Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => WIP => Topic started by: Mission_bug on June 13, 2016, 07:00:04 AM

Title: Aviaskins vehicle project.
Post by: Mission_bug on June 13, 2016, 07:00:04 AM
Hello guys, thought I would share some details of a current WIP that me and Stalker are working on. ;)


Essentially we have a large collection of vehicles made but never fully completed by Dmitry (Partizan32) from AviaSkins before he departed for study at univerisity
some time ago.


At the moment we are going through them trying to find those that we are most likely to be able to finish be that as static or moving objects, preferably both.


Here is the collection as I first opened them as static objects:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Pack%201_zpsjsvhsndh.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Pack%201_zpsjsvhsndh.jpg.html)


The complete list is:

GAZ69,  GAZ69_Tent,  HUMVWEE,  HUMVWEEgun,  M35,  M35gun,  TOPOLINO,  Tram, YAG6_2,         

ABRAMS, BMP2, BRDM_2, FIAT_2000, Garfod, Lebedenko, MS_1, MTLB, PT76, T_10, T_80.


All the above I have given a slot and each will move, however, as you can see the orientation of some is wrong
as is the size in some instances and they will at the very least need to be raised, rotated and given their own texture.

All of them will require shadows and hit boxes   and in the case of the armed versions separation of the necessary
parts to make them function properly in game.


Here are the first two vehicles that we completed but have not released yet:

GAZ 69:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/GAZ%201_zpsivzzlkxz.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/GAZ%201_zpsivzzlkxz.jpg.html)

BRDM_2:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/First%205_zpss2d4h5qh.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/First%205_zpss2d4h5qh.jpg.html)


The BRDM is slightly different from the one we already have in game hence my including it in this WIP renamed.


Take care.

Wishing you all the very best, Pete. ;D

       
Title: Re: Aviaskins vehicle project.
Post by: western0221 on June 13, 2016, 07:13:37 AM
WoW!!

They are much needed for Cold War.


In my WIP, US Reo M35 trucks
 ---- https://www.sas1946.com/main/index.php/topic,40934.msg461970.html#msg461970
have these classnames.
May I request you to avoid confusing?

Code: [Select]
M35_A2_truck
M35_A2_truck_camo
M35_A2_truck_gray
M35_A2_infantry
M35_A2_infantry_camo
M35_A2_infantry_gray
M35_A2_TT
M35_A2_TT_camo
M35_A2_TT_gray
M34_truck
M34_TT
M49_Fuel
M49_Fuel_camo
M50_WT
M50_WT_camo
M50_WT_fire
M50_WT_TT
M50_WT_TT_camo
M35_A2_Minigun
M35_A2_QUAD
ZU_23_2_on_M34
Title: Re: Aviaskins vehicle project.
Post by: stalker on June 13, 2016, 08:10:41 AM
We could and cooperate. If you just do not put me to ignore.
For the Cold War aviaskins I Molvo and Peter have already done a lot. Your machine (URAL, GAZ-66 and armored vehicles) are beautiful, there is still the armor of the GIO, this M-113.

http://forum.aviaskins.com/showthread.php?t=3989
http://forum.aviaskins.com/showthread.php?t=3990
http://forum.aviaskins.com/showpost.php?p=133591&postcount=89
http://forum.aviaskins.com/showpost.php?p=134890&postcount=126

http://forum.aviaskins.com/showthread.php?t=3991
and the work of other authors
http://forum.aviaskins.com/showpost.php?p=137265&postcount=297
http://forum.aviaskins.com/showpost.php?p=128613&postcount=274
http://forum.aviaskins.com/showpost.php?p=133845&postcount=140
http://forum.aviaskins.com/showpost.php?p=133682&postcount=104
http://forum.aviaskins.com/showpost.php?p=132849&postcount=51
http://forum.aviaskins.com/showpost.php?p=124911&postcount=287
http://forum.aviaskins.com/showpost.php?p=132687&postcount=290
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 13, 2016, 09:17:13 AM
WoW!!

They are much needed for Cold War.


In my WIP, US Reo M35 trucks
 ---- https://www.sas1946.com/main/index.php/topic,40934.msg461970.html#msg461970
have these classnames.
May I request you to avoid confusing?




Hello western0221, as with the BRDM I will make a new name if there are others making vehicles from the same family. ;)

That is certainly a excellent collection of the M35 vehicle you have there, eagerly awaited by all of us. 8)


There are only two versions of the M35 truck that we have and as with all the others we will have to decide what is best
to devote our time to, your pack is considerably ahead in that respect, here you see those versions:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/First%204_zpsaisjxnyq.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/First%204_zpsaisjxnyq.jpg.html)

It was necessary to reduce the size of the M35 to bring it into line with the other vehicles.


There are vehicles from many periods in the pack but as you point out the cold war types will be very welcome.

Most of the modern Russian vehicles we have worked on so far have all found their way into the 86 project that
Stalker has provided links for, you will have seen many images appear in screen shot thread showing that on going
map and object project, you should all take a look and download the map and objects available.

Here are some of the vehicles that have been orientated and in one case resized and are working in game
to some degree although as yet not finished:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/First%202_zpsr4duy023.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/First%202_zpsr4duy023.jpg.html)


The boat is in static and moving form, however, that is all it is at the moment, no shadows, hit boxes or damage as
I know nothing about putting ships together in game.

The four vehicles are running but the GAZ 69 tent and tram are further along and about finished.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/First%201_zpsg1lmf5vi.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/First%201_zpsg1lmf5vi.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/First%203_zps56sjpfe2.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/First%203_zps56sjpfe2.jpg.html)


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tram%201_zps3o1qbkue.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tram%201_zps3o1qbkue.jpg.html)


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tram%202_zpsrhgl8iwa.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tram%202_zpsrhgl8iwa.jpg.html)


Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 13, 2016, 09:38:49 AM
The tram is now fully functioning. ;)

Moving, moving, moving, along the railway tracks we go. :D


(http://s33.postimg.cc/qg5ya6hvz/Moving_1.jpg) (http://postimage.org/)



(http://s33.postimg.cc/a3wd3tki7/Moving_2.jpg) (http://postimage.org/)




(http://s33.postimg.cc/3ldml4ky7/Moving_3.jpg) (http://postimage.org/)





(http://s33.postimg.cc/cc7btjh1r/Moving_4.jpg) (http://postimage.org/)


Our poor little tram runs into a ambush:


(http://s33.postimg.cc/ru04lwkgf/Moving_5.jpg) (http://postimage.org/)

(http://s33.postimg.cc/ly1lkrfrj/Moving_6.jpg) (http://postimage.org/)

(http://s33.postimg.cc/n94rfhlzj/Moving_7.jpg) (http://postimage.org/)

(http://s33.postimg.cc/tgg5fnhqn/Moving_8.jpg) (http://postimage.org/)


I had to investigate one of Epervier's train projects to understand just how a train was put
together as I had never done one before, I got there after much trial and error. :o


The first version was made as a car so that it could be used on any map that had no rail tracks
allowing it to be used in the built up areas, with the train addition it gives the choice to use
that vehicle in any scenario.

