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p1nga

Bushmaster PMV A3 [WIP]

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cool.

We can set show the Wood Axe, Shovel, ECM Jammers in Garage Arsenal or form Editor?

Yep, you can use the Virtual Garage to Show/Hide those sorts of things, in total at the moment there are 28 'Components' that can be selected from, some of those are linked to others though, so for instance if you select/show 'Ammobox 1' it will deselect/hide 'Jerrycan 1' because they both occupy the same space on the model, cannot show both at the same time.

You can do the same using the editor, with the usual code 'MyVehicle animate ['show_ecm',1];

I haven't looked to much into how much a change to VhC will affect any of this, but i do plan to setup the vehicle to use it instead of the randomization scripts i have now.



640x269.resizedimage

Edited by P1nGa

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Can't wait to drive it,i've eage to use it since the first time i play ARMA.

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Here are some pictures from the first multiplayer coop test, a few issues, most were known about beforehand and should not be to hard to fix.

[table=width: 60%, align: center]

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[td]http://i.imgur.com/XmIXXA7m.jpg[/td]

[td]http://i.imgur.com/4JrJ780m.jpg[/td]

[td]http://i.imgur.com/ZE30zajm.jpg[/td]

[td]http://i.imgur.com/EiKWIqxm.jpg[/td]

[td]http://i.imgur.com/GS9vF6Hm.jpg[/td]

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[td]http://i.imgur.com/VoQDfsLm.jpg[/td]

[td]http://i.imgur.com/QRCNmJMm.jpg[/td]

[td]http://i.imgur.com/bLnknvxm.jpg[/td]

[td]http://i.imgur.com/XuHyWqKm.jpg[/td]

[td]http://i.imgur.com/9JrYfKUm.jpg[/td]

[/tr]

[/table]

Amazing. Fucking amazin. I need this!!!!

---------- Post added at 12:39 ---------- Previous post was at 12:37 ----------

will this have its own driving configuration? i mean.. the speed, steering, brakes..

or you are gonna use one of the existing one, for example, copying the strider config.

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Amazing. Fucking amazin. I need this!!!!

will this have its own driving configuration? i mean.. the speed, steering, brakes..

or you are gonna use one of the existing one, for example, copying the strider config.

It will have custom PhysX and Engine Sounds, but I'm not doing that myself, it will be outsourced to a couple of people who know a lot more about those subjects than i do, and can do much better jobs.

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From the looks of it the Bushmaster cannot be equipped with a 40mm grenade launcher? Or am I wrong.

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From the looks of it the Bushmaster cannot be equipped with a 40mm grenade launcher? Or am I wrong.

Do you refer to the real life Bushmaster or this ARMA 3 vehicle?

The real life vehicle is most commonly now mounted with M2 Heavy Machine Guns (12.7mm / .50) but the EOS-R400Mk2 (Remote Weapon Mount) can support a range of weapons, including automatic grenade launchers, i have yet to see an example in use however.

I have even seen a demonstration variant armed with a M242 Bushmaster Chain Gun, not sure of the practicality in mounting such a heavy weapon and recoil onto the roof, I'm sure a lot of strengthening would of had to be done to achieve it.....

As for how this translate into ARMA 3, i do not plan on having a variant with mounted Automatic Grenade Launcher. (at the moment)

Edited by P1nGa

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Really looking forward to this! Keep up the great work!

Hey,I just remember that your old avatar is a Bushmaster,right?I think I've seen a Bushmaster avatar in your Kunduz thread,am I right,lol?

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Do you refer to the real life Bushmaster or this ARMA 3 vehicle?

The real life vehicle is most commonly now mounted with M2 Heavy Machine Guns (12.7mm / .50) but the EOS-R400Mk2 (Remote Weapon Mount) can support a range of weapons, including automatic grenade launchers, i have yet to see an example in use however.

I have even seen a demonstration variant armed with a M242 Bushmaster Chain Gun, not sure of the practicality in mounting such a heavy weapon and recoil onto the roof, I'm sure a lot of strengthening would of had to be done to achieve it.....

As for how this translate into ARMA 3, i do not plan on having a variant with mounted Automatic Grenade Launcher. (at the moment)

Yes I assumed you where going for the real life representation of the vehicle. now a Chain Gun May work, Considering the French mounted one to the side of a helicopter with success. And the Bushmaster PMV Is a heavy tactical vehicle in comparison to... lets say a humvee. But I would say to fit into arma 3 a grenade launcher would be nice, but you are the Bushmaster [ Get it ;)]

I believe this is a 20mm Giat. Could be wrong.

http://www.staero.aero/images/service/80000009_s1.jpg (104 kB)

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Hey,I just remember that your old avatar is a Bushmaster,right?I think I've seen a Bushmaster avatar in your Kunduz thread,am I right,lol?

Yep that's right :P Love the bushmaster.

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Decision time, and it is a tough one. I made an assumption that completely disregarded something i know about the current ARMA engine, but for some reason overlooked until now.

