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=LSA=Butcher

Bradley fighting vehicle systems (bfvs)

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band.gif    =LSA= and =SEALZ= and A-Team  is working on....

                 pistols.gif   M3 BFVS   pistols.gif

Bradley Fighting Vehicle [bFVS] is to provide mobile protected transport of an infantry squad to critical points on the battlefield and to perform cavalry scout missions. The BFVS will also provide overwatching fires to support dismounted infantry and to suppress or defeat enemy tanks and other fighting vehicles. The Bradley Fighting Vehicle is a fully armored, fully tracked vehicle designed to carry Mechanized Infantry into close contact with the enemy. It possesses sufficient cross-country mobility to keep up with the Abrams Main Battle Tank, medium and long-range firepower capable of defeating any vehicle on the battlefield, and is adequately armored to protect the crew from artillery and small arms threats. The Bradley’s main armament is the M242 25mm "Bushmaster" Chain Gun, manufactured by McDonnell Douglas. The M242 has a single barrel with an integrated dual-feed mechanism and remote ammunition selection. Either armor piercing (AP) or high explosive (HE) ammunition may be selected with the flick of a switch. The Gunner may select from single or multiple shot modes. The standard rate of fire is 200 rounds per minute, and has a range of 2,000 meters (depending on the ammunition used). A wide range of ammunition has been developed for this weapon, making it capable of defeating the majority of armored vehicles it is likely to encounter, up to and including some main battle tanks. The M240C machine gun, mounted to right of the Bushmaster, fires 7.62mm rounds. When facing heavier enemy armor the Bradley relies on the TOW Anti-Tank Missile.

Crew 3

6 Infantry Dismounts  

Length 21'2"

Width 10'6"

Height 9'9"

Weight 50,000 lbs

Road Speed 45 mph

Range  300 miles

Engine Cummins VTA-903T water-cooled 4 cycle diesel.  

Armament 25mm cannon (Chain-gun)

7.62 mm coaxially mounted machine gun

TOW missile launcher with twin tubes.  

We still got a lot of work to Do but the Ball is rolling trying to keep this a low poly project.....  We hope to have this ready Soon.I would like to say thanks to guys who are helping and putting their time and ideas into this project so far.

Butcher

Spudnik

Iceman

MF  

We also have a few other vehicles that are being work on as well. Thanks BI for your self help forums and the ARMA COMMUNITY for sticking with this game....

Photo LInks Bigger than 100KB

http://img165.imageshack.us/my.php?image=bfv08ng4.png

http://img292.imageshack.us/my.php?image=bfvsyj7.png

http://img165.imageshack.us/my.php?image=21154878rl1.png

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Thank god, it's about time. I don't know too much about the M3, but will there be any variants, such as the M3A2 or even M2A2?

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YES there will be.. that should be easy once we get this one done right with the right sounds and skins... I could use the help this is our first one we done in arma.... But I do like using blender hope it not a pain in the ass to import to O2 or I'll find out how to in my game and art and designl school...

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Its a good looking start, but you're going to need to do some serious optimisation to the model (that is if the poly and vert counts in Blender are to be believed).

You're going to want to chop it down to ~20,000 verts and ~15-20,000 faces (tris) maximum for ArmA, otherwise performance is going to take a hit.

But keep at it, its good to see some fresh blood joining the modding side of things biggrin_o.gif

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Hi all ,

I can help ya with the sounds m8.

I been doin sounds for games for years.That part is easy, writing cfgs for the sounds is a little trickier . smile_o.gif

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It's either too high poly for a game(162k faces) or too low quality for a normal map model.

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Hi, i missed a M2A3 from the begining for the default acu troops,

and that one looks very good even untextured. Will it have the

port animated?, that's something that i also miss in all the vehicles,

animated parts; doors, hatches, ports etc. Good looking Bradley.

Let's C ya

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I know a few people who would be really looking forward to a bradley of some sorts. I personally hate the damned things, because they leave absolutely nothing for the poor old infantrymen sitting at the back. tounge2.gif I wish you good luck and hope that you plan to make a whole range of bradleys, or in my dream world, the whole bradley orbat.

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Yeah GIBBing does blow, but sometimes you need to just chill out anyways biggrin_o.gif

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Cant wait to see one of these!

What I dont understand is why did BIS not include a Bradley in ArmA???

The Russian BMP has great AntiTank and AntiInfantry capabilities..

