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surpher

Bushmaster IMV

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First two renders of my Bushmaster for ArmA.

biggrin_o.gif

Photo's

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Nice model.

I've got several pics of it too but not uploaded, including details on the gunner's hatch.

Regards HH smile_o.gif

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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 wink_o.gif .

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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!"

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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

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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.

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Will you also add Dutch version of it? biggrin_o.gif

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.

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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 smile_o.gif

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Will you also add Dutch version of it?  biggrin_o.gif

Yes, I'll do both Aussie and Dutch versions.

Good to hear

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texture looks really good... from what i can tell from those pics at least - nice one thumbs-up.gif

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I don't know this vehicle, but i like it... smile_o.gif

Is it the australian counterpart of the german "Dingo"?

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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

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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.

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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.

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Thanks for the link manhunter smile_o.gif, I hadn't checked Primeportal for a while.

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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:

30-0624598271T.jpg

TestVehicle Download

Model LODs

30-0636196794T.jpg 30-0622399440T.jpg

30-0624208672T.jpg 30-0630476258T.jpg

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

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hmm i am not expert either so i hope i dont harm your progress wink_o.gif

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 wink_o.gif

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