Jump to content
Sign in to follow this  
f2f_bho

W.I.P US C.L.S (Combat Logistics Support)Vehicle Pack

Recommended Posts

Holy crappers! :D

That's a nice sum of great looking models that i want to get my hands on!

can't wait for...basically all of them.

Share this post


Link to post
Share on other sites

How's things going along for this pack? I'm expecting work/other stuff is getting in the way.

Just would like to know a sitrep on it ;)

Share this post


Link to post
Share on other sites

Well great news , i finally stopped being stubborn and asked for some help from the community, too much to try and pick up on my own and make headway, thanks to NZX Shadows the M104 Wolverine AVLB is in game(vids to follow once i have the bridge tex'd), no textures and animations yet, so at least we know it is game capable.. weeeeee.. so now on to the next stage getting her tex'd and the animations worked out so progress is in the works......also probably gonna rework the lift for the upper bridge to be more accurate now that i have better ref material that depicts it .

Share this post


Link to post
Share on other sites
Well great news , i finally stopped being stubborn and asked for some help from the community, too much to try and pick up on my own and make headway, thanks to NZX Shadows the M104 Wolverine AVLB is in game(vids to follow once i have the bridge tex'd), no textures and animations yet, so at least we know it is game capable.. weeeeee.. so now on to the next stage getting her tex'd and the animations worked out so progress is in the works......also probably gonna rework the lift for the upper bridge to be more accurate now that i have better ref material that depicts it .

By this time I had forgotten about these.

Good you're working on them.

Share this post


Link to post
Share on other sites

Wow

Long time since the last update.

Me I'm eager to see the LCAC and the other USMC toys

Share this post


Link to post
Share on other sites

yes,its been a very long. and frustrating trip but i have a better understanding of some things now.so i hope to start getting these models done. @ Arch these things take time especailly to some one who just started modelling,vs these guys who have been at this for a few years.

Edited by F2F_BHO

Share this post


Link to post
Share on other sites
yes,its been a very long. and frustrating trip but i have a better understanding of some things now.so i hope to start getting these models done. @ Arch these things take time especailly to some one who just started modelling,vs these guys who have been at this for a few years.

Take your time, I tried to get into modelling but failed so hard I couldn't continue. :)

Share this post


Link to post
Share on other sites

Glad to see this pack getting a rebirth, if you will : P

Can't wait to blow those bridges in Proving Grounds just to use the M104 on them :D

Share this post


Link to post
Share on other sites
lol, yeah i hit a pothole

how did you go with the trailer?

Did you find a script to attach it to a vehicle?

Share this post


Link to post
Share on other sites

Yeah LOL. he was visiting our TS last night while i was shooting tape

Share this post


Link to post
Share on other sites

Yeah whatever..lol.. anyway thanks to NZX and SA, i did purchase the 3dmotive tutorial and found another which greatly helped, and encouraged me on my projects at least with Max, i am still struggling in O2 but max is a no brainer now, anyhoot here is a pic of Sgt Flyers Lcac which i picked for my tutorial training as it is already in game and just in need of a few animations and a nice texture, i am reworking the original texture i posted some months ago, the 3dmotive site had a UVing tut which i also bought, and has stepped that part of my 3d work up,,, so here is the almost finished Uv of the Lcac, with a Custom UV Checker pattern.

th_New_LCAC_Texture-proj2.png

Edited by F2F_BHO

Share this post


Link to post
Share on other sites

Looking good. I had UVd that model for him back in the day when he was working on it...did you not get a copy?

Abs

Share this post


Link to post
Share on other sites

Mmmm, Nope i have the file which is on Bis somewhere, anyhoot its good training, feel free to send me the Uv's (if they still exist), and i will try to get them on her... Just a reminder all you coders, she still needs a ramp animation front and Back, aswell as a Deflate script...

Share this post


Link to post
Share on other sites

I have a version that uses an experimental code rig that makes it so it goes extremely faster over water that over land. It is not textured and I did this mainly for testing this experimental code.

http://www.megaupload.com/?d=42OZNJD0

The important config lines for this behaviour are:

maxSpeed = 30;	// max speed on level road, km/h
waterSpeedFactor = 90.0;

Unfortunately the AI doesn't move, and this experimental code, it cannot be made to work with class tank, only with class car.

It is very buggy and some parameters, like acceleration, should be tweake so it accelerates slower but it works.

Has also working for and aft ramps, but I haven't had time to add a deflating effect.

Theoretically it should be a matter of rigging the model, and add some user defined animations.

Then you would tie the user defined animation to the engine state.

If engine ON then animation state is "1", if not is "0".

Share this post


Link to post
Share on other sites

Good looking out guys, i will try that when the time comes mankyle,ty

---------- Post added at 12:35 PM ---------- Previous post was at 12:33 PM ----------

is there a reason why the dingys cant be used for the lcac it is essentially a big dingy, can the numbers be skewed for the dingy to use on the Lcac?, speed wise in water? the land parts gonna be tricky.

Share this post


Link to post
Share on other sites

You mean the zodiacs?

I think the answer is no.

They use in the config class boat.

class boat is inheriting from class ship and class ship cannot move overland

what you need is something that can move over land and water, for example class car or class tank.

The problem with the LCAC and hovercrafts in general is they they can move faster over water than over land.

There are some solutions for that and most of them involve scripting which can be a PITA, specially when in dedicated servers in MP.

With the solution I found, playing with those values means a car can move faster over water than over land.

Problem comes with the acceleration values.

Share this post


Link to post
Share on other sites

A tank would be the perfect class for a LCAC for several reasons like 360 turning an some other mess. Dont see why you would need a script for the deflate since you can have your dampers lower an raise on command. Being your air bagg thing is setup with several dampers. Isnt there a speed set for amp vehicles? Wonder if the off terrain speed setting would do any changes to water aswell.

Edited by NZXSHADOWS

Share this post


Link to post
Share on other sites

The problem with the tank class is that the waterSpeedFactor config line doesn't work.

It works only with the car class.

Setting like that allows a higher speed in water than in land ""without scripting".

But setting the dampers so the LCAC cushion inflates/deflates depending on the engine state is not very difficult.

Then you would have to add another animation so when engine off the front part of the cushion (and the GEO LOD) animate so the vehicles can descend over the front and aft ramps.

Share this post


Link to post
Share on other sites

Should be able to do Tank class LCAC exactly the same as I did the Cessna 185 floatplane.

Ping me when you have a working "land" LCAC and I'll show you how.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×