max power 21 Posted July 18, 2009 I like your work a lot, Col. Faulkner. Have you experimented with normal maps and your barrel shrowds on the smg? I think a deftly done normal map could lend the illusion of thickness. You would have to make it have an inner surface, though, so you don't see through the back faces on the other side. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted July 18, 2009 I like your work a lot, Col. Faulkner.Have you experimented with normal maps and your barrel shrowds on the smg? I think a deftly done normal map could lend the illusion of thickness. You would have to make it have an inner surface, though, so you don't see through the back faces on the other side. There is a normal map on it. That's what generates the highlights around the "holes". The barrel jacket is just a plain cylinder in the model. The normal maps are made by running monochrome drawings through the Photoshop plug in. I don't have the tools to make them any more sophisticated than that. Or do you mean I should use a normal map as well as transparent textures? I always get a horrible jagged white line around the holes whenever I try to make the holes transparent. I'm not sure what causes it. Maybe because the transparent areas are too small on the texture? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 18, 2009 I always get a horrible jagged white line around the holes whenever I try to make the holes transparent. I'm not sure what causes it. Maybe because the transparent areas are too small on the texture? Are you saving your alpha texture with the _ca or _co prefix? Saving the alpha texture as _ca.paa in Texview rather than _co.paa gives better results as _co only creates alpha channels that are either 100% opaque or 100% transparent. The intermediate greys that give the holes roundness will be discarded and made either completely opaque or transparent which gives the pixelated appearence on round edges. _ca will have softer edges because grey pixels produce intermediate translucencies, so the roundness remains. You'll get some aliasing at the edge of the texture regardless due to .paa compression but it's not as bad as with the _co rendering. Anyway; you've done a great job on these mate. They've come a long way. Share this post Link to post Share on other sites
Stewy 1 Posted July 18, 2009 Incredible stuff as always Colonel! Am a massive fan! Share this post Link to post Share on other sites
Col. Faulkner 0 Posted July 19, 2009 [...]Saving the alpha texture as _ca.paa in Texview rather than _co.paa gives better results [...] Ok, thanks for that info. I'll do some more experimenting. Share this post Link to post Share on other sites
max power 21 Posted July 19, 2009 There is a normal map on it. That's what generates the highlights around the "holes". The barrel jacket is just a plain cylinder in the model. The normal maps are made by running monochrome drawings through the Photoshop plug in. I don't have the tools to make them any more sophisticated than that. That's the only method I know of of generating normal maps without actually modelling a barrel shrowd and transfering normals from one model to another. Or do you mean I should use a normal map as well as transparent textures? I always get a horrible jagged white line around the holes whenever I try to make the holes transparent. I'm not sure what causes it. Maybe because the transparent areas are too small on the texture? It's possible. Upsampling generally does bad things to your texture, but the highlights and stuff appear to be pretty smooth so I am hoping that with the .ca filename extension it will give you better results. You want a slightly aliased edge on the alpha channel to reduce the blockiness, but not a feathery transition. It should be fairly bold. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted August 9, 2009 I tried, but so far couldn't manage to make the SMG barrel look any better. Either the transitions are still far too noticeable or the effect just doesn't look like a thick pierced steel tube at all. At least it's still a good ArmA representation of the real SMG in the sight picture, sounds and kick. Some of the 1980s-era Spearhead stuff is now almost finished. I long ago had to readjust my expectations about quality but it still looks OK enough to play an ArmA-style wargame with. Certainly not the best, but not the worst either. I've now created properly textured (and LOD modelled) soft headress for all the infantry regiments I intended to have, and also added some paras (which I hadn't originally intended to do): [clickable thumbnails] The Gordon wears by far the coolest-looking capbadge in the British Army, adapted from the Marquis of Huntly's clan chieftain crest, worn over a patch of govt. No.3 (Gordon) tartan. On some occasions the stag's head badge was removed leaving just the patch. The "Tam O' Shanter" Highland soldier's bonnet is worn in one of a multitude of personal styles. The Blankshire Regiment is a fictional regiment (although the name has been used as a placeholder in real British Army documents and ex. briefings for many years). I made up the "Britannia" capbadge worn here (adapted from the real-life WW1-era Norfolk Regiment badge). For any eventual public release, however, I'll probably swap this out for a Scots Guards capstar. The beret is already shrunken and shaped in a typical