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AlexVestin

FGM-148 Javelin, can we fix it?

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FGM-148 Javelin



77s3.jpg

Most recent WIP picture.

http://imageshack.us/a/img29/5307/7s77.png

Most recent interface WIP picture.

Here's the default ArmA launcher that I worked from for comparison.

(This is what we have currently in ArmA2 etc.)

The thread.

Almost everything to get a sexy Javelin done is already provided by BIS, it's the config files and textures that needs some love.

I feel like trying to improve the textures and the model, but I will need help with the configs/basic-setup that it will require to function. I'm not thinking fully simulated, atleast not if no volunteer steps fourth to help with that. I'm thinking of an improvement that will make the user feel much more connected to the weapon-system they are currently operating. Both visually and with its features to a reasonable extent.

The textures will get an increase in resolution while the model will use LOD0 as default LOD up-close instead of LOD1. It will be using the Javelin model that BIS already provided with their sample models. LOD0 is of a much higher poly-count, but it's not seen that much since it's for the first-person view wich you really rarely are in with the current launcher. Example of LOD differences: https://dl.dropboxusercontent.com/u/103898625/javelin.png

Here's a basic rundown of the problems I could find with the current launcher.

Lots of pictures in the spoiler to describe mentioned problems.

r2jc.jpg

"Current firing pose."

[Problem] -No hands on CLU, held too far away.

dy4b.jpg

"First person view with CLU attached."

[Problem] -No hands on CLU. Too far away.

7b7g.jpg

"First person view directly after firing."

[Problem] -No hands on CLU. CLU disappears when firing.

yy08.jpg

"Directly after firing."

[Problem] -Main rocket motor ignites instantly. No hazard to stand behind it.

xzat.jpg

"Javelin on back. Loaded & Unloaded."

[Problem] -Lots of clipping has occured on the loaded version.

yl72.jpg

"Unloaded Javelin equipped."

[Problem] -It should preferably be the CLU instead of an empty tube.

qlzc.jpg

"Ammunition dropped from inventory."

[Problem] -Ammunition should be a loaded tube, not a missile on its own.

a6o7.jpg

"Javelin dropped from inventory."

[Problem] -It's an empty tube instead of a CLU. It Looks the same loaded/unloaded.

The files.

This is where I need help/suggestions/corrections.

Here are the current settings. I'll keep this updated.

I have it split into 4 models that I think could be configured to cover all needs:

  • fgm148_clu.p3d Command launch unit (CLU) + unloaded tube attached. The tube is a magazine and hides if CLU is missing its magazine.
  • fgm148_loaded.p3d CLU + loaded tube. Javelin switches to this model when loaded with full magazine tube.
  • fgm148_tube_ammo.p3d Tube with missile inside to have as ammunition on ground.
  • fgm148_missile.p3d Missile in-flight.

Config.cpp

CfgAmmoCfgMagazines
CfgWeapons

Model.cfg

Model.cfg

I will update these files whenever I have something to update with.

I'm in no way an expert on this weapon system. Feel free to point out how it works and possible doable features.



Good idea? I'll post again here when I got some progress to show and if there's enough interest for this.

I really appreciate all the help/suggestions/corrections I can get!

wicp.png

Edited by AlexVestin

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Ability too change between top-attack and direct-attack would be a nice feature

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I've made some progress on the model and the textures. I've added my latest wip screen to the top of the first page. I'll try to keep it updated.

The CLU has been resized to 0.8 of it's original size.

The missile has been resized to 1.15 of it's original size.

Tube remains the same size.

This is because when I looked at my reference pictures and compared it to BIS version, BIS version was all disproportionate.

BIS CLU was too big and the missile did not even fit tightly in the tube.

I'm now going to reskin the missile.

The CLU texture isn't finished and neither the tube texture, but they're coming along nicely.

Edited by AlexVestin

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Nice rework Alex , keep it up :)

btw that original model is rather old now since first time it was in vbs2 - so it shows the age of it

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I've made some progress on the model and the textures. I've added my latest wip screen to the top of the first page. I'll try to keep it updated.

The CLU has been resized to 0.8 of it's original size.

The missile has been resized to 1.15 of it's original size.

Tube remains the same size.

This is because when I looked at my reference pictures and compared it to BIS version, BIS version was all disproportionate.

BIS CLU was too big and the missile did not even fit tightly in the tube.

I'm now going to reskin the missile.

The CLU texture isn't finished and neither the tube texture, but they're coming along nicely.

g34e.jpg

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I've added the config.cpp parts to the first post! I'll be adding all of my configs in the first post for others to look at. They're really really heavy WIP atm I posted this.

