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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
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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?
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Last edited by Grober; 2013-03-20 at 11:28..
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Old 2013-03-19, 18:05   #23
Amok@ndy
Retired PR Developer
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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 ?


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Old 2013-03-19, 20:19   #24
Hauteclocque
Retired PR Developer

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Default Re: [Vehicle] KTO Rosomak

Why do you have dummy wheels ?

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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
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Old 2013-03-20, 11:29   #26
Grober
Default Re: [Vehicle] KTO Rosomak



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

p3d.in - rosomak
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Old 2013-03-20, 11:43   #28
lucky.BOY
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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.

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Old 2013-03-20, 11:57   #29
Grober
Default Re: [Vehicle] KTO Rosomak



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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
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