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thedog88

Operation Trebuchet - Total conversion mod for Arma 3

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@Devs. So I was playing around with the camera on reach and I was able to have my camera at the the right spot to spot the troopers spawn with a arms out T stance. Not really T, more of a upside down V. But Close to T. I wasn't able to get any for I had to go to work. But would pictures of that nature help in anyway?

---------- Post added at 13:51 ---------- Previous post was at 12:16 ----------

Once the frigate gets finished and if the albatross gets is ever done. My dream of doing a drop like this will become a reality

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Yes T-pose pics would help us get a more complete reference of the entire uniform. Also, Starship Troopers is such a brilliant movie, that's a mod we really need. (one mod at a time tho)

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Yes T-pose pics would help us get a more complete reference of the entire uniform. Also, Starship Troopers is such a brilliant movie, that's a mod we really need. (one mod at a time tho)

But we can do it, with Albatrosses and Marines. Remember, Halo took a lot from starship troopers and Aliens

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Snip

It's a shame one drawback of posting on a moderated message board is that you can't out right tell someone to fuck off or you'd get in trouble for "flaming".

Yes T-pose pics would help us get a more complete reference of the entire uniform. Also, Starship Troopers is such a brilliant movie, that's a mod we really need. (one mod at a time tho)

Definitely. I'd personally prefer the novel troopers over the movie ones, though. Powered armor FTW.

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Oh starship troopers, I remember that movie, would love to kill those bugs in arma 3 :)

http://www.armedassault.info/index.php?cat=addons&id=657

I just thought about something, what if blood gulch was added to the big terrain you are going to make?

http://www.reddit.com/r/OperationTrebuchet/comments/321a8i/blood_gulch_in_arma_3/

Edited by nightovizard

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Yes T-pose pics would help us get a more complete reference of the entire uniform. Also, Starship Troopers is such a brilliant movie, that's a mod we really need. (one mod at a time tho)

I'm more and more convinced each day that the new mod spacenavy99 is working on is a Starship Troopers one... ;D

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I'm more and more convinced each day that the new mod spacenavy99 is working on is a Starship Troopers one... ;D

Well if he can modify the AI so that the only thing they can do is stand and fire full auto, we'd be able to recreate the scenes from the movies. Getting the bugs to work on the other hand, that would be the challenge.

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It was worth an effort to ask. Again, if I could edit the uniforms myself I would do so. However with binarizing around and stuff, I simply cannot edit anything unless its a source material. With is why Im asking you guys to divert attention, cause what else I can do? Well, at the new IOTV vests fit.

Anyway, I was thinking about the Pelican and Falcon. Right now the Pelican is just better craft; faster, pretty decent manoeuvrability, good armor. What does Falcon have against that? I guess you could make it more "stealthy", less noise, harder to ID for AI, also onboard guns.

Also, Starship Troopers is such a brilliant movie

LOL, it was pretty much opposite of books. Starship Troopers from the original novels, now that would be interesting stuff.

BTW: Starship Troopers vs UNSC, now that would be fun. This kind of stuff is what I love about Arma modding.

Edited by Taro8

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Too much reflection IMHO, maybe its still WIP though. Look great anyway.

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Believe it or not, things in real life are reflective. It uses the same settings as the Pelican, though. Its the difference between being in direct light and being in indirect light.

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Awesome! can't wait to see it with other color textures and with side mounted machineguns :)

I suppose there is only going to be a version with both the forward mounted weapon and the side machineguns right? More variants that delete the forward mounted gun or the side machineguns are unnecessary IMO. Also is there any reason for it to have missiles? In the last version it had missiles which is quite strange, not sure if you're planning to add a version with missiles under the wings or if it just was for testing.

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Yeah, it just looks a bit off to me, I just dont see normal map under that reflection. Maybe its just that screenshot though. You are talking about RVMAT settings? There are also specularity maps. For example Marine BDU's had a slight glint to their uniform that made it look like they are wearing plastic suits, I did change that one to make uniforms look a bit more natural (at least to me).

