MAV - Multipurpose Allterrain Vehicle

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MAV - Multipurpose Allterrain Vehicle // Work in Progress

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Post by B_Soldier // Jan 28, 2008, 9:55am

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That last image is just SEXAY!

Post by theuns // Jan 28, 2008, 9:32pm

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tnx B :)


thinking of changing the ramp to two single tracks for the GSSP.


next I want to add more detail for the gun ammo drum system for feeding projectiles to the gun... and then some support vehicles and maintenance clutter on the vehicle itself [hatch hinges, handle bars, ladder rungs, clamps and locks for ASRR service bots to arm/supply/repair/replace bits... ;)

Post by theuns // Jan 29, 2008, 11:47pm

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update time...


the ammo drum had been niggling me since I made it because it was just a flattened cylinder on its side and being the technical minded type that i am, decided to model the inner workings of the drum... so here is the first image showing how the drum opens in relation to the gun...


more to follow showing operating examples...

Post by theuns // Jan 30, 2008, 12:03am

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this image shows where the gun connects to the drum, number one being the artillery projectile feeder and two the energy cable to power the Guass because a gauss gun works almost like a railgun which accellerates the projectile with alternating magnetic field from induction coils which needs power...


might do a cutaway later of the gun itself to take a peak inside...

Post by theuns // Jan 30, 2008, 12:37am

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Quick note: number two arrow shows a lever of sorts wtih two octogons. The octogons is connecters from outside power feeders to recharge the power storage matrix in the power unit. The power unit can also be detached and removed and replaced by a new one... The small rectangular bits shows the energy flow from each connecter point as well as the overall power level of the power unit matrix. The lever activates the power flow once the enegery feeds are connected properly...

Post by theuns // Jan 30, 2008, 1:15am

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This image shows how the ammo boxes and power units are rotated when they are depleted to access the next batch. There are 36 explosive artillery projectiles/shells in each ammo box, giving a total of 144 shots before it runs out of ammo. The power units are configured to match the number of shells per box, so there will be just enough power for 36 shots so that it can be rotated along with the box.


The projectiles incorporate the current shells types we have today into one, including HEAT (high explosive anti-tank), AP (Armour-Piercing) and DS (Discarding-Sabot), HESH (High-explosive, squash-head), HEP (high-explosive plastic)


PS. guess who did some wiki research on shells ;) interesting to see what they come up with to defeat armor...


Other ammo types that might be mixed in the box and selected at will [because there are 6 seperate rows or shell-clips {shown later} that can be choosen from] and these include smoke, ECM like chaff/IR burst, phosphorus, incendiary, clusters, mines, illumination and even fictional ones like mini-missiles and ground combat micro-drones and long distance arial surveilance drones etc.

Post by theuns // Jan 30, 2008, 9:46pm

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no replies yet? oh well..


here are the mountings that the ammo drum will rest on in the cargo hold...


number one is where the drum is attached via electro-manetic locks to the gun axle to rotate with the axle...


number two shows the mounting release latch to remove a spent drum...

Post by TigreStripe // Jan 31, 2008, 1:05am

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"Does it come in black?"

Seriously, this is some fine work. Do you plan to have a basic armor shell to protect the munitions cache? I assume the magazine is already armored but considering the multi-layer armor of the rest of this mean beast it would seem fitting.

Post by theuns // Jan 31, 2008, 1:07am

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next is the drum extraction unit...


first series of pics only shows the basic operation of the extraction unit, I had to addapt it when I tried to fit it into the vehicle...


Step One : arrow one shows where the unit is fixed to the vehicle chasis and arrow two shows the hydraulic actuator that will slide the unit out....

Post by theuns // Jan 31, 2008, 1:37am

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"Does it come in black?"


Seriously, this is some fine work. Do you plan to have a basic armor shell to protect the munitions cache? I assume the magazine is already armored but considering the multi-layer armor of the rest of this mean beast it would seem fitting.


Hehehe tnx TigreStripe :)


There is an image I posted before that shows the vehicle from slightly behind and there you can see where the ammo drum fits in the vehicle... it is inside the main hull covered by the Armidillo armor... will post some more pictures next to show how the drum is unloaded when its spent...

