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Modelling & Animations Everything but Static Objects |
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Thread Tools | Display Modes |
2013-02-26, 05:04 | #31 | |
Retired PR Developer
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Re: [Model] RPG-29 [WIP]
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This is also not to mention the mesh needs a lot of fixes before UVing should even start.. | |
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Last edited by [R-DEV]Rhino; 2013-02-26 at 05:13..
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2013-02-26, 11:06 | #32 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: [Model] RPG-29 [WIP]
k, any specific or techniques that can be looked up to further optimize the model? Yeah, he didn't know that the texture could also be rectangular instead of squared. So he quickly repacked it when I told him about it. Now frede has some RL stuff to take care off so next update will be in a while but like I said any feedback is greatly appreciated.
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2013-02-26, 12:00 | #33 |
Retired PR Developer
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Re: [Model] RPG-29 [WIP]
check post #27, and is the projectile physically loaded into the tube like the RPG-7/M20 or not, because either way it needs optimizing, but if its only a projectile, then it needs serious optimization, and the projectile version should be much more optimized anyhow but if its part of the 1p animation then it still needs some optimization, as per post #27
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2013-02-26, 13:29 | #34 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: [Model] RPG-29 [WIP]
yeah, I'm unsure if this weapon can even be reloaded by one man. I'm guessing to do it like the SMAW or other HAT kits? I'll look into how their rockets are done.
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2013-02-27, 05:00 | #36 |
Join Date: Feb 2007
Posts: 303
United States of America
Location: Wyoming USA
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Re: [Model] RPG-29 [WIP]
Very pleased this is in the works and I believe it should be a very limited pickup kit for the INS. The RPG-29 was used in iraq and other battles with insurgents and would be a nice addition to gameplay. Give the ins a nice weapon to combat heavy armor and reduce reliance on suicide vehicles.
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2013-02-27, 06:59 | #37 | |
Join Date: Jun 2012
Posts: 717
Cape Verde
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Re: [Model] RPG-29 [WIP]
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2013-02-28, 06:31 | #38 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [Model] RPG-29 [WIP]
And i dont agree, why make Ins any more conventional that it needs to be? It can deal with enemy armor just fine atm, all it needs in that direction are more "claustorpohobic" maps with less open areas.
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2013-09-08, 19:04 | #39 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: [Model] RPG-29 [WIP](SY)
p3d.in - rpg29
update. UV is also done I believe. Next is LODs. We spend a lot of time making sure we had everything optimized. (which on what UV, what objects need to be seperate,...) |
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2013-09-08, 19:32 | #40 | ||
Retired PR Developer
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Re: [Model] RPG-29 [WIP]
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Since you're doing it for PR i dont get why you went through the import-fix process for the scope instead of using our own files. Also you may not include it into main UV because texture for it should already be in the game and go for something like 2048x1024(512) texture like on SPG-9 (Rhino can correct me on this). P.S. Don't we have the files from Z-Trooper, his RPG-29 was finished, modelling wise iirc? | ||
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND? |
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Tags |
model, rpg29, weapon, wip, wipsy |
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