Static objects:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Pack%20update%207_zpsxovire4q.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Pack%20update%207_zpsxovire4q.jpg.html)



Wishing you all the very best, Pete. ;D

Title: Re: Aviaskins vehicle project.
Post by: Seb on June 13, 2016, 11:59:22 AM
Cool.
I like the tram, I have a home pre-war public transport timetable in Warsaw, I will be able to let go of him trams.
It's nice that there are US vehicles HUMVEE.
Regards
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 13, 2016, 04:56:48 PM
Cool.
I like the tram, I have a home pre-war public transport timetable in Warsaw, I will be able to let go of him trams.
It's nice that there are US vehicles HUMVEE.
Regards


Glad you like the project seb. 8)


The initial release of some of the vehicles is in this thread:

https://www.sas1946.com/main/index.php/topic,51617.0.html

Enjoy.


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Uufflakke on June 14, 2016, 11:55:20 AM

Let's wait for the tram!  :) 8)

(http://s20.postimg.cc/e5lbvinhp/Moscow_Tram.jpg) (http://postimage.org/)
upload image online (http://postimage.org/)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 16, 2016, 03:38:21 AM

Let's wait for the tram!  :) 8)



All we need now Uufflakke are the pylons and wires making and some figures of pretty girls to go with our existing game objects. ;)




Work proceeds, Gabriel posted me some alterations for the tram which I think you will all approve of.  :)


Civilian textures by LAL-ROne.

(https://www.mediafire.com/file/n2qxd9yrdcl1dpp/872917VehicleTram.jpg)


(https://www.mediafire.com/file/ppgr6pr8ywpfa97/942290VehicleTramS.jpg)


(https://www.mediafire.com/file/j5ebo5ab5izm98n/760406VehicleTramSR.jpg)

I will add these in, thank you very much Gabriel, greatly appreciated. 8)



Some time was taken to have a look at the MS-1/T-18 last night:


Stationary with shadows:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/MS-1_zps5foihmkn.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/MS-1_zps5foihmkn.jpg.html)


Moving with dust:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/MS-1%202_zpsepwtl3sc.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/MS-1%202_zpsepwtl3sc.jpg.html)


Dead:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/MS-1%203_zpsegw1q2jp.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/MS-1%203_zpsegw1q2jp.jpg.html)


In the current form it causes a slow down of my PC when hit because the model is not complete yet, it needs the turret
and gun separating so that it functions correctly.



We now also have textures from Stalker for two alternate GAZ 69 hard top vehicles which I can now also give individual slots in the pack. 8)


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/GAZ%204_zpslki7g9u1.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/GAZ%204_zpslki7g9u1.jpg.html)



Take care of yourself.