Post by theuns // Jan 31, 2008, 2:29am

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Step two : arrow one shows where the hydraulic actuator fully extended to slide the second slide frame out....

Post by theuns // Jan 31, 2008, 2:32am

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Total Posts: 519
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Step three : arrow one shows the 2nd hydraulic actuator fully extended to slide the third slide frame out....

Post by theuns // Jan 31, 2008, 2:48am

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Step four : third slide frame is fully extend and the whole assembly can rotate around the hinge at arrow one to swing the drum clear of the armor hatch...


Might have to add another hinge for the last slide frame to let the drum swing down lower to the ground...

Post by Nez // Jan 31, 2008, 3:12am

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Anyone ever tell you that you get carried away with the detail?! :rolleyes::D

Awesome vehicle, love all the detail stuff you're coming up with but it's going to kill you on the ploy count and texturing...

Post by TomG // Jan 31, 2008, 3:35am

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Now that is a lot of attention to detail!


There are two approaches to modeling, each with its place. One is to "model only what you can see" which is good for fast production work with a specific end product in mind, as it saves time in creating it, and rendering time too when it comes to making animations or images with it. Sometimes a model may even be "half complete" if you follow this approach (rotate around the back and you'd find nothing there, rather like the front of the buildings on a movie set).


The other approach is to make a model as complete as you can. This way the model can be used over and over, under any circumstances or situation, because you don't have a particular shot or angle or use in mind. It can also be done just out of sheer love of the subject :)


It is awesome to see this much detail going into this, and I look forward to seeing more as it developers further!


Thanks!

Tom

Post by Ambrose // Jan 31, 2008, 3:52am

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When it comes to Theuns it's sheer love to model, it's good he got a life otherwise he would do this 24x7 ;)



Looking great as said Theuns, love the imagination of everything and how you combine stuff cool!



Other threads has been menthioned dx9 realtime rendering and stuff.


I know this would be for you! would really suite your style and projects...



Regards


Fredrik Dellner...

Post by theuns // Jan 31, 2008, 4:02am

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Thanks guys :)


I sure to do love detail and making sure it is realistic so it would work in RL :)


Tom has already said what I wanted to say... so I'll just add this little bit...


If you have a look at the main scene with the vehicle in it, you won't find these detailed objects in the model, like Tom said, I save it for later use so when I have a scene where I need to have the ground crew changing an ammo drum while the pilots chats with them [ graphic noval illustration plans I have in mind ] ... then I can just exchange the low poly object with the detailed one... ESPECIALLY with the new global replace feature in 6.6 I want to try out...


Also for animation of up-close parts of the vehicle, these detailed objects would work nicely. I still want to add some sliding and rotating joings to this extraction device so it can be deployed easily... bit of a pain at the moment with hierarchical manipulation...


You'll see what I mean in the next set of pictures I'm about to post...

Post by W!ZARD // Jan 31, 2008, 4:13am

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Well I'm not really a 'gun' sort of person but man you sure love the fine details Theuns. If you're gonna do it ya may as well do it right, right?


Impressive stuff. Do you have a engineering background? - if not you could have a future there!

Post by theuns // Jan 31, 2008, 5:00am

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Well I'm not really a 'gun' sort of person but man you sure love the fine details Theuns. If you're gonna do it ya may as well do it right, right?


Impressive stuff. Do you have a engineering background? - if not you could have a future there!


Tnx W!ZARD ;)


No engineering background although they told me after school that I had the personality for an architect or landscape architect :) Plus I was in the military [artillery ;] and loved it ... go figure


I do love my details... and I like realism, even in scifi or fantasy, it should still "make sense" ;)


Not gonna have time to post the other pictures today, will do it tomorrow morning....

Post by Michael Billard // Jan 31, 2008, 7:49am

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Very cool, I like the detail work. Nice to know I'm not the only one who likes to detail models "realistic" enough to suspend disbelief. I've been doing that with the F-19 Saber and my friends think I'm a bit nuts. Hopefully yours don't.

