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Author Topic: BTR-80  (Read 70194 times)

PytonPago

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Re: BTR-80
« Reply #15 on: January 03, 2014, 02:10:42 am »

dont know how to download from these sites. There's about 12 download buttons but none seems to be linked  to the OTX. Just wish you could add something like google drive for 2014... and happy new year  :)

 sendspace has a "Click here to start download from sendspace" blue rectangle, the first one is a slovak one (there appears a button in place of the countdown)  ... doe thanks for info, seems FD did delete my file - making it right now.  + GD
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M7

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Re: BTR-80
« Reply #16 on: January 03, 2014, 10:04:27 am »

Quote
sendspace has a "Click here to start download from sendspace" blue rectangle

Got it, thanks! again quite impressed by the suspension animation and the script is huge! Did you get this to work all by yourself?
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PytonPago

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Re: BTR-80
« Reply #17 on: January 04, 2014, 02:33:38 am »

Quote
sendspace has a "Click here to start download from sendspace" blue rectangle

Got it, thanks! again quite impressed by the suspension animation and the script is huge! Did you get this to work all by yourself?

 ... most of the more complex work there is mLichis Belair vehicle script just adjusted to it, but a great space is taken by defining meshes and there is a lot of them - also a bunch waste scripts (double vehicle parameters as i tried to make them change over some function - must be done an other way doe, but kept it to remind me) ... anything else is just opening of hatches/doors via the AOpen script, some turret turning and the suspension animation based on a virtual wheel data (actually isnt a very long part). But all waste will be put to good use when more vehicle-buttons will be added and when interior is done - actually the same goes for the grad model, but need to make its axle animation finished before adding to the other urals and posting here ... a lot of work there still. But i will make them scripts turn da OTplanet - eventually. 
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PytonPago

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Re: BTR-80
« Reply #18 on: January 23, 2014, 07:24:06 am »













Using the well known RF motorized units paint scheme:




Uff ... damn detail work here whyte textures.
    Must admit, that people doing renders of super-detailed models are really great skill people - respect for them. Done only the main hull part - had to split it in three (front face, middle and back) to keep some resolution on them and to have space for adding stuff to UVs. Also, had to greatly re-model the whole thing to get some reasonable UV-unfolds (thats mainly the biggest time eater). Was surprised, that blender has a bad way of modifying UVs, when it comes to adding and deleting faces in them. Otherwise, just have to info, that this may take a ton of time - maybe will postpone the interior summer deadline.  :(

Right after finishing the texture, i try to give it away for ya folks to play whyte them a little. Telling that im a noob at them would be a heresy towards all the proud noobs around the world. :P But will make the interior model before switching to texture the Ural models. Maybe have to do a UV-texture-work on my AKs later too for implementing into the BTR. :-\

Just be a little patient whyte me ...
« Last Edit: January 23, 2014, 01:49:51 pm by PytonPago »
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

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Re: BTR-80
« Reply #19 on: January 27, 2014, 07:04:03 am »

 ... UVs take some nerves. Doe, can finally say, that it is finished - cant import it and share the .otx now (at school), doe, will post ASAP when i get the chance. The hull base and wheels will have little modification, but will have the dark green color from the hull paint (is actually rarely, that they paint them as well in camo) trough material settings ... so, now will jump to the interior work.







« Last Edit: January 27, 2014, 07:13:22 am by PytonPago »
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M7

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Re: BTR-80
« Reply #20 on: January 27, 2014, 09:06:33 am »

It's looking really good Pyton. I'm looking forward to play with its texture (if you dont mind) maybe to add some metal texture with the normal, reflectance and environment map.
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PytonPago

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Re: BTR-80
« Reply #21 on: January 27, 2014, 10:37:35 am »

It's looking really good Pyton. I'm looking forward to play with its texture (if you dont mind) maybe to add some metal texture with the normal, reflectance and environment map.