Wishing you all the very best, Pete. ;D





Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on June 16, 2016, 05:33:11 AM
That looks even better!
The trams with people inside look much realistic from a certain distance. Very cool  8) They will add more life.

~~~~~~~~~~~~~~~~~~~~~~~~~~

I found these model if you wish to use

free download and free copyright

click on where you see "Model download" (3ds max)

People dummy crowd public mannequin group
http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=2026


Group public woman figure
http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=2817&count=count

Title: Re: Aviaskins vehicle project.
Post by: Uufflakke on June 16, 2016, 11:16:15 AM

Group public woman figure
http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=2817&count=count


Public woman?  o_O  :-X   :D
http://www.yourdictionary.com/public-woman (http://www.yourdictionary.com/public-woman)
Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on June 16, 2016, 12:13:44 PM

Group public woman figure
http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=2817&count=count


Public woman?  o_O  :-X   :D
http://www.yourdictionary.com/public-woman (http://www.yourdictionary.com/public-woman)

UAAAAAHAHAHAHAH  :D In some countries that only translates to a
woman that works as a "nurse" or a "nun"
  ;D LMAO


Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 18, 2016, 03:12:32 PM
Hello guys, just a few images of progress so far. ;D

BRDM_2WAT is the amphibious version of the existing vehicle:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%201_zpslxtd45os.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%201_zpslxtd45os.jpg.html)


Here the stationary ship version pounds the shore:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%202_zpslfh3x3kb.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%202_zpslfh3x3kb.jpg.html)


It really is sad that the game does not allow these vehicles to come ashore and continue up the beachhead but I added
them anyway because I am sure they will prove useful as they are.


Each of the GAZ types now have their own slot:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/GAZ%205_zpst6i0rkvc.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/GAZ%205_zpst6i0rkvc.jpg.html)

And stationary:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/GAZ%206_zpsuyqtsm7w.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/GAZ%206_zpsuyqtsm7w.jpg.html)


The MS_1/T_18 now has the dead version to go with the existing static already added:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%203_zpsvendbi6a.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%203_zpsvendbi6a.jpg.html)


These are currently being tested and one or two glitches were found but hopefully soon they can be cut out of the
larger pack we are using for development and posted here.

Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: stalker on June 18, 2016, 11:14:08 PM
(http://forum.aviaskins.com/attachment.php?attachmentid=39961&d=1466312964)
(http://forum.aviaskins.com/attachment.php?attachmentid=39965&d=1466312964)
(http://forum.aviaskins.com/attachment.php?attachmentid=39964&d=1466312964)
(http://forum.aviaskins.com/attachment.php?attachmentid=39962&d=1466312964)
(http://forum.aviaskins.com/attachment.php?attachmentid=39963&d=1466312964)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 24, 2016, 10:13:08 AM
Hello guys, work has continued on this but due to a issue uploading I have not been able to post a update into the
release thread as yet but here are a few additions you will have when I do. ;)

The Gogol has now had hooks added from one of Gio's boats so looks a little more the part. :o

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Gogol_zps1y4uhhxi.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Gogol_zps1y4uhhxi.jpg.html)


There is still much to do on it but for now it will have to do as I know nothing about adding ships to the game so
what you will use is a very simplified model but it does do some things you would expect:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Gogol%202_zpszqiygarx.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Gogol%202_zpszqiygarx.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Gogol%203_zpsjmo8maob.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Gogol%203_zpsjmo8maob.jpg.html)


The vessel has one overall shadow but I think it should be broken down into various parts each with its own shadow
and damage effects, that is for another time though.



There are now two Humvee vehicles added, one the standard utility and one armed:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%206_zpsimfgyrr9.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%206_zpsimfgyrr9.jpg.html)


The static objects in various guises:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%201_zpspxnfpbkt.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%201_zpspxnfpbkt.jpg.html)


I am hoping to cut everything out from the WIP pack that is now working and post a update in the release thread
sometime today all being well.


Take care.

Wishing you all the very best, Pete. ;D



Title: Re: Aviaskins vehicle project.
Post by: stalker on June 24, 2016, 10:33:43 AM
Hello guys, work has continued on this but due to a issue uploading I have not been able to post a update into the
release thread as yet but here are a few additions you will have when I do. ;)

The Gogol has now had hooks added from one of Gio's boats so looks a little more the part. :o

NO QUOTE PICS !

There is still much to do on it but for now it will have to do as I know nothing about adding ships to the game so
what you will use is a very simplified model but it does do some things you would expect:

NO QUOTE PICS !

The vessel has one overall shadow but I think it should be broken down into various parts each with its own shadow
and damage effects, that is for another time though.



There are now two Humvee vehicles added, one the standard utility and one armed:

NO QUOTE PICS !

The static objects in various guises:

NO QUOTE PICS !


I am hoping to cut everything out from the WIP pack that is now working and post a update in the release thread
sometime today all being well.


Take care.

Wishing you all the very best, Pete. ;D

you turn off the alpha channel for the ship.
Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on June 24, 2016, 12:30:50 PM

There is a new Humvee Jeep?
Very good. I did not see these before. It looks excellent!

If there is a tank M1-Abrams in the making, this could start a new fashion of making Middle East maps
 for "Desert Storm" flying action. We already have the jets for it and many armored vehicles.
I must figure out a way to paint our human model-skins to look like terrorists for that.

At the moment I am still figuring a way to paint properly some Sahara desert Arabs to be
used on our WW2 desert maps. The city of Tobruk looks very empty without some nice Arab people walking around.



Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 24, 2016, 12:47:52 PM

you turn off the alpha channel for the ship.


I have had some strange effects in one of my installs, that might explain it, how would I be able to turn it off and more
importantly turn it on again?   o_O



If there is a tank M1-Abrams in the making, this could start a new fashion of making Middle East maps
 for "Desert Storm" flying action.



Yes Max there is a M1 Abrams in the works. ;)



Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on June 24, 2016, 04:51:30 PM


What I think he means is, the normal ship skin has no Alpha Channel , or can be used with no alpha-channel layer.
-- just the normal skin.
But when "damaged or hit", the Dead (or damaged) skin can have an alpha Channel to show the
destruction hole parts. Alpha-channels is always an extra option, sometimes not needed.

If the dead (or damaged) model skin is well painted, there is no need for an Alpha-channel because
even dead-skins can look good as they are with no holes in them.
I have painted many skins with no alpha-channels, because the skin used on the dead models do look
nice on the 3d-model so it can be used as is on the maps.

For example, remember when I did those skyscrapers a few months ago?
They never had a damaged 3d-model version done for them. No 3d-model for the skyscrapers has been done yet.
So, I will paint for them a new destroyed skyscraper skin but without alpha-channels. They will just
look destroyed and burned but not have any holes in them. They will still look good also.
 Alpha-channels is always an extra option, sometimes not needed.
Title: Re: Aviaskins vehicle project.
Post by: stalker on June 24, 2016, 06:56:17 PM
on Gogol lifelines are made using the alpha channel. Dima, saving landfill did such a thing in all models. therefore, the inclusion of an alpha channel is a must.
Max, if you wish, you can help us with skins. I just do not have time to do everything. I have to do templayt on Tiger Moth and GIO will soon give a new job.
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 25, 2016, 12:29:37 AM
Hello guys, not sure what happened with the ship but I have replaced the images in the post with new ones from the same scene recreated in my install today just so the viewers can see what the ship should look like. ;)

