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Old 2014-02-26, 08:44   #31
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

ok, cause some items i could think of to make it more detailed are the:

SAAB UTAAS screens
Extra details for those seats,
Some wiring yo see here and there
The rifle rack and
The AC unit

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Old 2014-02-26, 12:44   #32
Kerryburgerking
Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by [R-COM]Glimmerman View Post
ok, cause some items i could think of to make it more detailed are the:

SAAB UTAAS screens
Extra details for those seats,
Some wiring yo see here and there
The rifle rack and
The AC unit
IDK what sight the dutch CV90s use but the Swedish one uses one pretty similar to the in-game LAV-3. If it's the same you could use it as a placeholder.

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Last edited by Kerryburgerking; 2014-02-26 at 12:49..
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Old 2014-02-26, 13:01   #33
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

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Originally Posted by Kerryburgerking View Post
IDK what sight the dutch CV90s use but the Swedish one uses one pretty similar to the in-game LAV-3. If it's the same you could use it as a placeholder.


They use the SAAB UTAAS system, which is quite common:


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Old 2014-02-26, 13:02   #34
Kerryburgerking
Default Re: [Vehicle] CV9035NL (WIP)

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Originally Posted by [R-COM]Glimmerman View Post
They use the SAAB UTAAS system, which is quite common:

Yeah it get that, but i thought that maybe the dutch used a different one because of different calibers.
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Old 2014-02-26, 13:06   #35
Hulabi
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Default Re: [Vehicle] CV9035NL (WIP)

http://i.imgur.com/AxhJLkF.jpg
http://i.imgur.com/UYp5CTq.jpg
http://i.imgur.com/anWCrce.jpg
http://i.imgur.com/tXSUmDZ.jpg

It's not exactly the same, but quite similar. Just PM me if you want more.
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Old 2014-02-26, 13:12   #36
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

it looks like the interrior is allmost the same so i think those interrior refs are usable (except for the top hatchs, we dont have that), but the refs of the doors not, since the CV9035NL uses a loading ramp with a build in emergency door.

But when CTRifle will start on the NOR/FIN CV9030 he will need them in the end

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Last edited by [R-DEV]Glimmerman; 2014-02-26 at 13:40..
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Old 2014-02-26, 13:13   #37
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

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Originally Posted by Kerryburgerking View Post
Yeah it get that, but i thought that maybe the dutch used a different one because of different calibers.
Nope, the sighting system is universal, it doesnt matter what gun you use with it.
irl that difference is being handled via software

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Old 2014-02-26, 20:05   #38
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

Alright so, do you want the interior more detailed orrrr? Theres like 5 people giving their thoughts I was gonna start texturing but ill wait for what we want

Quote:
Originally Posted by [R-DEV]Rhino View Post
Also stick the rear interior on geom0, lod1 with the turret and hull in lod0, as the gunner and driver do not need to load the tris, or more importantly the textures for the interior or the other way around.
Sorry, little confused


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Old 2014-02-26, 20:17   #39
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

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Originally Posted by CTRifle View Post
Alright so, do you want the interior more detailed orrrr? Theres like 5 people giving their thoughts I was gonna start texturing but ill wait for what we want
well if you can add some more details to it please do, it will add so much to the experience riding in the back.

For example the mentioned SAAB UTAAS that i smounted on the ceiling at the rear ramp.

some extra details on the seats (belts etc)

the gunrack that is located at the rightside near the turret (you can see it on some refs).
When exported maybe some rifles in our case the Colt's/Diemaco's can be added to it???

Basicly anything that doesn't make it look like a empty box with 6 seats in it.

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Old 2014-02-26, 20:47   #40
[R-DEV]Mineral
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by CTRifle View Post
Sorry, little confused
You can have multiple 1st person lods. So you can make the turret and top GEOM0/lod0 so that the gunner and driver load that one. And then you can use GEOM0/lod1 for the infantry interior. That way you can make it so that only the people in the back need to load the interior geometry and textures. Rhino can explain this better with some pics though

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