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EricM

MI 24 : Who wants it ?

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I wouldnt mind having the model sent to me if possible... Id like to just model the mi-24vp and model the modernized upgrades too.. and maybe the South African "Duk a duk" and Israeli "Mission 24" and maybe even the french "Sagem".... as long as someone else is willing to code..... and possibly show me some coding too

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@ RockofSL

Sounds good. As long as one has the basic desert camo and with the blessing of EricM and Bis, it should be a breeze to customise to individual mod's needs. Roundel & Markings support will definately help out.

@ Wolfbite

Are you referring to the upgraded "Super Hind" by the South African company ATE, or the mercenary "dukka dukka" Hind displayed in the movie: Red Diamond, with the gunners firing out of the side windows?

Rooivalk3.jpg

ATE upgraded "Super Hind". Read more here:

http://www.ate-aerospace-group.com/vHtml.p....ion=mk4

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Nice RockofSL  thumbs-up.gif

I got this too and am doing for this some skins for example Hind with SLA camo , czech . I am planing to make slovak , more czech skins and maybe some russian/soviet smile_o.gif

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I assumed the dukka duk was just what the mercs called the supehind as that was what was flying in that film but yah clearly the ate supehind. Thats a great looking piece of kit.

It would be nice if someone could make aircrews with camouflaged fatigues, AKS-74's and Tokarev TT handguns.....

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One small request: Would it be possible to add an Angolan version to the release as well please? It consists of the basic brown and sand camo scheme with the danger sign reading "Perigo" instead of "Onacho".

…

(Ps. I can send a weatherized roundel to whomever needs it to save time.)

I’m not going to make lots of different version. I’m only going to make 4 versions.

- Generic Green Camo Turret Gun

- Generic Green Camo Fixed Gun

- Generic Desert Camo Turret Gun

- Generic Desert Camo Fixed Gun

BUT, before you all cry foul. As per the wishes of EricM the addon will be released into the public domain under the same licence as BIS has used on its MLODs. This is the “Open License†as discussed here: <a href="[url=http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=71914" target="_blank">MLOD of all vehicle and soldier models released!</a>

MLODs and a PSD paint kit will also be released allowing others to ‘make’ their own versions for their own mods providing that they accept the terms and conditions set out by Eric, BIS and RKSL full details of which will be posted on release.

As for roundels, time permitting I will add roundel support.

speaking of all this..

Have you figured out some way to do one model, two textures.. (hiddentextures and stuff).

One thing I didn't like with the mi24 that we released before was the big fileseize due to the same mi24 copied but with different textures.

and mecha.. like said before, on sunday we start our work with the mi24.. even if its "stupid" that we do what RockofSL just done I think its the best way to go.. hopefully we can at a later stage share the models between us and learn from eachother.

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Excellent point granQ. We have been discussing this as well.

Huge addons only for retexs due to having same p3d multiple times

suckz. confused_o.gif

Anyone tried hiddenSelections in ArmA yet - also MP?

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Working on some of the missing textures, namely the destroyed textures (WIP), painting out the seams and trying to make it look interesting without going overboard.

I went for the rusty/burned look to make it consistent with BIS models and to make it work with any kind of camouflage (green/desert/whatever...)

http://img105.imageshack.us/img105/9028/destroyedtest1nn7.jpg

http://img247.imageshack.us/img247/4143/destroyedtest2ek4.jpg

Note : Most of the pipes and cables showing are actually taken from real Hind fotos, some others are made up...

Bye,

Eric

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Quote[/b] ]namely the destroyed textures (WIP)

btw. what for ? damage textures are generated by the engine... wink_o.gif

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Guest RKSL-Rock

speaking of all this..

Have you figured out some way to do one model, two textures.. (hiddentextures and stuff).

Not a way that doesn’t cause problems in some way.  We’ve had desync issues in MP when we tried it last time.

One thing I didn't like with the mi24 that we released before was the big fileseize due to the same mi24 copied but with different textures.

I know its an issue for people on a low speed connection or people with a download limit but right now I cant see any other way that will work for everyone.

Quote[/b] ]namely the destroyed textures (WIP)

btw. what for ? damage textures are generated by the engine... wink_o.gif

The default damage textures are crap. With the textures Eric’s working on this will look a lot better!

@Eric, that looks great!  Just what I was hoping for!

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but with the default damage textures people using sakura-chan's texture fix (available through proper addons) enjoy much more "real" looking textures than the default ones. this benefit will vanish with specially designed damage-textures modeled in style after the default ones, right?

but anyway i`m looking forward to this great looking bird. thanks Eric & RokofSL!

