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Old 2019-05-24, 07:17   #1
[R-DEV]​Arab
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Default Tracer Model for Networked Tank Projectiles

Hello all!

So we've got the Networked Tank Projectiles ready (Basically fixes issues with not hearing cannon shots and hit detection), but the problem with the current system is that the particle tracer effect will cull at around 150m away from the player view.

[R-DEV]AlonTavor came up with a solution to use the model to render the projectiles like the RPG's which do not have this issue. Currently it's setup to use the RPG projectile model but we do need your help.

We would like someone to model Green, Red and Yellow tracers, and if possible have a glow effect via shaders/reflective material or otherwise a lightsource effect can be attached to provide the glow

If that's not possible, a model of a generic Tank Projectile will suffice for both HE and AP rounds.

This would enable to release this as part of v1.6 hopefully.

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Last edited by Arab; 2019-05-28 at 02:28..
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Old 2019-05-27, 18:48   #2
[R-CON]​CAS_ual_TY
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Default Re: Tracer Model for Networked Tank Projectiles

Define "tracer model". Just 2 quads going to each axis from 000 in a 90° angle?
Or just give me a shell model you would like me to remake.
Also which file format?


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Old 2019-05-27, 19:26   #3
[R-CON]​CAS_ual_TY
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Default Re: Tracer Model for Networked Tank Projectiles

Not a material expert (yet), but I added luminance and glow.

M829A1:









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Old 2019-05-27, 20:06   #4
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Default Re: Tracer Model for Networked Tank Projectiles









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Old 2019-05-27, 23:47   #5
[R-DEV]​camo
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Default Re: Tracer Model for Networked Tank Projectiles

Yeah nice one. Though i think instead of the plain green/red texture a glow effect is gonna be added. If this is the case would you be ok with texturing them?

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Old 2019-05-28, 00:10   #6
Rhino
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Default Re: Tracer Model for Networked Tank Projectiles

https://www.realitymod.com/forum/showthread.php?t=55803
Quote:


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Old 2019-05-28, 02:34   #7
[R-DEV]​Arab
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Default Re: Tracer Model for Networked Tank Projectiles

Well that was quick Thanks for the quick work

Nice work CAS_ual_TY. Would like it to be exported as a bundledmesh.

Added yellow tracers as another request since I forgot that they may needed to be added too and for the glow, I can attach a lightsource object to each projectile with different colors to help simulate the outer glow.

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Old 2019-05-28, 11:05   #8
[R-CON]​CAS_ual_TY
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Default Re: Tracer Model for Networked Tank Projectiles

Alright, remade them. Reduced rotational segments and reduced poly count. Also improved the materials a bit in their colour and added yellow.












------

Now, about materials. I dont know what u want rly xd
You want me to texture the models? I am not yet able to do that unfortunately (didnt learn it yet hehe). Or want me to do something with the materials (see below).
Additionally, I unfortunately cant export as bundlemesh, I can give you FBX OBJ or C4D.

Also, I just want to clarify what "Glow" and "Luminance" mean in this context; 1st is glow, 2nd is luminance:





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Old 2019-06-02, 00:32   #9
[R-DEV]​Arab
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Default Re: Tracer Model for Networked Tank Projectiles

Quote:
Originally Posted by CAS_ual_TY View Post
Alright, remade them. Reduced rotational segments and reduced poly count. Also improved the materials a bit in their colour and added yellow.












------

Now, about materials. I dont know what u want rly xd
You want me to texture the models? I am not yet able to do that unfortunately (didnt learn it yet hehe). Or want me to do something with the materials (see below).
Additionally, I unfortunately cant export as bundlemesh, I can give you FBX OBJ or C4D.

Also, I just want to clarify what "Glow" and "Luminance" mean in this context; 1st is glow, 2nd is luminance:



Awesome!
OBJ would be fine. Only need the glow material in the 1st pic which is perfect.

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Old 2019-06-03, 08:37   #10
[R-CON]​CAS_ual_TY
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Default Re: Tracer Model for Networked Tank Projectiles

https://drive.google.com/open?id=1y3...vmscauJd6MgDSw

I give you full permission to do what you want with these for PR development.
Cinema4D student license applies: No commercial use (not that you do that anyways, just wanted to mention it).

Color materials for HE and AP are the same (eg. ap_yellow and he_yellow are the same). Adjust the Glow Radius of all materials to your liking.

If you ever need some simple models like this again, you can always hit me up. Takes me a couple minutes to make these. Credit would be nice

hf


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