I am aware of what the alpha channel does, the question I posed for both of you is what could I have done to stop it showing as it did in those previous images?

The skins are unaltered by me, I use them as they are sent to me by Stalker but I still have a issue with one of the two Gogol static objects in my install.


This is a image of it:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Gogol%202_zpsowntxerk.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Gogol%202_zpsowntxerk.jpg.html)


The ship is very basic in that it does not have all the lods and damage parts as you would normally get but even so the
skin should show as it was intended to.


Max, if you wish, you can help us with skins. I just do not have time to do everything. I have to do templayt on Tiger Moth and GIO will soon give a new job.


When I sent the WIP pack to you I included all the objects with a slot and included the java sources so that you could send it on to anyone who wanted to work on it, here or at AviaSkins, work on this pack was started at your request so if you do not have the time to work on it then please send it on to someone who does. ;)

I can send the same link to Max if you like but he has to accept it is a WIP and some of the objects in there still need a lot of work to make them fully functioning and some if used can cause issues in their install because things like turrets etc. are not yet implemented.

Take care guys.

Wishing you all the very best, Pete. ;D

Title: Re: Aviaskins vehicle project.
Post by: stalker on June 25, 2016, 02:06:22 AM
I continue to work. only if Max will help, the work will go faster. All that to say.
Title: Re: Aviaskins vehicle project.
Post by: stalker on June 25, 2016, 02:16:55 AM
Gogol with an alpha channel
https://yadi.sk/d/RueBcHNQscCMz
templates Hammer and GAZ-69
https://yadi.sk/d/-l8dBt4Usn829
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 25, 2016, 03:05:32 AM
I continue to work. only if Max will help, the work will go faster. All that to say.

As do I my friend, so many projects with too few of us to bring them to completion, but onward we go. ;)

I would also be very happy for Max to join the work if he has the time. 8)


Thank you very much for the links. 8)


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 25, 2016, 04:39:09 AM
While I wait for the altered files to upload I thought I would share some of the issues we have come across. :D


Stalker kept on telling me that there was a distortion with the armed Humvee but I did not actually understand what he was
trying to tell me, if I had looked a little closer it would have been obvious. :-[


The slope on the model was created by moving the vertices and distorting the 3D. :o

You can see the problem here on the model around the rear door and window:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/HumGun5_zpsxshdz4i3.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/HumGun5_zpsxshdz4i3.jpg.html)


This is the original body put back as it should be:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/HumGun6_zpsfx33nrlo.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/HumGun6_zpsfx33nrlo.jpg.html)



To try and fix it I added a slice to the 3D just behind the line for the door allowing me to move the rear
edge forward to create the slope without distorting the texture around the rear door:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/HumGun7_zpsqwclfijw.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/HumGun7_zpsqwclfijw.jpg.html)


It worked in so much as it did improve things and allowed us to use the vehicle.



Again he has mentioned a distortion on the T80 but without a texture it is hard to know where.

This shape seen here with the faces flipped was visible in game without doing that when using using a borrowed texture
but I do not know what it was intended for so have now removed it.

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/T80%202_zpsxvznbrlh.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/T80%202_zpsxvznbrlh.jpg.html)

All models are constructed with a series of triangles and on the front plate here you can see there appears to be a
misalignment but without a texture specific to the vehicle I will not know for sure if it distorts the skin and whether
by moving the vertices I can fix it:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/T80%201_zpsbtas4f0p.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/T80%201_zpsbtas4f0p.jpg.html)


Anyway while it waits for a skin it does move and shoot. :D

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/T80%203_zpsws1ehkou.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/T80%203_zpsws1ehkou.jpg.html)



Another issue has been with oversize vehicles. o_O

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/First%204_zpsaisjxnyq.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/First%204_zpsaisjxnyq.jpg.html)

The M35 utility has been reduced but the armed version still needs to be done:


Another that needed this treatment was the YAG6_2, a fire appliance I believe, seen in the centre of this image now
at what I think are its correct dimensions:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/skins_zpsxjnoc1yg.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/skins_zpsxjnoc1yg.jpg.html)


The three above are moving and have the shadows and hit boxes applied but still require the attentions of the artist.


Take care.

Wishing you all the very best, Pete.  ;D
Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on June 25, 2016, 10:21:43 AM


Ok guys I will take a look at the files on monday, because I will be working for the next 2 days and
will not have time for photoshop. I work nights and sleep during the day - its a vampire job  :P

Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 26, 2016, 03:05:42 PM


Ok guys I will take a look at the files on monday, because I will be working for the next 2 days and
will not have time for photoshop. I work nights and sleep during the day - its a vampire job  :P




Hello Max, I am currently adding a further three vehicles, two are already in the game but usually each 3D artists adds a little something different so we are looking at them all so there will I am sure be something I think you will like in there.  ;)

Most of them already have a map for you guys to build your skins from, but some do not, no worries though as I can make you something using the Stainless programme.

Usual way of working is I leave the painting to Stalker, once I get a skin from him I make things move, shoot and blow up. :D


Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on June 28, 2016, 10:38:23 AM
Hello guys, well the T80 did have some serious distortions. :o


Here we see the front with the skin applied:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Issue_zps3kxzwznr.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Issue_zps3kxzwznr.jpg.html)

This needed a couple of faces adding and some movement of the vertices to get a better look:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Fix%20for%20T80_zpsqainw6im.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Fix%20for%20T80_zpsqainw6im.jpg.html)

And the wheels on one side showed up a similar issue:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/T80%20issue%202_zpssnvtzcg5.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/T80%20issue%202_zpssnvtzcg5.jpg.html)

With the wheels I cloned the vehicle and deleted all but the outer wheels from the clone and then the distorted parts from
the original and attached the two separate items:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/T80%20issue%20fixed_zps5btv7c6w.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/T80%20issue%20fixed_zps5btv7c6w.jpg.html)


Maybe not perfect but now working in game:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%208_zpsq8t2uego.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%208_zpsq8t2uego.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%207_zps4hsd7oj0.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%207_zps4hsd7oj0.jpg.html)



Today's work concentrates on getting the BMP2 in game in land and sea versions:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%209_zpslxtrbsuy.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%209_zpslxtrbsuy.jpg.html)


Three extra vehicles have also been added:


(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/WIP%2010_zpscdzbwph2.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/WIP%2010_zpscdzbwph2.jpg.html)


The BTR 152 and M113 are already in the game so we will only proceed with these if they are sufficiently different in
their 3D from the existing vehicles but the Austin armoured car I think will certainly go ahead.



Wishing you all the very best, Pete. ;D



Title: Re: Aviaskins vehicle project.
Post by: stalker on June 28, 2016, 11:33:47 AM
(http://forum.aviaskins.com/attachment.php?attachmentid=40194&d=1467135120)
(http://forum.aviaskins.com/attachment.php?attachmentid=40193&d=1467135120)
(http://forum.aviaskins.com/attachment.php?attachmentid=40195&d=1467135120)
Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on June 28, 2016, 11:54:43 AM


WOW  o_O Its BIG

It is the Lebedenko TSAR Tank  !
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 01, 2016, 02:14:57 AM
Hello guys, here is a progress report. ;)


