Jump to content
Sign in to follow this  
Raid

M1A1 Coming to A3 [WIP/Suggestion]

Recommended Posts

W3Z6gmP.jpg

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

APL.png

Edited by Raid

Share this post


Link to post
Share on other sites

Well done mate, looking forward to seeing these in action.

Share this post


Link to post
Share on other sites

@ 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: 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

Question. Arma 2 or Arma 3 Weapons? Which means no Zeroing or Zeroing?

Edited by Raid

Share this post


Link to post
Share on other sites

Updated the thread with a change log.

Share this post


Link to post
Share on other sites
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 by Raid

Share this post


Link to post
Share on other sites

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
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

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
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

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
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
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
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
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
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 by Raid

Share this post


Link to post
Share on other sites

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
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
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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×