I ask you afterdune. I ask you. :P


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Old 2014-01-30, 12:36   #17
CTRifle
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What are the key differences?

Sent from my Nexus 5 using Tapatalk


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Old 2014-01-30, 12:45   #18
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

as far as i can name by heart:

1. A somewhat different turret
2. A different gun 30mm Bumaster II instead of 35mm Bushmaster III
3. it has doors instead of a loading ramp at the back of the vehicle
+ some other minor stuff.

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Old 2014-01-30, 19:41   #19
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

Yea that can be done after then


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Old 2014-01-30, 23:15   #20
Hulabi
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Default Re: [Vehicle] CV9035NL (WIP)

Norwegian and Dutch CV90 have some pretty major visual differences actually, for the Norwegian version you'd be far better off working on this: https://www.realitymod.com/forum/f59...p-fdf-nor.html
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