b00ce 160 Posted August 5, 2012 Awesome work. I take it that there is no interior yet? Share this post Link to post Share on other sites
cescollino 10 Posted August 6, 2012 Awesome work. I take it that there is no interior yet? not yet Share this post Link to post Share on other sites
slatts 1978 Posted August 7, 2012 120MM shotguns are fun :D BXESHnV0RKs Share this post Link to post Share on other sites
cescollino 10 Posted August 7, 2012 Personally, I prefer the General Dynamics entry, from an aesthetics stand point. Good work though. Any chance of making a "realistic" render? Also, what's the poly count on it so far? i'v made also that these days but didnt come so well :( http://i656.photobucket.com/albums/uu285/salam20/arma2/gtv2.jpg http://i656.photobucket.com/albums/uu285/salam20/arma2/gtv3.jpg http://i656.photobucket.com/albums/uu285/salam20/arma2/jltv4.jpg Share this post Link to post Share on other sites
b00ce 160 Posted August 7, 2012 The front end looks pretty good, actually. :) Keep at it. Share this post Link to post Share on other sites
VXR 9 Posted August 7, 2012 http://www.armedassault.nl/ypr016.jpg Dutch Armed Forces YPR 765 PRI Share this post Link to post Share on other sites
glowbal 13 Posted August 8, 2012 Something I've been working on as a side project, far from done but would like some feedback; Basicly it's a food and drink system. The faster you move, the faster it drains your status. You can use a camelbak to keep your water level stable. Eat and drink is also possible. Anyone knows what a realistic time would be for you to need to drink again? It will be tailered towards desert type maps mainly. Also, I'm wondering what the best way would be to display your food and water level, I really do not wish to use the hint box I have right now. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted August 8, 2012 That's actually quite a cool concept. I'm sure some out there would consider it a bit weird, but I think it's quite interesting. My wondering is could it be possible to do a ACE or DayZ-like interface to take a needed drink from the camelback to replenish your water-intake? Like maybe r-click on it or have a pop up menu using a user-interaction key? As far as water level--you can make a shape of the camel back and either have the whole thing in varying colors (Green is full all the way to Red for empty) as a whole, or have it "step down" depending on how virtually full it is. HOW it would be accomplish, I'm not sure. I'm just giving a tiny bit of input on the visual aspect if you want to do-away with the hint box. Share this post Link to post Share on other sites
LordJarhead 1723 Posted August 8, 2012 Something I've been working on as a side project, far from done but would like some feedback;Basicly it's a food and drink system. The faster you move, the faster it drains your status. You can use a camelbak to keep your water level stable. Eat and drink is also possible. Anyone knows what a realistic time would be for you to need to drink again? It will be tailered towards desert type maps mainly. Also, I'm wondering what the best way would be to display your food and water level, I really do not wish to use the hint box I have right now. All I say: Finally, the banana has a reason!!!!!! Share this post Link to post Share on other sites
max power 21 Posted August 9, 2012 It's nice to see the thread getting some use, but please remember to post with an objective :) Share this post Link to post Share on other sites
glowbal 13 Posted August 9, 2012 That's actually quite a cool concept. I'm sure some out there would consider it a bit weird, but I think it's quite interesting. My wondering is could it be possible to do a ACE or DayZ-like interface to take a needed drink from the camelback to replenish your water-intake? Like maybe r-click on it or have a pop up menu using a user-interaction key? As far as water level--you can make a shape of the camel back and either have the whole thing in varying colors (Green is full all the way to Red for empty) as a whole, or have it "step down" depending on how virtually full it is. HOW it would be accomplish, I'm not sure. I'm just giving a tiny bit of input on the visual aspect if you want to do-away with the hint box. Well currently I've it so that you drink automaticaly from the camelbak. If you wish to drink something else, you have to use an interaction menu (left windows key, scrolldown > user menu). Also allows you to fill up your camelbak through that (if you have a waterbottle). Any idea how to get that interface, anyone? I tried dialog but that did not do it (also disappears when you open something else). Share this post Link to post Share on other sites
Kyle_K_ski 1 Posted August 12, 2012 Anyone knows what a realistic time would be for you to need to drink again? It will be tailered towards desert type maps mainly. Also, I'm wondering what the best way would be to display your food and water level, I really do not wish to use the hint box I have right now. I'm happy to see that an all-around hunger & thirst system is being released. I'm pretty sure that the Conspiracies series has already attempted this, but as far as I know, that system was "tied" to said mod, whereas this one happily looks to be universal. I would not set the thirst rate to an particular climate, and the reason for that is that it then becomes too restrictive. I'm sure that if you set it up so that the player needs to quench his thirst every 30 min. of real time, or suffer the consequences, would be fine. Instead of using a HUD-based indicator graphic or text, why not simply have the system gradually begin to desaturate the colors on the screen so that they gradually appear more gray? When one's badly dehydrated, you could have the player's avatar emit a gasping sound. The more dehydrated one becomes, the slower one becomes, and the more that one shakes. The effects of hunger should be well spread out - perhaps becoming noticeable after 3 hours of not eating. Indicators would be a shakiness in one's ability to aim, and the edges of the screen would start pulsing with blurred vision, which would gradually worsen till nutrient's enter the bloodstream (this would take about 40 min.' time after eating). Share this post Link to post Share on other sites
