surpher 1 Posted February 10, 2007 First two renders of my Bushmaster for ArmA. Share this post Link to post Share on other sites
VXR 9 Posted February 10, 2007 First two renders of my Bushmaster for ArmA. Photo's Share this post Link to post Share on other sites
Blackbuck 9 Posted February 10, 2007 Nice model. I've got several pics of it too but not uploaded, including details on the gunner's hatch. Regards HH Share this post Link to post Share on other sites
IDF-Godzilla 0 Posted February 10, 2007 Nice renders but i think the wheels are way over detailed for a video game, you should not make these kind of tires with that amount of detail, a more simple cylinder would do the job . Share this post Link to post Share on other sites
Kirby 2 Posted February 10, 2007 Im no addon makers but Ill quote a few peeps "Save the little details (IE. Your tyres and some of the lines on there) for textures!" Share this post Link to post Share on other sites
abs 2 Posted February 10, 2007 I am in agreement with everyone here. The model is quite good so far! But you'd benefit by using textures for the treads. (I know it'll be a dissapointment to use cylinders after seeing it in that detail, but it's worth it.) Keep up the great work! Abs Share this post Link to post Share on other sites
VXR 9 Posted February 10, 2007 You could swap the wheel detail for some more details on the model. For example the front grill could be modelled instead made with a texture. It way lower poly then the high poly wheels and gives a great detail on the model. Share this post Link to post Share on other sites
adumb 0 Posted February 11, 2007 I say model the nuts and bolts too. Share this post Link to post Share on other sites
black dragon 0 Posted February 11, 2007 Great stuff Share this post Link to post Share on other sites
surpher 1 Posted February 11, 2007 Will you also add Dutch version of it? Yes, I'll do both Aussie and Dutch versions. I am in agreement with everyone here. The model is quite good so far! But you'd benefit by using textures for the treads. (I know it'll be a dissapointment to use cylinders after seeing it in that detail, but it's worth it.) I'm going to try and use the high-poly tire to texture a low-poly version, I'll most likely do the same on other parts of the model too. Share this post Link to post Share on other sites
JdB 151 Posted February 11, 2007 Some people need to read up on modern texturing techniques available in Armed Assault... Quote[/b] ]One of the most interesting uses of normal mapping is to greatly enhance the appearance of a low poly model exploiting a normal map coming from a high resolution model. Like surpher said. Nice model, simple, but than again the vehicle is a very basic shape to begin with Share this post Link to post Share on other sites
Blackbuck 9 Posted February 11, 2007 Will you also add Dutch version of it? Â Yes, I'll do both Aussie and Dutch versions. Good to hear Share this post Link to post Share on other sites
adumb 0 Posted February 11, 2007 Here you go: http://www.primeportal.net/apc/peter_battle/imv/ Damn http Share this post Link to post Share on other sites
surpher 1 Posted February 11, 2007 I found them a while ago Sniper Skull, these ones http://www.primeportal.net/apc/peter_van_iren/bushmaster_nld/ were only posted in the last couple of weeks, and together have been very helpful, along with the orthographic line drawings I found in the Thales PDF brochure. Share this post Link to post Share on other sites
Messiah 2 Posted February 11, 2007 texture looks really good... from what i can tell from those pics at least - nice one Share this post Link to post Share on other sites
-SWAT- 1 Posted February 12, 2007 I don't know this vehicle, but i like it... Is it the australian counterpart of the german "Dingo"? Share this post Link to post Share on other sites
sonaz 0 Posted February 12, 2007 http://en.wikipedia.org/wiki/Bushmaster_IMV Share this post Link to post Share on other sites
sander 14 Posted February 12, 2007 That is looking very good. Might you consider making a version suitable for OFP as well or be willing to grant permission to import it into OFP? Regards, Sander Share this post Link to post Share on other sites
surpher 1 Posted February 12, 2007 Might you consider making a version suitable for OFP as well or be willing to grant permission to import it into OFP? I don't see why not, I'll decide if I do it myself or pass it on once the ArmA version is completed. Share this post Link to post Share on other sites
Jezza_NL 0 Posted February 15, 2007 Looking very good mate! Looking forward to seeing a Dutch Bushmaster in-game. If you need any more reference materials, give a shout, I'm sure there will be loads of Dutch fans who will be more then willing to link through and provide images. There are plenty on the net now. Share this post Link to post Share on other sites
-HUNTER- 1 Posted February 26, 2007 Walkaround of BM pics Share this post Link to post Share on other sites
surpher 1 Posted February 26, 2007 Thanks for the link manhunter , I hadn't checked Primeportal for a while. Share this post Link to post Share on other sites
TOOMSKI2000 0 Posted February 27, 2007 Looking good there mate ! go for it as you want it to be Share this post Link to post Share on other sites
