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SASMOD:

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After many requests on other sites for us to show some of our projects, we have decided to show some images of our early work.

These are still very much work in progress and are subject to substantial change but we thought it was about time we got some images out to the public.

The images are only basic renders in Maya I have just started learning how to use it, you will notice also that the images are reverse, and technical hitch after importing from O2.

Here are a few weapons we are planning on releasing.

G36 - very early O2 shot

WIP_G36.jpg

M82 - render, model donated to my UKSP project by Sniper_skull

WIP_M82.jpg

WIP_M82_1.jpg

WIP_M82_2.jpg

WIP_M82_3.jpg

L96 Model PM Sniper Rifle

WIP_L96.jpg

WIP_L96_2.jpg

WIP_L96_3.jpg

WIP_L96_4.jpg

CWS/KITE Night Sight

WIP_CWS.jpg

WIP_CWS_2.jpg

WIP_CWS_3.jpg

The next few sets of images are going to raise some eyebrows as to the feasibility of having the m in a Special Forces project so I will explain

FV432 APC

This is going to be a static model to be used on our planned Copehill Down FIBUA village. The real village has a FV432 with MG turret as a target on a Molotov cocktail target range; I also have a 432 model with MG turret that I will be using.

Please note this model is an old model that I was making when working at UKF, so there are still parts of it that I recognise as UKF property (GPMG and road wheels)

WIP_432.jpg

WIP_432_2.jpg

WIP_432_3.jpg

Cobra/Longline Light Strike Vehicle

This is a project that I have a very personal interest in, the LSV was never used in actual combat ops by the SAS, but was deployed and trailed in Gulf War 1. I have collected allot of info form many sources on this and although not an accurate portrayal of what today’s UKSF are using, I think this could add some fun factor to the MOD. UKSF currently have similar vehicles on trial to cope with the harsh terrain of Afghanistan and Iraq so, the project may not be as unrealistic as first thought.

This model is actually the second version, the first was too low poly and I personally thought that ArmA could cope with a higher poly model so I am completely remaking it.

WIP_LSV.jpg

WIP_LSV_1.jpg

WIP_LSV_2.jpg

WIP_LSV_3.jpg

Hope you like what I have been working on so far, now we have a professional modeller on the team I am hoping updates will not be as long in coming in future.

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technically the GPMG is the property of lowlands warrior mod, as thats who we got ours off if i recall correctly mate.

the L96 - Correct me if I'm wrong, but isn't the bolt on the wrong side?

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@ Jan. 17 2007,00:34)]...you will notice also that the images are reverse, a technical hitch after importing from O2.

yes mate, all the renders are the wrong way around, I is a noob maya user (noob as in 10-15 mins using it) smile_o.gif

thanks for the headsup on the GPMG, it wil lbe removed anyway for the static model.

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oh ffs, i missed that part of your post - sorry, its been a long day.

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otherwise its looking good mate, 432 looks really nice - hope you can get a decent recording of the engine for her, wouldnt be the same otherwise smile_o.gif

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aye mate. I chucked a big bag of nuts and bolts into my washer/dryer and put it on spin cycle - sounded just like one wink_o.gif

it is only going to be static model, so no sounds needed.

here is an image of the real one (in use) at Copehill Down

432 & molotov cocktail range

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how large were you planning on making the salisbury map? Just boscombe and the immediate area, or copehill as well?

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Havnt decide 100% yet how big it will be. I may even split the training area down the middle and release as two parts, East and west.

It would be great to get the whole area done on one map to scale with all the DZ`s, HLS`s, Impact areas, close target op areas etc.

Whichever way it goes, Copehill down will be accurately portrayed on it. Boscombe, do you mean Boscombe Down near amesbury?

size is something we are still discussing, DEMs and likewise are going to be the deciding factor on this one mate.

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yes i do mate - obviously its a fair whack away, but its the closest RAF base to the site, so I'd assume any major training with aircraft and the like would include that site? Could always fore go utter accuracy and move it a little closer.