pathetic_berserker 4 Posted September 1, 2012 Found a spare moment this week and decided to start someting new. A7 Corsair II, (e or d, not sure yet) would like to know what is thought of the air intake. I've been fussing over it for a bit and need a second pair of eyes. Share this post Link to post Share on other sites
jagheterjan 10 Posted September 1, 2012 Looks pretty solid already. The lower half of the intake lip seems to sit a wee bit too high on the z/up axis though, making the intake lip look a bit squished. Share this post Link to post Share on other sites
vynom 1 Posted September 2, 2012 I made another model. I know there´s already a M249 in the game, its just for practice. I made the lowpoly too, but im not sure if its right and im to stupid to unwrap it. :D Which is the average tricount arma weapons have? Highpoly: And the lowpoly so far: Share this post Link to post Share on other sites
max power 21 Posted September 2, 2012 Found a spare moment this week and decided to start someting new. A7 Corsair II, (e or d, not sure yet) would like to know what is thought of the air intake. I've been fussing over it for a bit and need a second pair of eyes. http://img713.imageshack.us/img713/564/a7roughin3.jpg http://img163.imageshack.us/img163/2928/a7roughin2.jpg It looks good. I think you could accentuate the differences of the curves between the canopy and the fuselage a bit. It seems like there's three distinct 'lobes' on the side of the aircraft you want to hit: the intake, the fuselage, and the canopy. Which is the average tricount arma weapons have? Highpoly: http://s7.directupload.net/images/120902/temp/dk7ilkfs.jpg And the lowpoly so far: http://s1.directupload.net/images/120902/temp/ea3n9uhd.jpg I think the average is 12k polies. Looking good so far as well. Share this post Link to post Share on other sites
slatts 1978 Posted September 5, 2012 Has anyone got the arty computer working correctly? Ages ago it worked for me when I made a howitzer but now for a mortar it doesn't (overshoots the target) yet I did the same thing as last time. Share this post Link to post Share on other sites
R0adki11 3949 Posted September 7, 2012 Has anyone got the arty computer working correctly? Ages ago it worked for me when I made a howitzer but now for a mortar it doesn't (overshoots the target) yet I did the same thing as last time. CDF mod got theirs working correctly :) Share this post Link to post Share on other sites
slatts 1978 Posted September 9, 2012 CDF mod got theirs working correctly :) Cheers, btw PM me about some model I'm meant to send to you :D I keep forgetting Anyway I'd thought I'd share something with everyone I've been working http://i296.photobucket.com/albums/mm180/guitaro-man/arma2oa2012-09-0921-15-37-78.jpg Because sometimes..you need to blow the f**K outta the enemy :D Share this post Link to post Share on other sites
Binkowski 26 Posted February 5, 2013 http://i.imgur.com/zy29upH.png Messing around with stitching / crye pants. Trying to get a good look and such for a new project. Share this post Link to post Share on other sites
fingolfin 1972 Posted February 5, 2013 I don't want to start a new topic for this so I'll post here... I designed some fictional digital camos for the Ardistan Army or any other Army in the Armaverse. If anybody's interested just let me know. Desert camo: Woodland camo: Mountain camo: Share this post Link to post Share on other sites
Binkowski 26 Posted February 24, 2013 Going to turn these into some updated Rangers (maybe..) - Models by Johannes Share this post Link to post Share on other sites
max power 21 Posted February 25, 2013 It looks good. If the vest is a separate mesh it might pose some weighting challenges but from what I can see the texture looks nice. I see the tshirt is mirrored horizontally down the centerline. It's creating a little collidescope pattern, and usually shirt wrinkles happen in places of either extension or compression like in the arm pits. Share this post Link to post Share on other sites
Binkowski 26 Posted February 25, 2013 It looks good. If the vest is a separate mesh it might pose some weighting challenges but from what I can see the texture looks nice. I see the tshirt is mirrored horizontally down the centerline. It's creating a little collidescope pattern, and usually shirt wrinkles happen in places of either extension or compression like in the arm pits. The vest is modeled on (luckily), so hopefully weighing won't be too terrible with these. Regarding the shirt, I've been meaning to change around the wrinkles. Also need to add stitching and small details. Share this post Link to post Share on other sites
max power 21 Posted February 25, 2013 CG texturing on animated parts like that is always a bit of a dilemma. You can texture the shirt as if it was arms up, or down, or somewhere in between. Arma models are usually arms down but it looks really weird if you see a soldier with his arms up with all these wrinkles in his armpits. I guess that's why they call it art. Share this post Link to post Share on other sites