To achieve the level of detail i believe i have on this vehicle i use proxies a fair bit, mostly this is ok, things like shoves, axes, ammo-boxes, chains, ECM jammers are all things that essentially don't need to change textures. I did however also move a couple of overlapping side pieces into proxies (the side mounted winch, and cover) the two of which are mutually exclusive so only one can be shown at a time

Now to make the vehicle retextureable i would need to move those pieces back into the core model so you can access them as a NamedSelection. I have experimented and come the the conclusion that i can move them back into the core model providing that i scrap the rear pintle mounts ( which are not shown on FFV variants anyway because it blocks your view when turned out)......this means though that there will not be variants with rear mounted machine guns, which is probably not that big of a deal now we have FFV ability.

So Customizable Textures vs Mounted Rear Machine Guns, i think that Customization wins out, and never say never to somehow supporting both, the battle goes on.

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Decision time, and it is a tough one. I made an assumption that completely disregarded something i know about the current ARMA engine, but for some reason overlooked until now.

To achieve the level of detail i believe i have on this vehicle i use proxies a fair bit, mostly this is ok, things like shoves, axes, ammo-boxes, chains, ECM jammers are all things that essentially don't need to change textures. I did however also move a couple of overlapping side pieces into proxies (the side mounted winch, and cover) the two of which are mutually exclusive so only one can be shown at a time

Now to make the vehicle retextureable i would need to move those pieces back into the core model so you can access them as a NamedSelection. I have experimented and come the the conclusion that i can move them back into the core model providing that i scrap the rear pintle mounts ( which are not shown on FFV variants anyway because it blocks your view when turned out)......this means though that there will not be variants with rear mounted machine guns, which is probably not that big of a deal now we have FFV ability.

So Customizable Textures vs Mounted Rear Machine Guns, i think that Customization wins out, and never say never to somehow supporting both, the battle goes on.

So now that mean the if we want to have the FFV ability,it would be not possible to have the rear mounted machine guns?If so,maybe in the future we can have two different version,one with FFV but without rear mounted MGs,and one without FFV but have rear mounted MGs?

PS.I've ask Raid in the new ADF-Uncnt thread,but I wanna also ask you here.I remember when 0.42 released the old thread said the Bushmaster was a future plan of 0.5,so now would this Bushmaster mod be a part of ADF-Uncnt in the future?

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It is complicated in my head :s

It is not related to FFV, it is related to the maximum limits enforced by the engine and DirectX, having machine gun mounts on the rear has pushed the vehicle over the limit and the engine cannot render it at all. It seems i can work it so some variants have rear mounted machine guns, the remote weapons stations allow

For the time being the Bushmaster is standalone, lots of request for it to be included in many different things. My official stance at the moment is for it to remain standalone. Once a final version is released (not alpha, not beta) i will most probably reconsider and release the entire thing under a Create Commons license, so long as improvements and changes are supplied back to a core version so everyone can benefit and that sort of thing.

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Just seen the WIP report on armaholic and it looks great! Cannot wait to get my hands on it and try it out. :)

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Any news? can't contain my hype for this mod.

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Real life Bushmaster inspiration:
(Brisbane)

Yeah they are pretty cool.

I now have the 'ok' to release the vehicle with JSRS sounds included.

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The Bushmaster looks great, cant wait to try this out.

Well done guys.

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just saw the video of it on armaholic thing looks awesome Pinga great work as usual! can't wait for it to be released it'll complete any Aussie Milsim groups arsenal *Heavy Breathing*

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Hello I was wondering how the project is coming along? Haven't had an update in a while so figured I would ask.

Thanks!!

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Hello I was wondering how the project is coming along? Haven't had an update in a while so figured I would ask.

Thanks!!

Had performance issues, but turns out they were a result of the number of objects in a certain terrain.

Sadly I have just not had the time to touch it for the last 3 weeks or so, but in the next week or two i should have the time to get back to work on it.

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Hey there, just want to see how the project is gcoming along have seen anything for awhile :)

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Hey there, just want to see how the project is gcoming along have seen anything for awhile :)

The life of a contract 3d modeller i guess......was working on it almost full time, then got some work that was required in a rapid time frame, so was doing that every day of the week, and instead of working on this i was working on Specialist Military Arms stuff over the weekends when i had time. Spent the last 3 days completely redoing the Bushmaster files, not from scratch but changing how the FFV worked (no more switching seats script proper cargo-turrets with turn in/out option), better rvmat material properties, added extra details to textures using Substance Painter (texture is still pretty much the clean variant though, no heavy/dust/dirt yet.

There are a couple of new issues, which have come about as a result of the config changes required to make the cargo-turrets able to turn in/out, the driver is invisible in the external view of the vehicle (http://feedback.arma3.com/view.php?id=24699), the drivers hands do not follow the steering wheel (they do actually move but only in the external view, which the driver is invisible in.....figure that one out) and the sound occlusion is wrong for cargo-turrets when turned in (the driver and normal cargo have internal sounds, while the cargo-turret seats have the external sounds regardless of in/out position.

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