Raid 18 Posted April 3, 2014 (edited) RELEASED http://forums.bistudio.com/showthread.php?177666-M1A1-MBT-A2-Port BRIEF How's it going again just showing off some more stressful work YAY. Alright so I'v ported A2's M1A1 into A3 with A2's weapons and animation and stuff, the only thing that I really wasn't able to do was port over the original optics. So instead It has arma 3's tank optics. Now I wan't to ask everyone is there anything else needed? M1A1 will be released with a separate config that includes the ADF Camo and Tan Textures. SIDE NOTES Weapons have no Zeroing | Help Needed Working Weapons have no naming | Help Needed Working Lights don't work | Help Needed Fixed Bug: When shooting the M2 the M240's Barrel Smoke activates... Tank Physics are a bit weird | Think this might be a bit hard to fix??? PhysX is Finished All HiddenSelections are available If anyone want's to help either post here\PM me\or Steam = Raid CHANGE LOG V1.4 | Zeroing only on the Main / Coax Guns White Hot / Black Hot TI | Driver White Hot / Black Hot TI | Commander Green Hot / Green Black Hot TI | Gunner Quick Thermal Maps All seat's Turn Out Gunner Optics changed to the right side of the tank Tail Light texture added V1.3 | PhysX is in testing Headlights are fixed V1.2 | Reverted back to A2 SABOT and HE rounds Barrel Effects E.g Smoke Particles are working for all guns V1.1 | Decreased file size Replaced A2 Bullet Hit sounds with A3 ones V1.0 | Custom Driver Optics Arma 3 Bullets + Bullet PhysX Arma 3 Thermal Optics for gunner and Commander Fixed animation bug | No barrel movement when shooting when using A3 weapons Weapon Zeroing Partially works | Only the M240 which is odd CREDITS Porting to A3 | Raid ADF Texture | Python.au Original M1A1 | Bohemia Interactive PhysX Help | Reyhard Edited May 13, 2014 by Raid Share this post Link to post Share on other sites
LykosMactire 298 Posted April 3, 2014 i sent you a PM raid Share this post Link to post Share on other sites
roy86 367 Posted April 3, 2014 Well done mate, looking forward to seeing these in action. Share this post Link to post Share on other sites
chortles 263 Posted April 3, 2014 @ Raid: Considering that you're allowed to edit the BI-provided models, have you considered utilizing some of the knowledge from the Arma 3 sample tank to incorporate PhysX into the tank? Share this post Link to post Share on other sites
Raid 18 Posted April 3, 2014 @ Raid: Considering that you're allowed to edit the BI-provided models, have you considered utilizing some of the knowledge from the Arma 3 sample tank to incorporate PhysX into the tank? I'm not too sure how PhysX works. But as far as I'v seen it is incorporated in the config file but I'm not sure how that would go importing it. As for the sample tank, link?? I do wan't to address what they call the seesaw effect but it's to the fact that I am a beginner and pretty much have no idea what i'm doing and simply teaching myself as I go. So if you have any information jst add me on Steam: Raid and we will discuss any issues. <This goes for everyone, I'll update the first thread to say this as well. Share this post Link to post Share on other sites
Raid 18 Posted April 3, 2014 (edited) Question. Arma 2 or Arma 3 Weapons? Which means no Zeroing or Zeroing? Edited April 3, 2014 by Raid Share this post Link to post Share on other sites
R0adki11 3949 Posted April 3, 2014 If you need help with PhySX stuff, this tutorial will help: http://forums.bistudio.com/showthread.php?174301-Tank-porting-tutorial Share this post Link to post Share on other sites
Raid 18 Posted April 3, 2014 If you need help with PhySX stuff, this tutorial will help: http://forums.bistudio.com/showthread.php?174301-Tank-porting-tutorial Cheers for that mate. :) -Raid Share this post Link to post Share on other sites
Raid 18 Posted April 3, 2014 Updated the thread with a change log. Share this post Link to post Share on other sites
ice_age0815 37 Posted April 4, 2014 same here cant wait to have the M1A1 back are you gone port the M1A2 to aram 3 too Share this post Link to post Share on other sites
Raid 18 Posted April 4, 2014 (edited) same here cant wait to have the M1A1 back are you gone port the M1A2 to aram 3 too I might look into it after this is done. The code should be quite similar so it will depend if people wan't it or not. Edited April 4, 2014 by Raid Share this post Link to post Share on other sites
Damian90 697 Posted April 5, 2014 May I suggest something? Can you change gunner sight view placement. Vanilla ArmA2 have wrongly placed gunner sight view to the turret left side, where it should be on the right side. http://img23.imageshack.us/img23/4559/oa7m.jpg Image explains it better I suppose. :) Share this post Link to post Share on other sites