The BMP2 is now in working order:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/BMP2_zpskts7tleb.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/BMP2_zpskts7tleb.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/BMP2%202_zpssbcbc9ao.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/BMP2%202_zpssbcbc9ao.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/BMP2%203_zpsknoezmsw.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/BMP2%203_zpsknoezmsw.jpg.html)


Just waiting for the attentions of the texture artist.



The Lebdenko or beast as I call it is coming along but has had a few issues some of which I cannot find a solution for.  :(


There was a mismatch of certain areas, the arms supporting the wheels and the rear rollers that I did manage to rectify:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Beast_zps8kmzgpca.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Beast_zps8kmzgpca.jpg.html)

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Beast%203_zps1t0nu762.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Beast%203_zps1t0nu762.jpg.html)


Unfortunately there is a shadow issue I am completely baffled by, the static is okay but the moving vehicle displays
a solid shadow and both are the same mesh and textures. o_O

Here you see the difference:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Beast%202_zpsohaczx0s.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Beast%202_zpsohaczx0s.jpg.html)


I found a way that is somewhat of a compromise in that if I removed these squares in the mesh:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Offset%20wheel%203_zpslfq9hker.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Offset%20wheel%203_zpslfq9hker.jpg.html)

I was left with this that does not show the spokes:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Beast%204_zpsfuo3fkki.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Beast%204_zpsfuo3fkki.jpg.html)


I will include both meshes in the upload so you can make a choice if no better solution is found.


The gun was the next issue in that if I tried it in the proper position all it did was fire out to that side so I removed the gun
and turret and rotated it:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Beast%205_zpswspensme.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Beast%205_zpswspensme.jpg.html)

The downside is that it can rotate into the structure of the body and fire through it :o

The existing turret is left in position here and it is a second one that is actually moving and firing.


I tried to get two guns functioning by looking at the T-35 in game that supposedly has multiple turrets but hey mine
does not work in game and just stands there doing nothing. o_O

Some investigation and much head scratching revealed that if you remove the entries Gun_2, 3 and 4 from the technics file
for the T35 the tank would then move and shoot but sadly no sign of any second gun firing.

I used Gun and Gun_1 for the beast but alas no second gun firing but if you swapped the entries in the hier you could have the
gun fire from one side or the other, trouble was one turret would move but the gun at the other side would fire. :D

One issue with having the two guns listed in the technics was that my Lebedenko set as artillery could be placed on a map
but once the game started it would disappear, WTF. :P

Eventually I settled on the one gun, one entry.

The end of a beast:

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Beast%206_zps9h04hwnf.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Beast%206_zps9h04hwnf.jpg.html)


From what I read it seems the Lebedenko was only ever used once and got stuck and was left there until 1923 when
it was finally dismantled for scrap.

Take care.

Wishing you all the very best, Pete. ;D

Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on July 01, 2016, 10:21:36 AM


Fantastic improvements and progress! I like your style  8) You are very good at 3d-modeling art.

Personally, I am just happy to have them as static vehicles for landscape scenes.
They do not need to be moving at all.
Makes for good target practice when I fly by.

Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 01, 2016, 11:33:52 AM


Fantastic improvements and progress! I like your style  8) You are very good at 3d-modeling art.



Glad you like things so far Max, however, credit for the 3D goes to Dima who made these amazing vehicles, I just
tweaked a few issues they had and got them moving. ;)


Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: max_thehitman on July 01, 2016, 11:46:13 AM

Yes indeed, you are very correct.
My big and enthusiastic applause for all the great mod artists from Aviaskins.
Dima, Molva and so many other cool artists!
They have created some very wonderful mods and models over the years.

(http://www.99traveltips.com/wp-content/uploads/2012/05/beer-cheers.jpg)

Title: Re: Aviaskins vehicle project.
Post by: western0221 on July 01, 2016, 01:15:30 PM
Unfortunately there is a shadow issue I am completely baffled by, the static is okay but the moving vehicle displays
a solid shadow and both are the same mesh and textures. o_O

I know the same shadow problem, Mission_bug.


Those are my wonder.... not sure.
The shadows of moving objects or stationary objects are rendered by their shadow meshes of each LOD's "Sh" sections.
But static objects (buildings and houses) are different. Their shadows are rendered only with having "Sh" sections in their msh files, but those "Sh" sections are not used for rendering. The shadows are rendered by their main visual mesh.
Your problem might come from it.
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 01, 2016, 03:25:58 PM

I know the same shadow problem, Mission_bug.

Those are my wonder.... not sure.
The shadows of moving objects or stationary objects are rendered by their shadow meshes of each LOD's "Sh" sections.
But static objects (buildings and houses) are different. Their shadows are rendered only with having "Sh" sections in their msh files, but those "Sh" sections are not used for rendering. The shadows are rendered by their main visual mesh.
Your problem might come from it.

Hello western0221, all the vehicles so far only have the SH section, they do not each have any LODs so that could indeed be the problem, thank you very much. ;)

My task basically was to get these all into the game but as with all my projects they could do with more attention to detail, if only I had the time or there were a few of us to do all the work, maybe one day they will get the attention they need to complete them properly.

I should really work more methodically and take the time to do the objects complete as they should be but I feel I would then never get anything done.

Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: David Prosser on September 04, 2017, 11:13:46 PM
Great work guys. Lots of amazing stuff  coming from this site.


cheers

David
Title: Re: Aviaskins vehicle project.
Post by: stiv_069 on September 05, 2017, 05:43:37 AM

(https://s26.postimg.cc/w45nd2a7t/547845.jpg) (https://postimg.cc/image/5vuinoq45/)
Title: Re: Aviaskins vehicle project.
Post by: stiv_069 on September 05, 2017, 08:00:23 PM

(https://s26.postimg.cc/clleqs27t/4765.jpg) (https://postimg.cc/image/tm4azgf91/)

(https://s26.postimg.cc/tne8svh2x/4766.jpg) (https://postimg.cc/image/v2fthli5x/)

(https://s26.postimg.cc/5860rti61/4767.jpg) (https://postimg.cc/image/gxa0fs94l/)

(https://s26.postimg.cc/mmq903fax/4768.jpg) (https://postimg.cc/image/wk19t5mwl/)
Title: Re: Aviaskins vehicle project.
Post by: stiv_069 on September 30, 2017, 02:49:13 AM
I completed the work on "Abrams"
templates:
https://yadi.sk/i/PxzvD5J73NLo4C
https://yadi.sk/i/CwGsECO33NLo4j
(https://s25.postimg.cc/ggj612g8v/4375.jpg) (https://postimg.cc/image/mhguy52uz/)

(https://s25.postimg.cc/5tpcvt85b/57568.jpg) (https://postimg.cc/image/rg4dcu6pn/)
Title: Re: Aviaskins vehicle project.
Post by: stiv_069 on September 30, 2017, 07:38:07 AM

(https://s25.postimg.cc/mf7joyxy7/30.09.2017_21-21-04.jpg) (https://postimg.cc/image/4p5v3xkd7/)

(https://s25.postimg.cc/d7fb8fj7z/30.09.2017_21-23-03.jpg) (https://postimg.cc/image/sg58m7cwb/)

(https://s25.postimg.cc/hhtz3qdxr/30.09.2017_21-21-51.jpg) (https://postimg.cc/image/cj6gp7a4r/)

(https://s25.postimg.cc/66rbf59kv/30.09.2017_21-31-09.jpg) (https://postimg.cc/image/4eyck8q7v/)

(https://s25.postimg.cc/ep0rjlqf3/30.09.2017_21-31-19.jpg) (https://postimg.cc/image/n7a7nxwxn/)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on January 09, 2018, 11:55:46 PM
Hello guys, some time ago I posted these images in the actual release thread:

(https://s25.postimg.cc/lkrh9kxz3/2017.09.30_07-56-50.jpg) (https://postimg.cc/image/cpqmz296j/)


(https://s25.postimg.cc/hbmr7huqn/2017.09.30_07-57-14.jpg) (https://postimg.cc/image/jsyieremz/)


This is one of the vehicles that I posted in the second link in that thread, basically it had a slot and functioned, however, it and the rest were
devoid of a paint scheme so I began the process then of trying to identify the various parts.

As with a lot of things it then went on the back burner until last night I felt the need to take a look at it again.

The lines on the bonnet were adjusted into the correct position and I tried to identify where to colour the alpha channel for
the windows:

 
 (https://s9.postimg.cc/6bpkypr1b/2018.01.09_22-15-21.jpg) (https://postimg.cc/image/z1cgvcv17/)