The Bluefor equivalent is the Stryker. It can only do AntiTank or AntiInf depending on what type you are driving.

CTI is pretty unbalanced when the east BMP's are armed with AT rockets..

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will the twin TOW launcher be animated, so you must first lift it up to launc? and if you want to reload, you should first lover it, before the system can reload it biggrin_o.gif

would be awesome in both camos, desert and Woodland!" really waiting for this dudes! inlove.gif

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Thanks DeadMeatXM2 for the Info on the 20,000 verts and the ~15-20,000 faces.

As for the sound Send me a Email or hop on our team speak Ip is Speak2.sealz.com and We'll talk...

I 'll post my Problems on the BI forums when I cross those roads...

Yea i hope this will bring some balances to the side VS. the BMP. I'm still trying to pick what Tow system I want to Utilize the wire type or the new wireless banghead.gifhuh.gif Anyway I love the helpful Tip and info... Thanks for your support guys...

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As for animated Dual TOW missile launcher, Turret, Back Door , 25mm gun and the Commander in turret using the Bradley acquisition system (IBAS) target acquisition and target engagement system. We all be animated... Oh and the normal things that move as well...

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Looks good mate, good luck with the project! wink_o.gif

Stew

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Yay been missin these. Which Version are you doing to start with? Becasue the M3 are scout vehicles has crew of 3 and 2 inf scouts, as the rest of the seating has been removed and additional TOW tubes are stored onboard instead, where the M2 series holds 6 troops, and the A2 ODS versions have room for 7 i believe. Will you also include a Linebacker version(M6 ADA)? Looking forward to these no matter what versions you do. Best of luck

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I also got some M3 shots from my OIF 2 deployment. They got Reactive armor but still should be good anyways.

Matter of fact, stop here and check the ref shots that should be somewhere in there. If not holla and I'll get them to you.

http://562.50megs.com/VBS1/res/

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No actually I use Oxygen Light Personal Edition.  It's by far the easiest 3D program, and wish many were like it (3DSMAX for example!wink_o.gif) or I wouldn't be a texture artist thumbs-up.gif

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Nah, Max is a lot easier and more efficent than O2. It also doesn't have a very steep learning curve, as soon as you know the basics, you can tackle it.

@On topic:

Well the new pic looks better, I presume you're going to extract normal maps from the high poly model, right? It's starting to look really nice.

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Well yeah I used to have 3.1 and it's been sooooo long that I haven't bothered anymore. I had a trial of MAX9, but yeah... the world'll still turn

Back on Topic:

Gun Barrel is waaaay too small. I assume you're downloading reference pictures left and right?

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Better Photo's with  some texture but I'm not going to be using this skin I'm going to be use a flat texture with no camo... and damm the Explosive reactive armor plates Hard little devils to skin to look right but it's coming together...DO have some problems...

http://img167.imageshack.us/my.php?image=texturebradleyvh3.png

http://img292.imageshack.us/my.php?image=texturebradley02jm4.png

EricJ Which one I'd want... I don't want to download all of them just to find to two Photo's...  

I tryed to import in O2 as a .3ds file but got an error missing KFDATA section?huh.gif? So I did this

Google a tool called 'Anim8or' (or 'Anim8tor' or some variation of that). Export the model to .3ds, import the .3ds into Animator, go to Debug and select the option to "Include Dummy KFDATA", then save as .3DS again. Should be able to import it into O2 without any issues then.

ok

But when I did that I could not see my Bradley when I imported it in to the Animator and I could not save a file as a .3ds?huh.gif?looking for HElp on that part...

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I know a lot think its high poly but with the tracks gone its going to be fine .

But if you manage to animate the tracks then thats great . also rivets on the wheels i am sure could be done with textures .

Tracks have to be animated via textures , i have seen screens of the VBS2 bomb disposal and would be keen to know if it is possible.

far cry from a simple track like on the bot to a fully linked APC or tank track tho .

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After having to trim it down I had to change the track from HD banghead.gif to Low poly for this game.... But her are some new Pic I'm going to have to texture the side Plates for the bradley.... sad_o.gif But I'm back in my Vert and face count.... This is a slow project that is coming alone we are also doing other projects.... I would love to have some help in some parts of these project as well... Feel free to email or MP us... if you would like to help out....

http://img141.imageshack.us/my.php?image=toptb6.png

http://img292.imageshack.us/my.php?image=backfl8.png

http://img91.imageshack.us/my.php?image=texes6.png

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