Post by theuns // Jan 31, 2008, 8:36am

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Very cool, I like the detail work. Nice to know I'm not the only one who likes to detail models "realistic" enough to suspend disbelief. I've been doing that with the F-19 Saber and my friends think I'm a bit nuts. Hopefully yours don't.


tnx Michael... us "detailers" must stick together hey ;)


Is it a real life replica of the F19 or a imagined version of it? Love those Sabres, beautiful fighter jets, along with the F4 Phantoms and the Hawks...


I've only recently started focusing on detailed modeling, cause I use to work on gaming projects where the models always had to be low poly AND look good, so I got in the habbit of modeling with low detail... now I'm starting to expand on the detail to make more comprehensive designs... Save goes for the Cliff Hanger Colony I'm about half way with now...

Post by theuns // Jan 31, 2008, 9:02am

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Total Posts: 519
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Okay, I added the extractor to the vehicle hull, but want to experiment some more by placing it UDNERNEATH the drum instead...


Here is what I have so far...


First up, stowed position so that armor plates can close...

Post by theuns // Jan 31, 2008, 8:34pm

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Here we hae three "slides"...


...first hooks up the drum to the extracter...


...second extends its backwards...


...third lowers it to the ground.

Post by theuns // Feb 1, 2008, 1:42am

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Total Posts: 519
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GRRRRR!!!!


Anybody else have a lot of program crashes in tS6.6??? It is a lot worse than 5.2 :(


I'm saving regularly and before every major action like booleans etc but a lot changes in even a minute or two and it crashes even during simple object move or glue operations!!!!


Lost a nice hulle peice I was adding last night so I switched the pc off in disgust and went to bed :(

Post by TigreStripe // Feb 1, 2008, 2:10am

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GRRRRR!!!!

Anybody else have a lot of program crashes in tS6.6??? It is a lot worse than 5.2 :(

I'm saving regularly and before every major action like booleans etc but a lot changes in even a minute or two and it crashes even during simple object move or glue operations!!!!

Lost a nice hulle peice I was adding last night so I switched the pc off in disgust and went to bed :(

Oh yes. Love it when it happens. I save often as well but it's a pain to lose the flow.

7.51 doesn't crash on me very often. Since the moderler side is TS6.6 I suppose it's updated from the version you have. There are still some bugs or at least what I think might be a bug. It could be settings I might have changed in my wanderings around the interface.

Your Vehicle is coming along real nice. Hopefully you won't suffer too many more crashes.

Post by theuns // Feb 1, 2008, 2:18am

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Oh yes. Love it when it happens. I save often as well but it's a pain to lose the flow.


7.51 doesn't crash on me very often. Since the moderler side is TS6.6 I suppose it's updated from the version you have. There are still some bugs or at least what I think might be a bug. It could be settings I might have changed in my wanderings around the interface.


Your Vehicle is coming along real nice. Hopefully you won't suffer too many more crashes.


Thanks TigreStripe, I am saving more and more often now... just a pain, didn't loose too much, but like I said, I can model quite a lot in 1-2 minutes before I save and don't wanna save EVERY 30 SECONDS!!!


Does anybody perhaps know of a autosave plugin? In 6.6 save state and save scene only happens when you Exit the program, not periodically...

Post by B_Soldier // Feb 1, 2008, 2:39am

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Practice on a snes emulator. Since u wont want to lose and start afresh (like i don't) u'll be hitting the shift-f1 (save) button every 2 steps. Before u realize it, it will translate to your pc work ethic. Now I'm even faster than autosaves, problem is sometimes I save the mistake as well :P

Post by theuns // Feb 1, 2008, 3:01am

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Practice on a snes emulator. Since u wont want to lose and start afresh (like i don't) u'll be hitting the shift-f1 (save) button every 2 steps. Before u realize it, it will translate to your pc work ethic. Now I'm even faster than autosaves, problem is sometimes I save the mistake as well :P


SHIFT-F1? Is that a shortcut key to save immediately? Didn't know that one, will save a lot of time... :)

Post by B_Soldier // Feb 1, 2008, 3:07am

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yea, except it doesn't work in Truespace. Oh dear i seem to caused some confusion. It only worx in the emulator but it's not too different from ctrl + s for me.

Post by theuns // Feb 1, 2008, 3:10am

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emulator? whats that?
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