(https://s9.postimg.cc/rld79kmrj/2018.01.09_22-33-32.jpg) (https://postimg.cc/image/6bpkyq6gr/)

I was surprised not to be able to see through the cab as I had applied the alpha and after a little thought realised there
was a inner face that was facing the same direction as the outer one. :D

Anyway, into gmax late last night and after flipping some faces and finding where I needed to paint a second set of
alpha windows here we are:



(https://s9.postimg.cc/6084lt5en/2018.01.09_23-00-14.jpg) (https://postimg.cc/image/qkcykal5n/)

(https://s9.postimg.cc/ypv0if6tr/2018.01.10_06-25-47.jpg) (https://postimg.cc/image/9wlghrnt7/)

(https://s9.postimg.cc/fm6afxtov/2018.01.10_06-25-23.jpg) (https://postimg.cc/image/t338yt40b/)


Now I know there is a interior I can hopefully get on with the job of putting the template together, not sure how long
this will take though. ;)


Wishing you all the very best, Pete. ;D

Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on January 12, 2018, 06:30:24 PM
Cab coming together. ;)


(https://s18.postimg.cc/8k9skjzeh/2018.01.13_00-30-33.jpg) (https://postimg.cc/image/6sgtpng1h/)

(https://s18.postimg.cc/hfamv3j21/2018.01.13_01-23-14.jpg) (https://postimg.cc/image/lofcx9mb9/)


I need to make some foot pedals then it should look a little better.

Makes a nice change to try something else, first time for a vehicle skin. :o


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: <Gunny> on January 12, 2018, 10:17:09 PM
Lookin good Pete you always do good work ..........
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on January 15, 2018, 12:17:24 PM
Lookin good Pete you always do good work ..........


Thank you very much Gunny, realy appreciated. 8)


The model is not mine and will need the attention of one of our skin Masters but I am trying to make sure
the faces and such are right so the paint and alpha layer are where they should be. ;)


Update on the cab, gear stick and I think parking brake, rear window cut in, pedals and a little texture work
to give a impression of the interior:


(https://s13.postimg.cc/eitnzy787/2018.01.15_19-02-41.jpg) (https://postimg.cc/image/dtavnl6oj/)

(https://s13.postimg.cc/q7xnnxlc7/2018.01.15_19-03-09.jpg) (https://postimg.cc/image/72uee66o3/)

(https://s13.postimg.cc/rzqmiuk4n/2018.01.15_19-03-20.jpg) (https://postimg.cc/image/48r90qjxf/)


I am just attempting to identify where the paint will go, some one I am sure will give it a decent skin eventually.


There might be 3d additions I can make to improve the equipment fit, we will see.


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on January 19, 2018, 02:47:10 AM
Getting there, a few areas to tidy up though. ;)


(https://s10.postimg.cc/6drswqjk9/2018.01.19_09-43-51.jpg) (https://postimg.cc/image/trzs8o1hh/)



There are no hoses or ladders so I might have to make them just to complete things.



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on January 23, 2018, 03:00:22 AM
Found a texture for the radiator mesh online, some alpha work also gives us the material used on certain areas of
the body most likely to help water drain away but might just be a material cost measure, trouble with using alpha
for this is quite a few areas only have the outward face so looking in certain directions you see right through the
vehicle.  Maybe it would be better portrayed with dark squares instead of the alpha, thoughts anyone please.

(https://s14.postimg.cc/65f2h7swx/2018.01.23_09-46-52.jpg) (https://postimg.cc/image/89zfiaujh/)

(https://s14.postimg.cc/f0fwrqx4x/2018.01.23_09-47-13.jpg) (https://postimg.cc/image/4dm3mbozh/)


Progress is slow I know but getting there, good job someone else built the model. :D

Still need to look at making some pipes and a ladder and also the dead version.


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 06, 2018, 03:58:06 PM
On the home run now I think, adding some extra bits using the hier. ;)


(https://s10.postimg.cc/41o2xu8ax/Chassis_1.jpg) (https://postimg.cc/image/z8mq1qw79/)

(https://s10.postimg.cc/tkgfawhl5/Chassis_2.jpg) (https://postimg.cc/image/nwa4k0d8l/)

(https://s10.postimg.cc/cwox8dk8p/Chassis_3.jpg) (https://postimg.cc/image/rsngfyvn9/)

(https://s10.postimg.cc/s5eum5lmx/Chassis_4.jpg) (https://postimg.cc/image/f19a9gtl1/)

(https://s10.postimg.cc/suxmyj1m1/Chassis_5.jpg) (https://postimg.cc/image/leydcqdwl/)

(https://s10.postimg.cc/umqltfsop/Chassis_6.jpg) (https://postimg.cc/image/y6cjj8ved/)

I have no reference of the exact vehicle the model represents just images of similar models so a little artistic
license has been used to add the extra detail.

Still a few parts to make yet.


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: <Gunny> on February 06, 2018, 08:01:46 PM
Pete you do great work --So Thank You. Oh   don't forget the BEER cooler.  :)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 08, 2018, 12:27:14 PM
Oh   don't forget the BEER cooler.  :)


No drinking on duty <Gunny>. :D


Added a hose reel each side:


(https://s17.postimg.cc/iw2597rxr/Chassis_7.jpg) (https://postimg.cc/image/4pmedzh2j/)

(https://s17.postimg.cc/xf9aamssf/Chassis_8.jpg) (https://postimg.cc/image/xs0ogtb23/)


Just want to add a bell now and then I think I can call it done. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: cgagan on February 08, 2018, 03:10:04 PM
Looks great Pete, it will add impressively to immersion! Many thanks for your continuing contribution to our pleasure,  8)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 09, 2018, 12:44:24 AM
Looks great Pete, it will add impressively to immersion! Many thanks for your continuing contribution to our pleasure,  8)


Glad you like it Costas, thank you very much, really appreciated. 8)


Here is the final part, the bell:

(https://s18.postimg.cc/5du4v17t5/Chassis_9.jpg) (https://postimg.cc/image/5qlj17q2t/)


(https://s18.postimg.cc/wbo1ws7vt/Chassis_10.jpg) (https://postimg.cc/image/v9dve8p2d/)


I now need to work on the damage model and all should be ready. ;)


I have tried with all these models to stay true to the original authors work changing only what was necessary, damaged
areas and flipping faces to allow certain areas to show, this vehicle is the same with only minor additions to the cab to
add the controls.  The additions I have made use the hier to add them, that way you guys can remove what you
might not like.

My 3D work hopefully enhances things and was made using some of these images that I was sent in the original download:


One of many showing a scale model:

(https://s18.postimg.cc/c4am4t2s9/Chassis_11.jpg) (https://postimages.org/)

A preserved example:

(https://s18.postimg.cc/p8g6hkffd/Chassis_12.jpg) (https://postimages.org/)

Historical photograph:

(https://s18.postimg.cc/hsgwvrzft/Chassis_13.jpg) (https://postimages.org/)

There were no images of the specific vehicle of the model so my additions turn it into a sort of hybrid
of the types I had some references for, it would have been good to have images of the truck that
is actually modeled so it could be a exact representation, however, try as I might I could not find
any further material to use as a reference so it is what you see.

Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 11, 2018, 07:39:02 AM
Damage model. ;)


Needs a proper paint job, that is next:


(https://s9.postimg.cc/8z6ztsw5r/2018.02.11_14-27-20.jpg) (https://postimg.cc/image/dxui8bzyj/)

(https://s9.postimg.cc/tw37yh9m7/2018.02.11_14-28-55.jpg) (https://postimg.cc/image/n5mqp1mgb/)

The cab and body use alpha channel to remove sections, the cab has a texture I found online for burnt wood and with
one for burnt paint it should start to look okay I hope.


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: western0221 on February 11, 2018, 06:10:20 PM
Hi, Mission_bug !

New coming rescue tools look very good, highly detailed.
Wonderful job !
I gave up to make my fire engine models to such high levels.


In comparing new rudder and hose reel models , the base truck model (screenshots in reply 46) looks not balanced , I'm afraid.
Rescue tools' detail level is much over IL-2 1946 stock ver4.13.4m models ..... 2018 mod quality  ;D . I welcome so better models born.
In the other side, the base truck model's detail looks equal to stock models of IL-2 1946 ver4.07m time ..... a bit better than 1st IL-2 Strumovik ~ Forgotten Battles' time vehicle models (like M3 Halftrack, ZiS-5). Only comparing old stock models, having enough quality.
I want to say so ..... mismatching between well detailed rescue tools model and not so rich detailed base truck model.
You might use not short time to make current models ..... deciding to finalize in what style and when is your task .....
I wish that the base truck model will be retouch into similar detailed level of new rescue tools. In example, The head light uses 12x tangle cylinder instead of current 5x tangle one, The tire uses 16x tangle cylinder with curved shoulders instead of current 8x tangle one, each wheel arches also .....
When you'll try so , current model will not become waste. You can use current models as LOD1 - LOD2 models shown in more far than 100m or 400m.

Cheers !!
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 12, 2018, 11:27:08 AM
Hello western0221, good to know you like the changes. 8)