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Believe it or not, things in real life are reflective. It uses the same settings as the Pelican, though. Its the difference between being in direct light and being in indirect light.

The Falcons in the Halo games don't reflect bright white light off their surfaces even when exposed to direct sunlight, though. From what I can gather, it sort of has a matte paint job. As it stands currently, it looks like it has a glossy finish.

I guess take reference from the vanilla helicopters and their reflective surfaces, just seems a bit too much currently.

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The Falcons in the Halo games don't reflect bright white light off their surfaces even when exposed to direct sunlight, though. From what I can gather, it sort of has a matte paint job. As it stands currently, it looks like it has a glossy finish.

I guess take reference from the vanilla helicopters and their reflective surfaces, just seems a bit too much currently.

Glossiness and reflectance are two different things. The falcon in reach does reflect quite a bit of light, just play on the spire or boneyard when it's not overcast. The rvmats are set up correctly, if you have an issue with the specular reflectance then that's a texture problem in which case I cannot change. I can tell you right now though that the arma engine does lighting weird because the specular map isn't even 50% and it's really bright. I just took the screen shot in direct light.

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I see the same thing...and same link

Fixed. sorry ^-^

---------- Post added at 02:08 ---------- Previous post was at 01:58 ----------

Yes T-pose pics would help us get a more complete reference of the entire uniform. Also, Starship Troopers is such a brilliant movie, that's a mod we really need. (one mod at a time tho)

I was mistaken about the T-Pose, but this should still help a lot

http://imgur.com/a/kNWoa

So really looking at it, It really Looks like the Sleeve is an attachment that can be taken off, So the bulky looking shoulders are part of the fatigues. If you go through that link vigorously, you'll see what I'm talking about, but the Fatigues are a 2 part Uniform, With a top and Bottom.

Sleeves

http://i.imgur.com/FYejcff.jpg

No Sleeves

http://i.imgur.com/Itfqblh.png

The split between top and bottom

http://i.imgur.com/q3hkxsG.jpg

http://i.imgur.com/yWMOKrN.jpg

http://i.imgur.com/bkgcj9R.png

http://i.imgur.com/DYDNQN7.png

Also with the marines on the pillar of Autumn, if you look really closely, use a Very dark UCP camo pattern

http://i.imgur.com/cMOXV1S.png

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Glossiness and reflectance are two different things. The falcon in reach does reflect quite a bit of light, just play on the spire or boneyard when it's not overcast. The rvmats are set up correctly, if you have an issue with the specular reflectance then that's a texture problem in which case I cannot change. I can tell you right now though that the arma engine does lighting weird because the specular map isn't even 50% and it's really bright. I just took the screen shot in direct light.

I did look at it, it just seems a bit shiny now is all. I imagine most of it has to do with ArmA's engine and working with textures, but then again I haven't seen the Falcon in-game myself in ArmA so maybe it was just the photo as you said (it being in direct light).

To be perfectly honest, I'm not sure it's really crucial at this point in time, but someone brought it up and I thought I'd comment. I'd just rather see the Falcon in working order regardless of it's appearance.

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If you look at the pics Theronnett just posted, the UNSC armor in direct light is brighter. Arma just had one light source, the sun, which is why things tend to look more interesting overcast.

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If you look at the pics Theronnett just posted, the UNSC armor in direct light is brighter. Arma just had one light source, the sun, which is why things tend to look more interesting overcast.

Compare these:

http://cloud-4.steamusercontent.com/ugc/540771566024271669/9DE0A96F86B5CB3D6B69A30ADB02AB8110084838/

http://arma3.cc/forum/uploads/gallery/album_3/gallery_8_3_111111.jpg

I haven't seen the Falcon fully in-game yet, but from that screenshot surely you see what I'm saying. Even in ArmA's lighting the Ghost Hawk's surface materials look realistic, and the Falcon kinda looks like a wet clay surface (in that screenshot).

