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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - First Model - I was bored one day, and my mapping attempts have been pretty lackluster, so I
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    Barracuda_Magoo's Avatar

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    First Model

    I was bored one day, and my mapping attempts have been pretty lackluster, so I thought I'd try some modeling. Being inspired by POE, I made a stationary artillery piece.

    *Disclaimer* This is the first model I've completed (BF2 or otherwise). I know it looks like crap. It was intended as a practice/proof of concept project.

    I adjusted it to have a max range of 800m, it can fire HE rounds or smoke, and it is capable of high angle shots to hit behind obstructions. No fancy spotting mechanics though.




    A few videos:

    HE: http://www.zippyvideos.com/9702213425944296/arty_he/

    Smoke: http://www.zippyvideos.com/3140459745944306/arty_smoke/

    Indirect: http://www.zippyvideos.com/975701572...arty_indirect/


    In the near future I'd like to make a more polished, mobile arty vehicle. Originally I wanted to do a M109 Paladin, but tanks are a bit more difficult than wheeled vehicles, so I'll probably go with a semi-fictional wheeled arty vehicle. I'd also like to see if I can get it to deploy mines, and then also make an engineer/minesweeper vehicle.

    Being the lazy guy I am, I'll probably borrow a page from the army, and use the stryker family for both of my vehicles. Model the base vehicle, then model the arty/engineer components separately and graft them on the base vehicle.


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    munchkin's Avatar

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    Re: First Model

    Nice work. The smoke effect is especially impressive! Maybe in a TacMod sometime soon..

    [conduct][volun][drill][sg-c1][tpf-c1]
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    asch's Avatar

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    Re: First Model

    Nice work barracuda. If you have the desire, we'd love to have some new models for the tactical mod.

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    Re: First Model

    what programs do you use to model those?

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    Barracuda_Magoo's Avatar

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    Re: First Model

    It will be a while before I have anything polished enough for release, but if anyone has any ideas for something they'd like to see, or something they feel BF2 is lacking, don't be afraid to throw out ideas.
    Quote Originally Posted by freekyE View Post
    what programs do you use to model those?
    Right now I'm using a trial version of 3ds max, but you can also use maya or gmax (which is free). A lot of the work is done in the BF2 editor.


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  11. #6


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    Re: First Model

    As rudimentary as it may be, I still think it's pretty cool. Nice work!
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    Shiner's Avatar

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    Re: First Model

    Very nice! I have an alternative idea. Instead of a long range "artillery piece" could this be modeled as a "mortar". You don't worry about having a "spot" feature for a mortar, instead it would take some coordination with another player to walk the shots onto the target. I'm thinking we would limit the distance a mortar could be fired to something reasonable and give the option to launch HE or smoke rounds.... 1 or 2 of these on some maps might be pretty interesting to break stalemates.

    Is the reload time between shots flexible enough for us to balance such a weapon?

    Edit:

    Looks like FH has a mortar in the works themselves http://dx.ampednews.com/?page=articles&id=12938
    And another: http://battlefieldsingleplayer.plane...showtopic=5203
    |TG-12th| SHINER


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    PanzerHans's Avatar

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    Re: First Model

    Great work!
    Is it difficult to add a elevation and degree indicator on the hud as an aiming aid?
    I've always missed that part in the POE artillery.
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    Barracuda_Magoo's Avatar

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    Re: First Model

    Quote Originally Posted by Shiner View Post
    Very nice! I have an alternative idea. Instead of a long range "artillery piece" could this be modeled as a "mortar". You don't worry about having a "spot" feature for a mortar, instead it would take some coordination with another player to walk the shots onto the target. I'm thinking we would limit the distance a mortar could be fired to something reasonable and give the option to launch HE or smoke rounds.... 1 or 2 of these on some maps might be pretty interesting to break stalemates.

    Is the reload time between shots flexible enough for us to balance such a weapon?
    There's no reason you couldn't make a mortar, as FH has shown. The reload time and range are both highly adjustable.

    Quote Originally Posted by PanzerHans View Post
    Great work!
    Is it difficult to add a elevation and degree indicator on the hud as an aiming aid?
    I've always missed that part in the POE artillery.
    If you make your own hud, you could definitely make indicators. Some of the vanilla huds have them (like the choppers and jets), but they don't work very well when transplanted to other vehicles. I tried using these on my model at one point, but - because of the way the hierarchies and components are set up - the compass and elevation weren't tracking my turret, they were tracking the base of my arty. If you make your own hud, you can fix that.


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  19. #10

    Boot's Avatar

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    Re: First Model

    Quote Originally Posted by Barracuda_Magoo View Post
    It will be a while before I have anything polished enough for release, but if anyone has any ideas for something they'd like to see, or something they feel BF2 is lacking, don't be afraid to throw out ideas.
    The smoke is nice... would be a cool tweak if there was +value for firing from arty though... say a smoke cluster bomb, that on impact blows off the the equivalent of 5 smoke grenades to cover a larger area. Or maybe even cluster smoke and flashbangs.

    I'm imagining a squad set to attack a CP, and calls in the arty strike before moving. Smoke and flash would be more effective than just a regular arty strike since you can secure the CP while the enemy is confused, versus trying to secure while they respawn.

    Heh, call it the daisy cutter.
    |TG-12th| Boot

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    Barracuda_Magoo's Avatar

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    Re: First Model

    Quote Originally Posted by bootstrap View Post
    The smoke is nice... would be a cool tweak if there was +value for firing from arty though... say a smoke cluster bomb, that on impact blows off the the equivalent of 5 smoke grenades to cover a larger area. Or maybe even cluster smoke and flashbangs.

    I'm imagining a squad set to attack a CP, and calls in the arty strike before moving. Smoke and flash would be more effective than just a regular arty strike since you can secure the CP while the enemy is confused, versus trying to secure while they respawn.

    Heh, call it the daisy cutter.
    You can't really see it, but all the cannon is doing is "throwing" a smoke grenade. I wanted the smoke to be larger and last longer, but that would have required editing the effect itself (meaning, there's not a "radius" value you can tweak easily). The other idea I had is to have it fire a shotgun blast of smoke rounds (like your cluster bomb idea). The smoke still wouldn't last very long, but the area covered would be larger. Hopefully I can use the same technique to lay minefields.


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