That would be really nice of you. Hawe a ton of close-up photos from welding lines, roughness and details from the beast. Tried some work myself, but it didnt turn out right ... but can give you those pics and layout referenced .psd files. Doe can take a while till i get home to put it into OT. But i could send you the model in a blender file (or 3ds) whyte it if you like. You could then try 3D-paint it too, or just export collada and import it yourself to play whyte it then. ( No worry, All my model stuff is free to modify - im not much into legals :D ) Should i upload it all for ya somewhere ?
« Last Edit: January 27, 2014, 10:41:24 am by PytonPago »
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

M7

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Re: BTR-80
« Reply #22 on: January 27, 2014, 11:15:43 am »

Well you can upload it where you normally upload your stuff and send me the link through a pm. Yeah a 3ds file would be good to have. Does UVs gets included in a 3ds export from blender?
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PytonPago

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Re: BTR-80
« Reply #23 on: January 27, 2014, 02:33:06 pm »

Well you can upload it where you normally upload your stuff and send me the link through a pm. Yeah a 3ds file would be good to have. Does UVs gets included in a 3ds export from blender?

Has at PM ... have fun whyte it !
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

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Re: BTR-80
« Reply #24 on: February 17, 2014, 02:55:17 pm »

Finally, the textured version is out ! (figures, the material name for the parts was too long)







 - Textured + UVs in additional folder for ya to play whyte
 - opening hatches (except fire-places, need a little modeling from inside)
 - Shift-UP retracts the wave shield, engine air-intakes and water-turbine hatch for swimming
 - added parameters to be amphibious
 - SUSPENSION
 - KPVT whyte 500 rounds (no automatic, just semi)

  Here to get :

http://www.upnito.sk/subor/f5b0395aa6950e4e22c34ebde3de2c96.html

http://www.sendspace.com/file/kb7oa9

http://www.filedropper.com/btr-80v08

https://docs.google.com/file/d/0B3ZscF0ox2AGRlpmSzNYRW9LbG8/edit

 ... still a pre-alpha as no interior action presented .. for the exterior, only periscopes are missing, but need to be done from the interior - will be probably the next thing i do ... also i try to texture the Urals, and give them all the functional front panel. But need some work there to be done ...

« Last Edit: February 17, 2014, 03:47:10 pm by PytonPago »
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DeanosBeano

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Re: BTR-80
« Reply #25 on: February 17, 2014, 04:12:31 pm »


Very nice indeed :) ,
 i had a look turrets  for my model seems maybe the turret and mantlet but be named so in the mesh , i tried on my Arm_l and it just wouldnt work even with exact copy and paste of your sections , looks like a Forced nomenclature maybe
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PytonPago

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Re: BTR-80
« Reply #26 on: February 17, 2014, 05:13:35 pm »


Very nice indeed :) ,
 i had a look turrets  for my model seems maybe the turret and mantlet but be named so in the mesh , i tried on my Arm_l and it just wouldnt work even with exact copy and paste of your sections , looks like a Forced nomenclature maybe

 ... well, you define the "turret" and "gun" at the begining of the script - you can choose any name you want there, as long its the correct mesh - also, see that there are three parts of the script - maybe, you should look at the Luchs-tank or at the Tiger tank-post. Those are just whyte turret rotation and simple tank-engine mechanics ... my vehicles are under the Switch function - cause i use more stuff on different buttons, maybe you done something bad there too ...
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DeanosBeano

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Re: BTR-80
« Reply #27 on: February 17, 2014, 05:35:12 pm »

 yeah i just put your .js in Notepad ++ took the elements of turret and mantel including vars PI  and switch /case  and finally the rotate geom etc  and put them in the same area of the .JS  vehicle init , cahssis init update frame etc but its coming up with a method problem again like before 

 however  now you say it dont matter about the name as long as its defined correct i take another look.

 EDIT : seems i was doing something wrong with it  before , i just did exact same and Voila  :)

 cheers for  originalscript  much appreciated  .

 
« Last Edit: February 17, 2014, 05:59:02 pm by DeanosBeano »
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PytonPago

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Re: BTR-80
« Reply #28 on: February 18, 2014, 12:06:51 am »

EDIT : seems i was doing something wrong with it  before , i just did exact same and Voila  :)

 cheers for  originalscript  much appreciated  .

 .. yes, happens very often that a single letter gets deleted or overseen during copy/paste, than it just doesnt work, making people spin their heads. :D - Im glad it helped.  :)
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ZeosPantera

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Re: BTR-80
« Reply #29 on: February 18, 2014, 01:29:05 am »

Do the controls work on the AUX vehicle inputs because Shift up doesn't work with my rebound keys. The arrow keys are bound to my movement and shift uses is my PTT on ventrilo but I am not sure if it is interfering.
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