Unless I build a completely new model I am forced to just add the changes already done to the existing model using the hier as mentioned previously, in that way I only alter the model where necessary to fix any issues and it allows the user to delete my items if they want to bring it back to the original version.

The original author is not available to consult on changes to his model so I try and only do what is absolutely necessary without altering the existing model, flipping faces in this case and I cloned the wheel arches/mudguards to give them a second internal face. 

Using the hier to add parts allows me to go beyond the polygon count for a particular model and at the same time create a few new items for the game that could be used on other vehicles

I could do new headlights and wheels and add them again using the hier, if I make them slightly larger and place them over the existing detail, that would I think go some way to creating the effect you want.


The intention was originally only to get the vehicles moving in game and leave other people to paint them, with the fire engine I got a little too involved, besides painting it I also decided to try and add some detail. :D

Unfortunately both of the artists who were originally going to paint them are now not working on this so I have to do what I can on my own.



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 13, 2018, 03:30:51 PM
I am trying to create the damage model so the burnt paint is in a specific area and has not engulfed the whole vehicle, however, to do that meant I needeed to move some of the mapped areas to a different area of the skin.

Trying to find what goes where and adjusting things:

(https://s18.postimg.cc/z78zwgoax/Chassis_14.jpg) (https://postimg.cc/image/ldkn7evph/)

(https://s18.postimg.cc/h4fx5a2qx/Chassis_15.jpg) (https://postimg.cc/image/g25qmqjxh/)

(https://s18.postimg.cc/7wnookg95/Chassis_16.jpg) (https://postimg.cc/image/4pt54xvt1/)


This is the end product, whether the idea works or I should just make it all burnt out I am not sure yet:

(https://s14.postimg.cc/b5oln1y01/Chassis_18.jpg) (https://postimg.cc/image/hjdoqb2vx/)


Andrew (Greif11) suggests using the wheels from his Opel project, the parts originally from TOW:

(https://s14.postimg.cc/q1n4umm9d/Chassis_17.jpg) (https://postimg.cc/image/ilnv8tyjx/)


The original fire engine wheels are hidden by alpha channel, looks good I think. 8)


Still a way to go yet, the vehicle is still developing and going way beyond just adding a skin. :D


Wishing you all the very best, Pete. ;D



Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 16, 2018, 03:19:23 PM
Hello again guys,the model is just about finished just need to add LODs. ;)


New and old headlights and radiator cap:

(https://s18.postimg.cc/tm28x1jw9/2018.02.14_18-52-24.jpg) (https://postimg.cc/image/uocffl2ph/)

Finished main model:

(https://s18.postimg.cc/ppox12m21/2018.02.16_21-35-43.jpg) (https://postimg.cc/image/4ssoweo11/)

The finished dead model:

(https://s18.postimg.cc/jbztxt9g9/2018.02.16_21-34-58.jpg) (https://postimg.cc/image/g55ae6p05/)

Working in game:

(https://s18.postimg.cc/9rg7ay79l/2018.02.16_21-38-02.jpg) (https://postimg.cc/image/v13tlsnk5/)


The original at the back, new at the front:

(https://s18.postimg.cc/oneqijayh/2018.02.16_21-58-32.jpg) (https://postimg.cc/image/p064opt85/)


The dead model is a complete object with the new wheels attached to it.

The main model has most of my detail work added with a hier and where necessary some of the original model parts
hidden by alpha channel to allow use of the new wheels.

I have now finished the actual models apart from LODs and the templates are complete, what you see is what you
get, the templates will be with the models so others can work their magic if they wish.



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: <Gunny> on February 16, 2018, 07:14:11 PM
You do some very fine work Pete. Thank you for all you do.
I guess I'll just have to wait for the beer cooler... ::(
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 17, 2018, 01:42:23 AM
You do some very fine work Pete. Thank you for all you do.
I guess I'll just have to wait for the beer cooler... ::(

Yes, sorry to say you will <Gunny>, however, there is a ladder, you will have to find your
own Firemen though. :D


(https://s14.postimg.cc/hsi76f4jl/2018.02.17_08-33-20.jpg) (https://postimg.cc/image/sfc0bucot/)

(https://s14.postimg.cc/brki9ds81/2018.02.17_08-35-50.jpg) (https://postimg.cc/image/tudl0lo2l/)

(https://s14.postimg.cc/jkb61d5wx/2018.02.17_08-37-47.jpg) (https://postimg.cc/image/vyxy1oxf1/)


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: <Gunny> on February 17, 2018, 06:46:47 PM
That is great Work Pete.. Thank You
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 22, 2018, 11:27:05 AM
That is great Work Pete.. Thank You

Glad your happy so far <Gunny> hopefully it will not disappoint when you get it in your game. ;)

The last part is now ongoing, LODs:

(https://s17.postimg.cc/b8gpnyk67/LODs.jpg) (https://postimg.cc/image/4urmkpfa3/)

This will be a new learning experience for me as I have never attempted them before, anything could happen. :D


The basic vehicle is currently 1075 poly, more than the original because I cloned the vehicle to allow me to flip
the front and back mudguards, they were then attached along with the levers and pedals in the cab.

Not something I usually do as I like to leave the original as near to what the original author posted, however, in
this instance I felt it necessary especially at the back so you can see a inner face through the grills above the
rear wheels.

Anyway, sorry, I digressed there, back to the story. ;)

The IL-2 Bible seems to say you reduce by half each time the original mesh to make the LODs, however, looking
through other vehicles in game that does not seem to be what everyone does so I am am not sure exactly what
mine should be so LOD1 has become 743 poly and LOD2 508, I will not be doing any more than those.

As you see mine do not adhere to any particular rule but they seem to work, at least I can see the vehicle
easily as I scroll out in game, although I do not know exactly how you are supposed to decide on distance
or how to test if it is working properly.

This is what I have set:

[LOD]
50
500
1000

Each uses the vehicle texture as it is although I think I should actually reduce those and set each LOD with
a specific texture of its own.

Currently the vehicle in the buildings folder is the original with the additions mentioned and is the test bed
for my experiments, the ones in the car folder will have the hier parts which I think will each also need their
own LODs making as well.

Not sure how far each LOD can actually be reduced, you would think it could get to a point where the vehicle
might become un-recognisable, do we actually see it in game to differentiate one LOD from another or is this
purely so your machine is worked a little less hard?


This might take a while. :D


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 25, 2018, 08:56:10 AM
Hello guys, the LODs are proving difficult but I think I am getting there. :o

I took a look at some buildings from the objects folders and decided to add one more LOD
and a new set of distances:

[LOD]
350
700
1000
1500

Also using the structure for textures from there as well:

skinHi
skinLo
skinMid

Initial testing proved interesting. :P


(https://s17.postimg.cc/pq2h2v9an/2018.02.24_19-48-53.jpg) (https://postimg.cc/image/jcddzm4ej/)

(https://s17.postimg.cc/ubylbd7q7/2018.02.24_20-31-36.jpg) (https://postimg.cc/image/izlztkz17/)

Got there eventually, I think :D

(https://s17.postimg.cc/yl3bdrnwv/2018.02.24_21-02-54.jpg) (https://postimg.cc/image/lgxr12vuz/)


Trouble is I do not actually know how you test this, my rig is fairly powerful so usually I can see objects at distance
anyway.

How do we determine the actual distances we use as well, the above four LOD values were taken from a existing model
but I do not know if the distance is tied to the amount of faces or if it is a random sort of figure.

Anyway, as I said this might take a while yet, the damage model is next and actually has three textures so should
prove even more challenging. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: <Gunny> on February 25, 2018, 09:27:42 AM
Looking good Pete as always.. I'm sure if you need people to help you test this out
most would jump at the chance.. All you need do is to ask.
Keep up the good work... ;)    ]wav[
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on February 25, 2018, 12:00:53 PM
I'm sure if you need people to help you test this out most would jump at the chance

At the moment it is all over the place, the vehicle above is the original and lacks the add on stuff and is basically a test bed for the LODs for the version in the car folder that does not yet have the LODs as above.  My add on parts all need LODs of their own and the damage model is again what amounts to a separate vehicle in a sense, so really not at a stage where it could be tested as such.

That said, all of it works anyway as you have already seen but without LODs.

I could actually post things as they are and you would have something that works in your game, trouble is I am not quite sure how I am going to update the two current links yet, one has all the finished vehicles, the other contains those like this that all needed painting when I originally posted them.  Since those links were posted a few vehicles have got paint, the Abram, Ostin, FIAT_2000 and this fire engine so I am not quite sure what to do with it all.