I could maybe add the .rvmats after sometime so I could get some help with that? I'm not too great with those either.

There's not that many parts left of the Javelin to texture now. The Javelin missile is only untextured at the rear/fins. Missile is also missing some text and markings to be finished, but it'll come ater. The CLU has the most parts untextured as seen at the top of the first post. The missile tube itself is not something I'm happy with yet. It looks like a iron tube at best. I haven't gotten the material for it to look quite right yet. From reference pictures it looks like plastic with a thin layer of some sort of fabric over it.

Edited by AlexVestin

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I sleep with a printed copy next to my bed to keep me safe at night

g34e.jpg

---------- Post added at 12:44 ---------- Previous post was at 12:42 ----------

To keep it on topic, it's awesome to hear this working out. I was pretty sad the arma 2 javelin didn't work with All in Arma.

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More WIP pictures!

http://imageshack.us/a/img440/5011/r520.png

http://imageshack.us/a/img22/1903/k1xj.png

http://imageshack.us/a/img202/7184/koxs.png

It's ingame. It's over shiny, I know that, but I'll fix that later.

WIP picture of it firing:

http://imageshack.us/a/img18/337/o4f6.png

WIP picture of my tube vs default ammo:

http://imageshack.us/a/img689/1901/b0vv.png

These are all wip pictures of how the config worked etc.

I'll update the picture at the top of the first post whenever I have made any progress on the textures/model.

Edited by AlexVestin

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I find it tricky finding good references from the real interface. Someone got a good source?

Will try my hand at making optic textures that looks authentic.

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Spiffy. Does ArmA 3's RVMATs support specular power (glossiness) textures?

The Blue channel in the SMDI provides the specular power (gloss) map. Maximum specular power is set in the .rvmat with the specularPower = X; parameter and the per-texel specular power is calculated from by multiplying the greyscale factors in the Blue channel by this maximum.

The Green channel is the specular intensity map, which most people are more familiar with in generating SMDI textures.

Edited by da12thMonkey
I pixeled when I should have texeled :|

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Looks very sharp. Will this come with a direct and top option? I didn't see this answered anywhere.

Keep up the good work.

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More work done to the Javelin interface.

Compared to my first WIP screen of the interface it's a huge improvement in my opinion.

WIP screenshot:

http://imageshack.us/a/img29/5307/7s77.png

Looks very sharp. Will this come with a direct and top option? I didn't see this answered anywhere.

Keep up the good work.

I don't know myself how to script that. That's were I was hoping the community comes in. :)

I will provide the improved models and textures, but I have no idea on where to begin with giving the Javelin new functions.

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http://img689.imageshack.us/img689/9164/g34e.jpg

---------- Post added at 12:44 ---------- Previous post was at 12:42 ----------

To keep it on topic, it's awesome to hear this working out. I was pretty sad the arma 2 javelin didn't work with All in Arma.

No. You're not allowed to use it, it's mine. Also staying on topic the user interface looks good. Would be awesome to get a top attack feature

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My Model.cfg:

http://pastebin.com/sf2mJxhr

I've been having trouble figuring out what I am mixing up. I've tried a few things now, and have now left it like it is there. Going to fix the rvmats maybe.

I've tried to hide my tube (that is my magazine containing one missile) from the model when I reload. Can't get it to work.

I can neither get my missile model to hide inside of the tube once I've fired it. I will go through all my configs later since there might be something I've forgotten.

Edited by AlexVestin

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Edit: Nvm...

But nice work man keep it up :)

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I've been looking for a higher-res picture showing the back of the CLU. I've seen that there's a large green sticker there. Probably instructions on it?

Since you'd be having this thing up in your face it would be kinda neat to have something to look at.

This is the best reference I've found so far: http://pszwarc.com/graphics/jav_clu_handle.jpg

My test with something like it:

w3kj.jpg

My test sticker is super low-res. I want something better :)

I'm not going to increase the overall resolution for the weapon system, it's already 2048x2048. I could double it, but it isn't really needed for anything else besides for making the instructional text readable in that case. I could always make a thin geometry added specificly for any stickers if their text is unreadable at a 2048x2048 resolution. If someone knows where a pic of that green sticker can be found, please, do link :)

Anyhow, is there somehow I could increase the texture quality in the Oxygen (buldozer) viewer? I have pressed + and - and it does increase texture resolution displayed, but it does not show full resolution still.

Here's also just a WIP picture of the interface, with coloured buttons:

http://imageshack.us/a/img29/8193/6u8k.png

Edited by AlexVestin

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