Raid 18 Posted April 5, 2014 May I suggest something?Can you change gunner sight view placement. Vanilla ArmA2 have wrongly placed gunner sight view to the turret left side, where it should be on the right side. http://img23.imageshack.us/img23/4559/oa7m.jpg Image explains it better I suppose. :) I am using Arma 3's Vanilla Sights so to do that it would be really hard. Share this post Link to post Share on other sites
Damian90 697 Posted April 5, 2014 AFAIK you just need to change view placement in the tank model itself, not sights model. Share this post Link to post Share on other sites
LykosMactire 298 Posted April 5, 2014 AFAIK you just need to change view placement in the tank model itself, not sights model. the spot where the "doghouse" is on the model is where it is IRL, so he just needs to set it there Share this post Link to post Share on other sites
deadpool2894 14 Posted April 7, 2014 Make sure the Abrams has has 4 seats (gunner, commander, loader, and Driver), but good job on the port. Share this post Link to post Share on other sites
Raid 18 Posted April 7, 2014 Make sure the Abrams has has 4 seats (gunner, commander, loader, and Driver), but good job on the port. Considering that Arma 3 and so forth use automated systems there really would be no point putting in a Loader seat. Share this post Link to post Share on other sites
LykosMactire 298 Posted April 8, 2014 Considering that Arma 3 and so forth use automated systems there really would be no point putting in a Loader seat. i think it still has a loader to make sure no jams happen Share this post Link to post Share on other sites
Raid 18 Posted April 8, 2014 i think it still has a loader to make sure no jams happen In the Arma 3 Environment Jams do not happen... Honestly the loader position (if I were to add one) would be a free ride that is it. The crew member in that slot wouldn't do anything. Hence Pointless in my opinion. Share this post Link to post Share on other sites
LykosMactire 298 Posted April 8, 2014 In the Arma 3 Environment Jams do not happen... Honestly the loader position (if I were to add one) would be a free ride that is it. The crew member in that slot wouldn't do anything. Hence Pointless in my opinion. well it was a free ride on A2 IMO, so why not include it, its spot is there so why not, the more guns the better Share this post Link to post Share on other sites
Raid 18 Posted April 8, 2014 (edited) well it was a free ride on A2 IMO, so why not include it, its spot is there so why not, the more guns the better I did not find the loader spot so that is why It's not in it. This is news to me. I'll boot up A2 later and see if there really is a loader spot. Edit: The M1A2 has a loader but the M1A1 does not. Edit2: I have done some research and it seems the Loader also does communications. Recent Changes V1.2 | Reverted back to A2 SABOT and HE rounds Barrel Effects E.g Smoke Particles are working for all guns Edited April 8, 2014 by Raid Share this post Link to post Share on other sites
galzohar 31 Posted April 8, 2014 Edit: The M1A2 has a loader but the M1A1 does not. This seems to be because in the M1A2 BIS gave the loader a protected "MG nest" style position, though I think an MG for the loader is realistically a possibility in any M1 tank. If there is no MG, though, I guess BIS decided there was no point in it. Also, in the BIS M1A2, he'd keep dying because he couldn't put his head in (later improved by ACE). Edit2: I have done some research and it seems the Loader also does communications. Yes, IRL the loader is usually tasked with handling the radio. Share this post Link to post Share on other sites
LykosMactire 298 Posted April 8, 2014 This seems to be because in the M1A2 BIS gave the loader a protected "MG nest" style position, though I think an MG for the loader is realistically a possibility in any M1 tank. If there is no MG, though, I guess BIS decided there was no point in it. Also, in the BIS M1A2, he'd keep dying because he couldn't put his head in (later improved by ACE).Yes, IRL the loader is usually tasked with handling the radio. the Loaders position is only on the M1A2 models by BI, i remember that because i failed to texture the M240 xD Share this post Link to post Share on other sites
Raid 18 Posted April 9, 2014 the Loaders position is only on the M1A2 models by BI, i remember that because i failed to texture the M240 xD Yes that would be because there are no hidden selections. You would have to replace the texture at the model level and not the config. Share this post Link to post Share on other sites