I am tempted to put everything in one download finished or not but you might only really want the completed ones, it seems only me is now doing anything with them that I know of so should I finish this particular vehicle and delete everything else or upload everything finished or not?

To all intents and purposes you already have it all working, or at least I hope you have, just some without paint. :D

I need to download the links myself to see what I posted, cannot remember it is that long ago. o_O

I do have one link I sent to Andrew as he said he might want to do some painting himself, however, that is before I started the LODs, maybe I could upload that but it contains all the java from my complete pack with just the fire engine in it.

So, you could end up with three different versions, you might have already found some of the re-paints at AviaSkins so it could get very muddled and if you are like me and permanently confused then you will not know quite where we are. :P


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on March 01, 2018, 12:45:23 PM
Hello again guys, just a quick update. ;)

The three vehicles shown here now have LODs, whether I did them correctly is yet to be determined but they are in
the mod finally:


(https://s9.postimg.cc/pdwgxdphb/2018.03.01_19-14-44.jpg) (https://postimg.cc/image/mjtbjxnaz/)


My add on parts using the hier are next up, Ladders, bell, chassis and the various other parts, progress is slow but
hopefully another week might see the finished items.


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: cgagan on March 01, 2018, 01:18:24 PM
Looking great Pete, we can wait as long as you like, quality of the end product is guaranteed!
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on March 02, 2018, 12:13:37 PM
Looking great Pete, we can wait as long as you like, quality of the end product is guaranteed!


Hopefully you will not be sick of the sight of this vehicle when it finally arrives Costas. ;)


These are the original vehicle in live and dead form seen in the buildings static folder, the dead vehicle here
does not have any of the re-mapping you have seen on the higher fidelity version so the damage texture
has to cover the object and cannot target as many specific areas as on the other:

(https://s9.postimg.cc/6va7dnia7/2018.03.02_18-23-26.jpg) (https://postimg.cc/image/53h8iqyx7/)

Here again the higher fidelity versions but in re-named folders in buildings to use as static objects, the dead is a
complete object as you have already seen, however, the live version uses a hier made possible by classes available
from AviaSkins:

(https://s9.postimg.cc/nvt3mcxwf/2018.03.02_18-24-12.jpg) (https://postimg.cc/image/uz0z1z3bv/)


Making a rod for my own back I guess but I separated various items into individual objects
to allow them to be deployed:

This allows if you want it to hide the various ladders and pipes on the vehicle to show it unloaded, here with those objects
altered to show them in their deployed state.

(https://s9.postimg.cc/5g8moz6xb/2018.03.02_18-44-04.jpg) (https://postimg.cc/image/w1b5kj9aj/)


This gives you some control of your scene, you can remove one, two or all the parts, even make other folders and have
each vehicle in a different load out.


Anyway, I now have many more LODs to do so I will leave you in peace for a while. :D



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on March 06, 2018, 11:24:08 AM
Okay, I know I said I would leave you in peace, however, Andrew(Greif11), besides advocating the
use of wheels from one of his projects has also repainted them and provided new vehicle skins as
well for your pleasure. 8)


(https://s9.postimg.cc/iq3l9iclr/2018.03.06_18-12-05.jpg) (https://postimg.cc/image/khwk4evyj/)

(https://s9.postimg.cc/u2g6rfirj/2018.03.06_18-12-28.jpg) (https://postimg.cc/image/6bgt9bikb/)

(https://s9.postimg.cc/i0ksx9u3j/2018.03.06_18-12-55.jpg) (https://postimg.cc/image/nbzphzg63/)


I am sure you will agree a great improvement on my art work. ;)


Things are a little behind as I found some mapping errors on the ladders so need to correct a few things before
I do the LODs for them. :(



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on March 17, 2018, 07:44:41 AM
The fire engine update is now available in the Aviaskins project page. ;)

https://www.sas1946.com/main/index.php/topic,51617.0.html


Aviaskins projects WIP YAG6_2 update 17th March 2017.

(https://s18.postimg.cc/4u6zu06t5/2018.03.17_13-24-53.jpg) (https://postimg.cc/image/czp1s5v1x/)



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: cgagan on March 17, 2018, 08:54:53 AM
D/loading now, many thanks Pete! 8)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on March 30, 2018, 01:58:43 AM
D/loading now, many thanks Pete! 8)

I bet you thought you would never actually get it Costas, hope it works okay for you and was worth the wait. ;)


Next project, Fiat Topolino:


(https://s31.postimg.cc/9k0dx1kuj/2018.03.30_07-49-03.jpg) (https://postimg.cc/image/6px8jlio7/)

(https://s31.postimg.cc/mo5y9r01n/2018.03.30_07-49-20.jpg) (https://postimg.cc/image/4y49opmgn/)


Early days yet, the vehicle has a few see trough areas because there is no dash board or partition at the rear.


For those like me who had no idea what a Topolino was:

https://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=6&cad=rja&uact=8&ved=0ahUKEwimrbffx5PaAhUDJ8AKHT7-AcYQFgg1MAU&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FFiat_500_%2522Topolino%2522&usg=AOvVaw2CArY_mbCM0D9pJgvEc5ZW

And some images:

https://www.google.co.uk/search?q=topolino+car&client=firefox-b-ab&dcr=0&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwimrbffx5PaAhUDJ8AKHT7-AcYQsAQIJg&biw=1269&bih=892


You will see there were various military applications for this small two seater. :o



Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 04, 2019, 05:28:21 PM
Needing to do something a little different from the Armenian religious buildings as a change I revisited this again. ;)

In this image the steering wheel got some attention with a alpha channel:

(https://i.postimg.cc/4ymxdG0J/2019-06-29-18-48-45.jpg) (https://postimg.cc/bSfhC78M)

A dashboard and bulkhead had to be made to fill in a few holes:

(https://i.postimg.cc/MG99q7ZP/2019-07-04-22-45-28.jpg) (https://postimg.cc/HJ7wt7yX)

Some areas such as the front windscreen surround have been mapped again and windows added as there
were none with the original model.

(https://i.postimg.cc/8CZfYsKV/2019-07-04-22-46-16.jpg) (https://postimg.cc/3yDw4rQL)

I still need to do the lines properly but at least now it is progressing. ;)

Mstislav from AviaSkins has also started work on a skin for one of the armoured vehicles still without a skin and he has
informed me he might continue on and finish those remaining vehicles still in need of a paint job. 8)

Wishing you all the very best, Pete. ;D

Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 08, 2019, 04:47:25 AM
Getting there, some tinkering from yesterday evening. ;)


(https://i.postimg.cc/3w4WBzKK/2019-07-07-23-15-43.jpg) (https://postimg.cc/kVCnM16Z)

I made a set of lines but they still need some adjustment to match the mesh.

Some see through areas have been blocked, the windscreen frame for instance was cloned and flipped, at least
from the point of looking into the driver compartment.

The mesh is a little lumpy in places, however, if I start trying rectify everything I find it will not get finished so
I am just going to concentrate on the paint scheme and leave it at that as with all these vehicles we tried as
much as possible to leave them as they were built only altering what was absolutely necessary.

Wishing you all the very best, Pete.
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 08, 2019, 05:28:41 PM
A little rough around the edges but it will do. ;)


(https://i.postimg.cc/Gh4J66nw/2019-07-08-23-25-34.jpg) (https://postimg.cc/WhPkkW4X)

(https://i.postimg.cc/02hdvZ96/2019-07-08-23-26-01.jpg) (https://postimg.cc/ykXSXmgB)


Wishing you all the very best, Pete. ;D
Title: Re: Aviaskins vehicle project.
Post by: Zflyer48 on July 08, 2019, 08:26:43 PM
Nice looking little vehicle. Something to putter around the base or head to the Vill. Good job.

Zflyer48
Title: Re: Aviaskins vehicle project.
Post by: SAS~Poltava on July 09, 2019, 12:17:14 AM
Yes indeed! There has been a distinct lack of city cars in the game  :)
Title: Re: Aviaskins vehicle project.
Post by: Mission_bug on July 10, 2019, 12:53:17 PM
Glad you guys like things so far. 8)

These types of vehicle add a little something to the game and compliment the other buildings and aircraft to
build atmosphere and populate the airfields. ;)

Nearly done now, just trying to finalize the damage model and then I will post in the release thread so that those
of you with the complete pack can bring it closer to a finished collection providing you can find the various skins
that were published at AviaSkins:


(https://i.postimg.cc/v8XKwSmY/2019-07-10-18-46-21.jpg) (https://postimg.cc/DmJ6q6sH)

(https://i.postimg.cc/2SL9vk7y/2019-07-10-18-46-48.jpg) (https://postimg.cc/QFsqZrPZ)


Take care.

Wishing you all the very best, Pete. ;D