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So figured i'd do a 4k render anyway, so I could get a grasp of what a basic crate outside would look like, ignore the door , its a bit overscaled for its use. After all, its just a fun crate.

But none the less a good texture test for me to see how stuff works together, and getting my bearings in substance painter slowly but surely.

"Higher Resolution:4K"

uEo5ECY.jpg

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Great looking barber shop. Just a quick question. If it wasn't too much effort, would it be possible for you to do a version of the crates with a battleship grey texture on the exterior?

I have been playing around lately with the 29th MEU LPD as a base of operations and have been using normal containers to create the same things you are. I reckon your crates would be perfectly suited to be added to the decks of the LPD and possibly the LHD or Nimitz to create a sea borne FOB.

What do you think ofvthe concept?

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Oh they will actually come in a handfull of different colors as standard, the one shown is not actually a "color" that will be used so to speak. More so a placeholder for the "texture" beneath.

Olive Drab Green, Coyote Tan, Grey and Black are the standard once, I might do a white version as well.

Also im sure that would work pretty well, they are rugged enough to be used in such a position after all.. would just need some good tie downs and you should be good to go, carrier or otherwise. :cool:

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A barber shop? I won't be doing ANY playing....great. :P

This is looking beyond amazing. One of my most anticipated projects out there right now, it even trumps ACE3....say what? Anyway, I'm guessing everything will be modular, and can be placed pretty much anywhere. Will most of these assets have a "open" or "close" type of setting. I.E - We setup the barber shop, but we need to move, can we close shop then move that? Or will it be solely tied to one spot. If you get my drift?

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So, everything will indeed be modular. Every crate is a standalone asset on its own, and I will be trying to get logical functionality on everything.

To break it down some, each asset will have its animations. Those will be from basic close and open the door to more complex stuff depending on what the asset requires.

I am going for 100% immersion on these assets after all.

What I want to have done is everything setup so that a vanilla game asset can move them after you have closed them up.

I do belive I might have to do some assets as two versions, in particular the 3x container once, unless I can find a way to make them open up in a logical way without glitching them out so to speak, as some inside objects would then obviously clip heavily.

Basically each asset will have its own trailer that goes with it, as in a flatbed trailer that you will be able to connect to an arma 3 vanilla asset, such as a an HEMTT with the included trailer.

With a bit of luck I can get around to get some help with figuring out the rope "fix" or whatever you want to call it for making trailers towable.

Other than that, you should be able to get an asset from position A, trough some kind of interaction, menu or otherwise, be able to hook that up to a flatbed trailer, and then on to a device that transports that again, and then you are off to position B.

What I dont want under any circumstances is where you would have to go in to Zeus or what ever and delete an asset to grab another asset. That would ruin the whole point I think.

Some assets will also be able to be carried by air by transport helicopters, but that will be only the lightest of assets for obvious reasons..

Part of the immersion, at least for us at 51SB, is to have a rather large logistical chain going on when these things go live, and that our operations reflect the need to transport these things in to deployments for setting up a base to operate out of.

Also, more or less every asset will have its special kind of interaction. For example the Drone crate I want to setup as dual UAV Terminals, so that they can connect to other stuff while in the crate. Part of that would also be to have the actual operators sit.

Something so simple, yet so freaking important. It drives me insane seeing guys interacting with stuff like UAVs looking at their feet for 2 hours straight.

Also, stuff like the upcoming fortification crate. I want to make it possible to "make" fortification assets out of that, so that they dont just appear out of thin air. You would have to go to it, wait for x time and you would have your asset and then move that to the position it needs to be.

A comma rose system for these kinda things would be amazing, but I would need to look further in to that. I learn fast, but I am still at the end of the day just one guy on this with good tech support from our great Burnes if I ever need to get some facts quick.

Hope that answers the question properly.. :)

Edited by AFDS

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Everything sounds to be coming along well.

Was thinking about the airfield side of operations. I don't want to load you up with too many ideas, but I was wondering if your fire-fighting UGV chassis could be converted into a refuel/re-arm/repair asset that could be used to repair/re-arm and refuel aircraft on the helipad at a FOB or be remotely driven out into the field to repair a damaged asset, refuel and/or rearm units?

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I hope you get all those planned features to work in game AFDS. Looks really cool.

A small request, could you add some Constantine wire like the ones we had in arma 2? It would be nice for extra base defence and checkpoints.

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The UGV in its current setup could easily be changed to do the other tasks as well, repair,refuel and re-arm.

I'll have to look into that, it's just a quick redo to make those other versions workable as far as the model look.

Constantine wire is on the roster so to speak. :)

Edited by AFDS

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Made a spreadsheet in my best OCD Fashion to give people an overview of progress.

A bit easier for people to get an overview of what is going on there than for me to update each asset manually each time..

Feel free to leave comments there for stuff wanted as well as here.

Is updated whenever there is any update worth noting.

Google Spreadsheet. Report of Progress

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Would it be possible to make a temporary runway that can be constructed at whatever speed it would take to allow for better MOBs and mission maker freedoms?

http://www.signatureaviationmatting.com/temporary-runways-and-modular-aircraft-landing-mats.php

http://www.army-technology.com/contractors/air_support/faun-trackway/

Hope these links can help. Though I see it as extremely hard you seem like a guy who knows what and how to do it.

