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p1nga

Bushmaster PMV A3 [WIP]

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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.

Thanks for the update, seems like a lot of work :butbut: But keep up the good work man looking forward to when it's done :yay:

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A short and sweet post, probably do something bigger when i update the first post, but this will do for an alpha release......

5xmq9T0m.jpg

Alpha 0.1 - Dropbox Download

Includes optional 'XEH Adapter Addon' which is required for compatibility with ACE3.

...

There are a hand full of known bugs:

* Drivers Hands Not Attached To Steering Wheel in First Person View.

* Driver Invisible in External View

* Cargo-Turrets Turned In, Have External Sound Environment.

* Rear Cargo-Turrets Turned In Have Wrong Turn/Elev Limits (Turned Out is Fine).

* Vehicle Faction is wrong (No Icon Error In Mission Editor, i just plain forgot to change this).

* Most Animations need tweaking.

Credits to lots of people (Full list when i update the main thread):

LordJarhead for the awesome sounds.

Everyone at Australian Strategic Operations Regiment, for returning time and time again.

Bohemia for the sandbox.

AAW for inspiration.

Mikero for tools (and allowing me to feed his goats)

Edited by P1nGa
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Yes!!! thank you!!!! :yay: :yay: :yay: :yay: :yay:

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Wooooo so excited to finally see it in the flesh! Cheers P1nGa!

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Great work!

But for me there are two little things you should improve:

1. The vehicle is way too heavy. When I drive over an AT-mine and shot three rockets with a NLAW it should be destroyed. But in the moment only the wheels get destruction.

2. The textures are too clean. They should be a bit more dirty.

Besides that your Bushmaster is really nice.

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He'll get around to it when he can, he did say earlier He's only got the clean version for now, we will just to wait for the next release :)

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Thanks for the (low key) release P1nGa:)

Very nicely done, but it's an ugly bugger isn't it!

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Really nice work :)

I'm a bit curious tho, is it mean to resist few HEAT tank rounds?

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Really nice work :)

I'm a bit curious tho, is it mean to resist few HEAT tank rounds?

If you mean is the in game variant meant too? Then no it is not meant to, but it is a balancing act between the Fire Geometry and Armour values to get a vehicle that can survive the correct level of IED explosion without bursting into flames instantly.

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Guest

Release frontpaged on the Armaholic homepage.

==================================================

You are not registered on Armaholic, or at least not that we are aware of. Soon we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

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Just wondering - optional 'XEH Adapter Addon'

Why is it optional? Is it because otherwise the mod would depend on CBA and you want to minimize dependencies so that more people will likely use your mod?

Kind regards,

Sanchez

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New mod v0.1-alpha available at withSIX. Download now by clicking:

banner-420x120.png

Hey P1nGa , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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Exciting! Please not only a Dutch version to add, but unmarked and Indonesian as well?

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If you mean is the in game variant meant too? Then no it is not meant to, but it is a balancing act between the Fire Geometry and Armour values to get a vehicle that can survive the correct level of IED explosion without bursting into flames instantly.

you said in the above it's compatibility with ACE3,so is that means I have to put that files in the addons folder of the ACE3?

And what ACE3 functions does it support now?

PS:I've waiting this sexy thing for a long time since you post thisthread,really love it and really nice work,cheers!

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Just wondering - optional 'XEH Adapter Addon'

Why is it optional? Is it because otherwise the mod would depend on CBA and you want to minimize dependencies so that more people will likely use your mod?

Kind regards,

Sanchez

Yes it is so that the vehicle can be supplied as one package that will work with the Vanilla A3 or ACE3 enhanced game.

The vehicle has its own init event-handlers which do the work of randomizing the addon objects and unit/vehicle markings and these overwrite the CBA_XEH init event-handlers that are applied to the base class (CAR_F). If you run the vehicle addons without the optional XEH_Adapter everything will work fine, except you will not get any of the ACE3 interaction menu's while looking at or being inside the vehicle (Attach glow sticks, load captives, treat passengers).

You can put that file anywhere, but the most logical place would be in the addon folder with the rest of the Bushmaster_A3 pbo's.

Exciting! Please not only a Dutch version to add, but unmarked and Indonesian as well?

The markings are transparent overlays, so it is rather easy to customize using hiddenSelections. The labels are 'Camo4' or setObjectTexture[3,'mylabels_ca.paa'];

The end goal is to have variants for all countries which are currently operating or have purchased the vehicle, a flat green texture similar to the ones used by Thales at expo shows will also make it in at some point and so will a range of different levels of dirt and mud.

It was an oversight on my behalf to not include the template for the labels, i will put in in the 0.2 update.

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tested the beauty yesterday in our training session. we like it. nice details, and good use ability for low intensity conflict missions :-)

could please be so kind and include the template for the vehicle textrue also or provide it as seperate download?

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I've tested it for a while,so far so good,no other issues find so far.But i didn't get it what functions does the Wire Cutters have?I can't tell any different between deploy and un-deploy it except the Wire Cutters themselves would change the positions.

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I've tested it for a while,so far so good,no other issues find so far.But i didn't get it what functions does the Wire Cutters have?I can't tell any different between deploy and un-deploy it except the Wire Cutters themselves would change the positions.

 

The wire cutters are essentially a cosmetic function in A3.  When soldiers are turned out in the hatches, the wire cutters can be raised and locked in place and will cut any wires that are strung up across the vehicle path, hopefully to prevent them from becoming decapitated.

 

 

Wire cutters are installed on the roof on both sides of the vehicle to protect soldiers exposed above the roofline.

 

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Very nice work indeed, looking forward to using this in urban built up areas for our British SF raids.

 

Thanks for all your hard work, much appreciated

 

Feature request: Would it be possible please to add a Long Range radio for crew members into vehicle for TFAR. Thanks  :)

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Hi P1nga,

 

good job and a beautiful model.

Would be nice to have it in different camouflage schemes?!  

 

Keep it up.

 

Greetings

McLupo

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