Going to have the village of Imber in as well?

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No its not, the bolt handle and knob are though, you should really read ALL the thread mate wink_o.gif

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yes i do mate - obviously its a fair whack away, but its the closest RAF base to the site, so I'd assume any major training with aircraft and the like would include that site? Could always fore go utter accuracy and move it a little closer.

Going to have the village of Imber in as well?

With the Island I was making for VBS1 I made a small offshore island that had a military base and airfield on it, I could do the same for this too, that way realism is effected too much.

As for Imber, yes that is in my plans mate.

I came across a webiste ages ago with some nice refpics of the houses at imber village, without reading too much of the site itself I hit the `contact us` button and sent them a nice email about how I was a infantry soldier and that I had trained at Imber many many times and how much I would like to re-create the vilalge if she could send me sdome of her shots for reference.

I got a shocking email back, with a disturbing choice of words from a lady - she was absolutely livid!. I read more about the website and I realised it was one of those do-gooder sites in memory of those who gave up the village for the war effort. They were involved in heavy protesting against the Army using the village for training so my email didnt go down well with her at all whistle.gif

I dont know if you saw it but there was a program on last year about the village with some archive shots of the army using it from the 40`s upto present day. :

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lol, considering they residents were only moving out temporarily in the 40's, 60 years on i can kinda understand biggrin_o.gif

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Can we see some wireframes? I think you're wasting polies there man.

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Which one(s) do you want to see wire frames of mate?

Except one, those models were being built based on exisitng VBS1 model poly counts, so I wouldnt have thought they were going to be OK in ArmA.

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CWS is looking a bit high poly. But that's probably just me.

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16 sided (or from what i can gauge), with about 23 lengths, makes it roll in at around the 400 mark i suspect?

depends on the weapon it gets attached to of course...

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yeah, it currently stands at just under the 430 mark, most OFP sight I lookedat were around 350-400. I expected to have to go higher with the CWS due to its physical size, it is quite a bit larger than a normal scope so cutting the faces down on the tubular part made it look really blocky crazy_o.gif

I guess I will have too test and re-do if its that bad ingame.

My specs are around the minimum so I know if it works on my machine everyone else should be OK.

Thanks for the feedback wink_o.gif

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Looking good JB, will you be including any special features for the units, such as being able to "Place items" setting a small camp, ect, or will it just be models?

Nick thumbs-up.gif

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Good luck with this mod guys, i'd love to see a decent set of SAS units, weapons, vehicles etc smile_o.gif

notworthy.gifthumbs-up.gif

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Looking good JB, will you be including any special features for the units, such as being able to "Place items" setting a small camp, ect, or will it just be models?

Nick thumbs-up.gif

I will include everything I can that the engine allows and that doesnt effect the playability too much. I have had Tug on board since day one and once he gets his teeth into the scripting im sure he will be a fantastic assett to us.

We aslo recently took onboard a previous lead 3D modeller at MPC (Moving Picture Company) and is now currently Senior Modeller and Texture artist at Cinesite. He is working on his paid project with Cinesite obviously so he is a pretty busy guy but the quality of work he can produce is fantastic and will be great for our team. Having realistic and animated units with various clothing like smocks and such should be no problem with the skill he has in Maya.

@Jack-UK - thanks mate wink_o.gif

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@JB [sASMOD]

Are you working independently or are you sharing things like textures and weapon models with PUKF. As you obviously know, Messiah and the other PUKF guys made a superb L96 rifle pack and it would be a waste if two British mod teams made independent weapon and unit packs.

I like my addons to be consistent and therefore i would opt to use PUKF weapons with your SAS units because i wouldn't want two identical weapon packs in my addon folder. I also prefer it when the same countries soldier units look the same ie, uniform and webbing textures.

This may sound like i won't appreciate your hard work but i've never understood why two talented British mod teams don't just join forces. If i've missed something i appolagise but i just want British forces to be represented in ArmA even more than they were in flashpoint. Good luck with your projects though and i eagerly await there coming... thumbs-up.gif

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