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In theory at least that is very simple from a modeling aspect, but knowing arma physics im not quite sure how it will work when you start introducing planes to land on it..

But I can defenatly give it a whirl and see internally first to see if its possible without things blowing up or otherwise flipping a trillion times in a split second.

The whole modeling of it could be done in sections with possibly some attachto work to make them air tight in the seams more or less so you wont have any issues when going form one model to the next.. at least in theory again.

I'll have to look it up. But im sure it can be done. And if it can be done without having to rewrite the config wikipedia to make it work, i'll have it part of the package as modular assets.

Something like:

Main Runway Section 1-8

Taxiway Section 1-8

Taxiway Bend 1-8 etc etc.

That would make mission makers be able to pierce together a complete airfield pretty quickly for their needs. Obviously you dont need as long a runway for a fighter jet as you would a c130.

Also, can do some helicopter pads as well in different sizes, because why not. :cool:

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@AFDS

Love the idea of the spreadsheet. A great way to keep us all informed of your progress. I think I better put a link in my favourites for that one. Anxiously awaiting your next product preview.:)

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That would make mission makers be able to pierce together a complete airfield pretty quickly for their needs. Obviously you dont need as long a runway for a fighter jet as you would a c130.

Also, can do some helicopter pads as well in different sizes, because why not. :cool:

With your line of products I doubt it'll be limited to just mission makers. I suspect we'll start seeing them in terrains within six months. :D

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So now that finally feel about half human again, it is time to get cracking on some modeling.

I kinda wanted to re purpose my barracks container for some other projects, and the first one was the Military Police Office.

Makes total sense to use a 3 room layout for that, and the postal office will also use the same internal layout.

Untill next time.. Enjoy. :)

"Link to Higher Resolution"

yxXLzFK.jpg

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Here, have some render porn of the old assets in full glory.

Fuel Highres (1029 kB)

oyQMSTe.jpg

Barracks Highres (1048 kB)

7nPgw2b.jpg

Kitchen Highres (1372 kB)

gNK613P.jpg

Surgeon Highres (1307 kB)

p86f8iN.jpg

Ammo Highres (1273 kB)

LTmvCYg.jpg

Repair Highres (1100 kB)

WaIqK5l.jpg

Watchtower Higher (877 kB)

PPUrxx9.jpg

Edited by AFDS

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It's sunday and the morning started with google and the search words "Morgue Slabs".

Bound to be a great day. :yay:

We have also reached 10K views which is just bonkers.

Thank you all for continued amazing support and interest in the project.

Really makes it extra fun to work on all the hours it takes. :o

So based upon the barracks crate, I love the 3 room setup for these kinda crates as its so space efficient.

Probably by far the lovest poly crates, but thats a good thing. Not everything has to be 30k capped after all.

Just means you can have more of other stuff and still remain these without much of an impact at all. :)

Nothing to fancy detail wise, but then again.. Postal offices and Morgues are not exactly made to be high end designer friendly. :o

Postal Office

Even though you might not have a honey at home..

Surely your mom sends you some homemade cookies now and then.

Because of this, our modular 3 room layout is perfect for shipments.

"Postal Office Highres Link"

uAa3BmV.jpg

Morgue

Morbid, but very much needed in the modern combat zone.

Where our brave fallen soliders rest untill they can once again return home.

May they forever be watched over.

"Morgue Highres Link"

XQenblM.jpg

Edited by AFDS
Fixing some typos

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@AFDS, new crates are looking good. The morgue crate looks like it could be a bit tight to manoeuvre a morgue trolley around in to lay our fallen comrades to rest. Only guessing, but I think the drawers of the fridges would almost touch the walls on the opposite side when they are opened to place a body on them. What do you think?

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@Wansec:

That is correct, it is a tight squeeze, sadly the downside of the compact designs, most likely for release the middle section will be shrinked a bit so you have full length.

How I see it would work is to have the girder in to the first room and then transfer your bodybag from there into a cooler. That would be pretty easy.

Not quite ideal, but then again, the downside of compactness.

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@AFDS

That sounds like a solution, and as you say, compactness is what you are aiming for.

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Just to give it a notable mention as well since it was asked on our internal forums:

The morgue will have a plaque on the wall to honor the fallen, regardless of nationality.

It might be a game but we still respect and love our fallen brothers in arms after all. :)

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So going back to a bit more complex crates, first out being the Medical storage and Lab combination.

For anyone using AGM/CSE...soon to be ACE3 I suppose, will need someplace to store their FOB medical supplies.

The fact of the matter is that blood cant be taken in the field. It wont be useable more than 30 minutes after it leaves a freezer.

So, for that matter, we have the crate to complement such issues, at least from an immersion standpoint as blood ingame dont have such an "effect".

Untill next time.. Enjoy :cool:

Medical Storage and Lab

In the field you require certain medical items.

These items are volatile in the fact they need cooling and safe storage.

That's where the storage and lab combination comes in.

We will hold your blood and other substances perfect untill they are needed.

The Lab will be able to analyze and maintain stocks in perfect operating order.

"Link to Medical Storage Highres" (925 kB)

4jLnw5D.jpg

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