guardsman style. The para from the year 1980 (obviously of 1 PARA, from his red drop zone flash) is wearing his new G.R.P. ("Glass Reinforced Plastic") helmet, cammed up with the issue DPM cloth cover, a scrim face veil and the black rubber top of an old NBC welly. These new plastic lids were first issued to the parachute infantry battalions in about 1978. The beret is worn in the sloppy, "Lancastrian flat hat" style favoured by some paratroopers in the 1970s and 1980s. The 1977 pattern airborne troops' zip-up smock is worn with jungle DPM trousers and normal ankle boots and puttees (British paratroopers were never issued special "jump boots"). Webbing is personalised, and the 1944 waterbottle and carrier, much favoured at that time by paras, marines and S.A.S. (and pretty much anybody on jungle deployments), replaces the 1958 waterbottle and pouch. I'm pleased that I managed to get the variety of DPM colour schemes looking reasonably authentic. The para smock is differently coloured than the normal combat jackets and the jungle trousers are different again. I wish I could get the pockets and buttons looking better though. Bandoliers carry 7.62mm rifle rounds in stripper clips; 50 to 75 rounds (or more) per bandolier, for recharging SLR and LMG mags during halts. The GPMG numbers have their own special GPMG link bandoliers. I'm not making festoons of belted link on the GPMG gunner figures. Not saying that it was never done, but it was frowned upon to have anything except the currently loaded belt hanging off you. Link was supposed to be carried in bandoliers or pouches. Share this post Link to post Share on other sites
Fuzzmaster 21 Posted August 11, 2009 Looks really good for me :) Share this post Link to post Share on other sites
Stewy 1 Posted August 11, 2009 Sensational as always mate ;) Share this post Link to post Share on other sites
max power 21 Posted August 18, 2009 Your initial expectations must have been fairly high for these models and textures not to meet them. I think they look spectacular, especially for someone who has essentially taught himself game modelling and texturing techniques. Share this post Link to post Share on other sites
NeilReed101 0 Posted August 26, 2009 Hey Col. Gotta say golden age of ArmA seams to be continuing over here. who needs Arma2 when we have such great stuff comming out. Very nice work on the brits , reminds me of of watching who dares wins as a kid! which is a good thing, those soldiers look tough as old boots , if you need any voice acting for them pm me . regards Neil Share this post Link to post Share on other sites
Stewy 1 Posted September 15, 2009 Those screenshots are absolutely killer Colonel! I loved the "stand to" at dawn with the SLR...takes me back! :) As always, a massive fan and VERY keen for release when it's ready Sir! Cheers Stew Share this post Link to post Share on other sites
domokun 515 Posted September 16, 2009 @ Col Faulkner - I second Max's thoughts and also offer my support if you need a plummy voice over Share this post Link to post Share on other sites
Col. Faulkner 0 Posted October 4, 2009 I'm still doggedly thrashing away at this stuff. A couple of weeks more and some of it might be fit for a release (if anyone is still interested in ArmA I addons). NeilReed101, domokun, thanks for the offers. I haven't thought very much about missions for these yet, but if I need a voice that I can't do myself then I'll get in touch. In the meantime, some more pics: [Clickable thumbnails] Infantrymen kitted out for an operation at night (eg. a recce patrol, an ambush, a "commando" raid or setting up an OP). They wear minimal webbing; everything except ammo and water is left behind in the company defensive position. Woollen cap comforters, as worn here, normally replaced steel helmets when out patrolling at night. Steel helmets restricted your hearing and could make noise. Also, when preparing for such an operation, any items that rustle or rattle were discarded from pockets (checked by the patrol commander making you jump up and down like a demented headbanger before moving out) and no loose kit was allowed to hang off you, as it might catch on twigs or wire or might fall off and be lost or compromise your patrol. An infantryman in kit typical of c. 1982-1985. The GRP helmets and high-leg combat boots were already in service in 1982 but not yet widely issued. A half-section patrol of scottish infantrymen (specifically Gordon Highlanders, as indicated by the No.3 tartan patch on their bonnets - the silver "staybrite" cap badges are removed to avoid reflections). They are kitted out for a short patrol of one or two days ie. not long enough to need bergans (rucksacks). The patrol commander looks ally in lightweight jungle trousers and Derry patrol boots. A Royal Marine commando of about 1972 in RN pattern steel helmet and post-war Denison combat smock. In those days, usually about 10% of commandos were parachute trained. Those possessing this qualification wore the same jump wings as army personnel. On the other arm is the red dagger formation sign of 3rd Commando Brigade. Share this post Link to post Share on other sites
GD Mast 0 Posted October 4, 2009 Looking great! :cool: Been waiting for some new pictures. Share this post Link to post Share on other sites