Just a critique though, not trying to bust anyone's balls. And again, I'd consider this low priority. Hell if I could have every planned asset in blank white untextured glory first I would lol

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So if your going to base camo colors and patterns off reach, I just finished taking photos for the Long night at Solace level.

For Woodland. Long Night of Solace has 2, possibly 3, woodland color schemes.

For Desert. Tip of the Spear has 4 color schemes. 1 of them being a medic only one

Neither of the Woodland or desert medics wear All white armor. Just their Helmets

Won't be able to get the new batch of photos up today

Compare these:

http://cloud-4.steamusercontent.com/ugc/540771566024271669/9DE0A96F86B5CB3D6B69A30ADB02AB8110084838/

http://arma3.cc/forum/uploads/gallery/album_3/gallery_8_3_111111.jpg

I haven't seen the Falcon fully in-game yet, but from that screenshot surely you see what I'm saying. Even in ArmA's lighting the Ghost Hawk's surface materials look realistic, and the Falcon kinda looks like a wet clay surface (in that screenshot).

Just a critique though, not trying to bust anyone's balls. And again, I'd consider this low priority. Hell if I could have every planned asset in blank white untextured glory first I would lol

Well the Falcon is still a WIP, they still have to fully texture it.

Halo: Reach

http://i.imgur.com/1L3MaiL.jpg

http://i.imgur.com/cZnGzEW.jpg

Arma 3

http://cloud-4.steamusercontent.com/ugc/540771566024271669/9DE0A96F86B5CB3D6B69A30ADB02AB8110084838/

as you can see that it is still bare bones and isn't finished, the Pelican had the same thing going for it for TEI, but once the texture artist got onto it, it started looking amazing

Edited by Theronnett

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Won't be able to get the new batch of photos up today

Leave no ass unphotographed :p. Seriously though, good work on those screenshots, stuff like that helps a lot.

As for Falcon, its still WIP, we will wait and see.

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Well the Falcon is still a WIP, they still have to fully texture it.

as you can see that it is still bare bones and isn't finished, the Pelican had the same thing going for it for TEI, but once the texture artist got onto it, it started looking amazing

Leave no ass unphotographed :p. Seriously though, good work on those screenshots, stuff like that helps a lot.

As for Falcon, its still WIP, we will wait and see.

And I had already said quite a few times that I understand it's an unfinished asset, however one of the developers said it's supposed to look that way. That's why it was discussed so extensively. The point has gotten across, though, whether they change it or leave it be really doesn't matter, since having a Falcon in ArmA is already amazing in itself. I feel like micro-refinements of aesthetics should be worked on at the end of the mod so the devs don't drive themselves nuts.

As for the BDUs, how would something like that be handled? Would we have UNSC Army (woodland) UNSC Army (desert) UNSC Army (urban) UNSC Army (woodland 2) UNSC Army (desert 2) and so on? Or would the uniforms be mixed and matched for each type? Like UNSC Army (woodland) units might have a couple different camos amongst the units? The latter might be an interesting system.

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As for the BDUs, how would something like that be handled? Would we have UNSC Army (woodland) UNSC Army (desert) UNSC Army (urban) UNSC Army (woodland 2) UNSC Army (desert 2) and so on? Or would the uniforms be mixed and matched for each type? Like UNSC Army (woodland) units might have a couple different camos amongst the units? The latter might be an interesting system.

That's how the army does it in reacH. All mixed matched. Check my albums I been posting. The desert troopers in the Tip of the Spear level has the greatest example. They were rocking 4 uniforms(not counting the guys that spawn in the Falcons or warthogs)

Edited by Theronnett

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Unfortunately AFAIK you can have only one uniform for a soldier type defined in config (ie. "B_support_MG_F" and so on). Some scripting witchery may be used though. However you can have multiple soldiers defined and then having them mixed up in actual groups.

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