surpher 1 Posted March 30, 2007 Need Help please I built a test vehicle to practice getting the Bushmaster into ArmA, I've got the wheels and steering wheel turning ok and an AI driver can drive around without any major problems. The problem is I don't get the option to enter an empty vehicle without having to remove the proxy.driver.01 from the model, and when I start of as the driver of the vehicle the game crashes. Model: TestVehicle Download Model LODs Config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class surph_tv { units[] = {surph_tv}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgSkeletons { class Default {}; class Car : Default {}; class surph_tv : Car { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "wheelL_01","", "wheelL_02","", "wheelR_01","", "wheelR_02","", "steering_wheel","" }; }; }; class CfgModels { class Default { sections[] = {""}; sectionsInherit=""; }; class Car : Default {}; class surph_tv { sectionsInherit="Car"; sections[]= { "wheelL_01","wheelL_02", "wheelR_01","wheelR_02", "steering_wheel","" }; skeletonName="surph_tv"; class Animations { class WheelL_01 { type="rotationX"; source="wheel"; selection="wheelL_01"; axis=""; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelL_02 : WheelL_01 { selection="wheelL_02"; }; class WheelR_01: WheelL_01 { selection="wheelR_01"; }; class WheelR_02 : WheelL_01 { selection="wheelR_02"; }; //End of the wheel rotating part--------------------------------------------- class WheelL_01_Steering { type="rotationY"; source="drivingWheel"; selection="wheelL_01"; axis=""; memory=1; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad +30"; angle1="rad -30"; }; class WheelR_01_Steering : WheelL_01_Steering { selection="wheelR_01"; }; class SteeringWheel : WheelL_01_Steering { type="rotation"; selection="steering_wheel"; axis="axis_steeringWheel"; angle0="rad +180"; angle1="rad -180"; }; }; }; }; class cfgVehicleClasses { class MyCarClass { displayName = "surpher's stuff"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car {}; class surph_tv: Jeep { model="\surph_tv\surph_tv"; vehicleClass="MyCarClass"; displayName="Test Vehicle"; side=3; crew="Civilian2"; scope=2; maxSpeed=150; damperSize = 0.1; // max. damper amplitude damperForce = 35; // damper reaction force (bigger is more visible) armor=50; // total armor fuelCapacity=50; transportSoldier = 0; }; }; Vehicle addons are new to me and I'm not sure if its a model or a config problem, any help you can give me is appreciated. Thanks in advance surpher Share this post Link to post Share on other sites
deanosbeano 0 Posted March 30, 2007 hmm i am not expert either so i hope i dont harm your progress i see no memmory points for getindriver driverview getindriverdir (called zamerny) i have no idea if you have to call skeleton including word Bones but maybe surph_tvBones something like adding this add the three memmory points above config add these <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class surph_tv { units[] = {surph_tv}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgSkeletons { class Default {}; class Car : Default {}; class surph_tvBones : Car { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "wheelL_01","", "wheelL_02","", "wheelR_01","", "wheelR_02","", "steering_wheel","" }; }; }; class CfgModels { class Default { sections[] = {""}; sectionsInherit=""; }; class Car : Default {}; class surph_tv { sectionsInherit="Car"; sections[]= { "wheelL_01","wheelL_02", "wheelR_01","wheelR_02", "steering_wheel","" }; skeletonName="surph_tvBones"; class Animations { class WheelL_01 { type="rotationX"; source="wheel"; selection="wheelL_01"; axis=""; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class WheelL_02 : WheelL_01 { selection="wheelL_02"; }; class WheelR_01: WheelL_01 { selection="wheelR_01"; }; class WheelR_02 : WheelL_01 { selection="wheelR_02"; }; //End of the wheel rotating part--------------------------------------------- class WheelL_01_Steering { type="rotationY"; source="drivingWheel"; selection="wheelL_01"; axis=""; memory=1; sourceAddress="clamp"; minValue=-1; maxValue=1; angle0="rad +30"; angle1="rad -30"; }; class WheelR_01_Steering : WheelL_01_Steering { selection="wheelR_01"; }; class SteeringWheel : WheelL_01_Steering { type="rotation"; selection="steering_wheel"; axis="axis_steeringWheel"; angle0="rad +180"; angle1="rad -180"; }; }; }; }; class cfgVehicleClasses { class MyCarClass { displayName = "surpher's stuff"; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car {}; class surph_tv: Jeep { model="\surph_tv\surph_tv"; vehicleClass="MyCarClass"; displayName="Test Vehicle"; side=3; crew="Civilian2"; scope=2; maxSpeed=150; damperSize = 0.1; // max. damper amplitude damperForce = 35; // damper reaction force (bigger is more visible) armor=50; // total armor fuelCapacity=50; memoryPointsGetInDriver = "getindriver"; memoryPointsGetInDriverDir = "zamerny"; driverAction = "ManActTestDriver"; transportSoldier = 0; }; }; also i am getting in my arma rpt you have no keyframe anim or missing and geometry lod problem there out of my league. hopefully a pro will be here soon Share this post Link to post Share on other sites