Stewy 1 Posted October 5, 2009 (edited) I'm still doggedly thrashing away at this stuff. A couple of weeks more and some of it might be fit for a release (if anyone is still interested in ArmA I addons). Holy Cow - you bet Colonel! I can't wait for this A1 Addon! Just a quick request, could you please make one of the characters a Medic? I can't wait to do some raids and ambushes - but if one guy gets hit we'd be up the creek! No need to change the model, just in the config would be "perfick" Thanks so much again for ALL of your hard work - can't wait! :D Stew P.S - Oh, and a just a quick question about the recoil - I know thw SLR kicks a lot, but is the recoil "resonable" enough so that AI won't blat a whole magazine on hitting one guy? (even on expert skill setting) Some addons weaps do that and it often cuts missions short because the AI have no bullets left :) Edited October 5, 2009 by Stewy Share this post Link to post Share on other sites
Fuzzmaster 21 Posted October 5, 2009 Don't worry, some people are still interested in ArmA I addons, and this one looks like a really good one :) Many thanks for all your work, it looks really nice :D Share this post Link to post Share on other sites
jojimbo 0 Posted October 5, 2009 nice job on that helmet scrim colonel,great job all round Share this post Link to post Share on other sites
Col. Faulkner 0 Posted October 11, 2009 Holy Cow - you bet Colonel! I can't wait for this A1 Addon!Just a quick request, could you please make one of the characters a Medic? I can't wait to do some raids and ambushes - but if one guy gets hit we'd be up the creek! No need to change the model, just in the config would be "perfick" Yes. Medics are always a bit crap because the game doesn't model the real casevac chain, and because the "medic" units have "super- healing-powers" and are stone-cold killers like the rest of the AI. I reckon as a compromise I'll just make a couple of the unit types in optional "medically qualified" versions and indicate this for game purposes with an extra FFD on their belt or something (or rifle butt, but that'll require me to do some more remapping). P.S - Oh, and a just a quick question about the recoil - I know thw SLR kicks a lot, but is the recoil "resonable" enough so that AI won't blat a whole magazine on hitting one guy? (even on expert skill setting) Some addons weaps do that and it often cuts missions short because the AI have no bullets left :) I haven't noticed the AI having any great problems "winning the firefight", and the number of rounds they put down seems reasonable (testing against standard BIS RACS and SLA troops). They are configured to take careful shots at longer ranges. GPMG numbers fire short bursts at distant targets and Bren and SMG gunners fire single shots at long range and only start to fire bursts when close up. That seems to work well, except that the "double taps" they are meant to get off with the SLR at very close range are a bit too rapid. I think that just needs a variable value tweak in the config to fix. They are reasonably well bombed up (ie. they have a generous issue of ammo and grenades) to start with, and if that's still not enough there's ammo replen available from these nice British ammo cans (with added labels on the lids for convenience in-game) :) [clickable thumbnail] Share this post Link to post Share on other sites
Stewy 1 Posted October 11, 2009 I'll just make a couple of the unit types in optional "medically qualified" versions and indicate this for game purposes with an extra FFD on their belt or something (or rifle butt, but that'll require me to do some more remapping). Thanks very much for the reply Colonel - but please don't delay the addon on my account - everyone here will hate me! :D Good luck Sir and can't wait! Stew Share this post Link to post Share on other sites
Col. Faulkner 0 Posted October 11, 2009 Thanks very much for the reply Colonel - but please don't delay the addon on my account - everyone here will hate me! :DGood luck Sir and can't wait! Stew Well, it won't be just on your account. I'll need to include some sort of medics in any case. Share this post Link to post Share on other sites
Col. Faulkner 0 Posted December 3, 2009 Still working on these, steadily going down the list of things that need fixed, tweaked or redone (or reattempted). This is more or less the final quality of these things now. The texturing isn't anything as good as I'd have really liked but the stuff is all still very useable. I'm trying to get them all finished enough to release them as soon as possible. Breaking my neck to make addons for ArmA I seems increasingly silly, since almost everyone has apparently moved on now. There are squaddies and bootys from 1965 to 1985. Their clothing is authentic and their weapons and kit have the proper period details. [Clickable Thumbnails] Share this post Link to post Share on other sites
Col. Faulkner 0 Posted December 3, 2009 [Clickable Thumbnails] Share this post Link to post Share on other sites
Stewy 1 Posted December 3, 2009 since almost everyone has apparently moved on now. Still here mate and can't wait! They look very cool! Thanks for your hard work! I love the SLRs and the scrim on the helmets! Stew Share this post Link to post Share on other sites
Fuzzmaster 21 Posted December 3, 2009 Yes thank you really much for all of your hard work, all your units look really nice :) Share this post Link to post Share on other sites