MAV - Multipurpose Allterrain Vehicle

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MAV - Multipurpose Allterrain Vehicle // Work in Progress

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Post by B_Soldier // Mar 8, 2008, 11:11am

B_Soldier
Total Posts: 58
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1. Take the covers off. The exposed tracks look much better unless u're going for utilitarian, then keep them.
2. The tracks should be wider.
This thing is huuge! Where's it gonna be used? Urban is out!

Post by theuns // Mar 10, 2008, 1:01am

theuns
Total Posts: 519
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Covers: just thought that it would give the vulnerable wheels more protecion against explosions since its a frontline vehicle...


Tracks: will do...


Operation: basically part of the Hegemony Ground Assault Forces, orbital drops onto planets for co-ordinated assaults or point attacks, which means all terain. The tracks are very flexible and can be adjusted for height, track seperation etc. Might be able to fit in Urban areas if the tracks are tucked underneath the hull... and if it is doing dedicated urban missions, the tracks can be detached and replaced by something with a narrow wheel base... will do some mockups of those configurations


Which looks better? Single or split tracks?


next I want to do lighter troop transports and close-support gun platforms with different but generic hulls from the ones I have so far...

Post by B_Soldier // Mar 10, 2008, 1:55pm

B_Soldier
Total Posts: 58
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Can't choose between the single/split tracks. Both r w!n Flip a coin.

Post by theuns // Mar 10, 2008, 10:22pm

theuns
Total Posts: 519
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Perhaps the split tracks, because it is unusual for a tank, all tanks are single tracked. Haven't done the configurations yet... might have time later tonight or tomorrow...

Post by Nez // Mar 10, 2008, 11:52pm

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Total Posts: 1102
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I like the split tracks better personally - gives a cool futuristic look.

But that's just my opinion...

Post by theuns // Mar 11, 2008, 12:14am

theuns
Total Posts: 519
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thanks Nez, I think I will stick with the split ones... i'm wondering if i should change the wheel rims inside the tracks to look more like modern tanks, cause the wheels does not actually fill the ENTIRE track...


also thinking of making the tracks delink and wrap around the indivdual wheels to turn it from a tracked tanked to a wheeled one for different terrain types, ie. faster travel on flat surfaces...


other add-on modules might include jump engines that lifts the vehicle into the air like frog jumps... this will allow it to change position quickly and get it out of tight spots... it can use glider parachutes/sail foils for high-jump descends or the same rockets/thrusters to decellerate and land for low-jump descends...

Post by Norm // Mar 11, 2008, 5:42am

Norm
Total Posts: 862
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looking at tracks, they are on backwards? Should the "teeth" be facing opposite direction so they "bite" into the terrain: ice fields and such.

You can also open up a whole new permutation by putting a trailer hitch on it :)

Post by theuns // Mar 11, 2008, 5:56am

theuns
Total Posts: 519
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you know, i had it the other way around at the beginning and then people told me it was the wrong way around so i change it, but i thought about it again this week and also thought that it SHOULD face forward to dig in for better tracktion...


Hmm, trailers are a good idea, armored ammo carriers :)

Post by Norm // Mar 11, 2008, 6:15am

Norm
Total Posts: 862
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Yea or a big tankard of beer for after the pillaging and ravaging is over!

Post by theuns // Mar 11, 2008, 6:26am

theuns
Total Posts: 519
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hehehe, yeah, that could work as well :)

Post by theuns // Mar 12, 2008, 2:04am

theuns
Total Posts: 519
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Here are three new images, the first two shows how the tracks can extend and retract to change the wheel base width...


The third shows the ammo trailer Norm suggested ;)

Post by Nez // Mar 12, 2008, 2:57am

Nez
Total Posts: 1102
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Looking very cool - you know this is crying out for a rendered scene though don't you?!:D


I can see several - a massed horde of tanks/artillery vehicles advancing across the desert/plains towards the camera in a cloud of dust...

Or a lone tank patrolling a heavily war-damaged urban suburb, down a street of ruins....


If you put the same level of detail into a surrounding scene, could be awesome (but might kill your computer!)

Post by B_Soldier // Mar 12, 2008, 5:16am

B_Soldier
Total Posts: 58
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wow, super W!N
Forget rendered scenes (a good idea though). I wanna see it MOVE and KILL!!!

Post by theuns // Mar 13, 2008, 11:14pm

theuns
Total Posts: 519
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Nez, will have to make REALLY LOW detail poly versions for mass combat scenes but its coming :)


B_Soldier, same goes for animations, will have to use LOW detail version, don't have a mean-machine-kick-your-butt-into-next-week pc for proper rendering :(


Been chatting with an engineering student about the designs and he's been giving me a lot of interesting and helpful practical advice and suggestions, not all of which needs to be used though since this is a futuristic scifi model that CAN break todays laws of mechanics as we know it, but a lot of the ideas make sense and I try to incorporate them so there will be some more small tweaks on this model before I move on...


Just need some transports and light gun platforms to complete the current series and then I want to put them into the first scene...


Watch This Space! => ;)

Post by theuns // Apr 11, 2008, 9:17pm

theuns
Total Posts: 519
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Just an update ...


Havent forgotten or abandoned the MAV project... just a bit hectic in RL... resigned my current job and going to a better one next month, but it is in the middle of a hectic last-minute project that refuses to be implemented smoothly...


Also, I've signed up for the CGSociety competition XXII - Uplift Universe : Alient relations ... only got concept sketches so far and will post them in a new thread and will start modeling next week, deadline is 19 June and still a lot to do... so might not get get to do some more work on MAV for now...
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