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Guest RKSL-Rock
but with the default damage textures people using sakura-chan's texture fix (available through proper addons) enjoy much more "real" looking textures than the default ones. this benefit will vanish with specially designed damage-textures modeled in style after the default ones, right?

Yes and it will look far better for it.

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Err, isn't that a bit overboard for a damage texture to begin with? It looks more like what you would see if it was left out in the open over years without any maintinence or was packed with tons of explosives and blew up from the inside (see destroyed M1A1's from iraq)

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Quote[/b] ]Have you figured out some way to do one model, two textures.. (hiddentextures and stuff).

Just an idea I had... I'm no scripter so take it with a grain of salt.

The current way of handling the material is through RVMAT files, which is me most straightforward and easy way to do it.

However, I remember when I tried to make my first tests that I stumbled upon this tutorial by Linker Split on an older method of manually configuring the "texture to material" stuff right into the config file :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgTextureToMaterial

{

class BOX_material

{

textures[] = {"BOX\tex1_co.paa"};

material = "#BOX_material";

};

};

class CfgMaterials

{

class BOX_material

{

ambient[] = {1.0, 1.0, 1.0, 1.0};

diffuse[] = {0.0, 0.0, 0.0, 1.0};

forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0};

emmisive[] = {0.0, 0.0, 0.0, 1.0};

specular[] = {0.0, 0.0, 0.0, 1.0};

specularPower = 0.0;

PixelShaderID = "NormalMapDetailSpecularMap";

VertexShaderID = "NormalMap";

class Stage1

{

texture = "BOX\tex1_nohq.paa";

uvSource = "tex";

class uvTransform

{

aside[] = {1.0, 0.0, 0.0};

up[] = {0.0, 1.0, 0.0};

dir[] = {0.0, 0.0, 0.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class Stage2

{

texture = "BOX\tex1_co.paa";

uvSource = "tex";

class uvTransform

{

aside[] = {1.0, 0.0, 0.0};

up[] = {0.0, 1.0, 0.0};

dir[] = {0.0, 0.0, 0.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class Stage3

{

texture = "BOX\tex1_smdi.paa";

uvSource = "tex";

class uvTransform

{

aside[] = {1.0, 0.0, 0.0};

up[] = {0.0, 1.0, 0.0};

dir[] = {0.0, 0.0, 0.0};

pos[] = {0.0, 0.0, 0.0};

};

};

};

};

Its more tedious, but given this and the fact that you can make one config file for various models, wouldn't it be possible to change the color texture (the other stages are the same for all camos) depending on the versions you select ?

The config file would call the same model but different texture at startup...

@xnodunitx : bear in mind that I'm trying to do a "one-texture-fits-all". Therefore I cannot let any of the former camouflage show up, otherwise one would need a different version for each camo (and there could be many!wink_o.gif. Plus, it has to work whether you crashed badly, you were hit by a missile etc...

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@xnodunitx : bear in mind that I'm trying to do a "one-texture-fits-all". Therefore I cannot let any of the former camouflage show up, otherwise one would need a different version for each camo (and there could be many!wink_o.gif. Plus, it has to work whether you crashed badly, you were hit by a missile etc...

Which is why default with Sakurachan's fix would be the best idea. One texture that would fit each model without looking overly done..true that it will look like default to those without the fix (I think) but even in that case the end result would be the same would it not?

Here is an example.

http://img126.imageshack.us/img126/6385/exemplr6.jpg

You can't really simulate being hit by a missile unless you intend to model seperate parts and whatnot..

Still if you want to add the effect of 'open systems' then I would recommend using the setobjectexture (or whatever the name of that technique is called) to add the stripped metal textures. Just add a few plane with the same shape as the hull, against the hull and use alpha channels on it.

Simple work around so that you can have the extra damage effects but not need to worry about using multiple models due to the camo.

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A U.N. skin would be cool to simulate Hinds contracted out by the U.N. in various conflict areas in Africa like the Merc units in Sierra Leone and the DRC.

Chris G.

aka-Miles Teg<GD>

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This one.... ahh a real beauty this helicopter...... notworthy.gif

CzechHindDiving1oClock.jpg

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Quote[/b] ]A U.N. skin would be cool to simulate Hinds contracted out by the U.N. in various conflict areas in Africa like the Merc units in Sierra Leone and the DRC.

I already have one done. wink_o.gif

Regarding the polish variant : the base green camo is actually based on a polish hind reference.

Bye,

Eric

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