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Marccom

Project T-800

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Hi,

thanks...this is the site that waged me to the work of Marek and James....the base of my project in several kind.

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Hi,

ok...this is latest version. No further updates on tex or mesh are planned.

T800+new+1+final+tex.JPG

this is latest ingame...maybe some anim improvements on elbows and shoulders are still possible...but at the moment i feel ready and wanna going to make 2 weapons for T800.

T800+new+ingame2.JPG

After weapons are ready a first beta will come and after that i wanna finish the already started infiltrator version T800 Model 101.

Greets

Marc

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hi !

it looks are good so far smile_o.gif

Can ask some questions ? (pardon my ignorance, I am writing from my friends PC so I dont have too much time to read whole topic)

Will you also make "civilian" versions ?

for example some "armed civilist" undercover as a terminator ? (freedom fighters from agamoth wpuld be useful)

thanks in advance

lee pistols.gif

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Hi,

@Casimir

i was sorry that animations are not allowing to hold a weapon other kind as like a pistol or rifle...so a "real" minigun like GE M134 7,62mm was not possible.

So i decide to make a GatlingGun longriflebased.

To create the animation for tube rotation was not so easy as i originally thought because all known bases belong to Vehicles or Aircrafts. But with all Arma-wikis and tuts about configs it's working now. thanks to the community and all that guys who did/do such a work!!!

This is first weapon of two. this is the heavy one. 25mm bulletbased Gatling with plasmaheadammo (invention of my phantasy ;-) ).

Makes 1200 rounds/min and has range of ca. 1500m.

the effectiveness on non- and lightarmoured vehicles and persons is quite good.

2 terminators with this weapon can make amusement for a hole heavy mechanised batallion.

a light assault plasma rifle will follow.

@salvatore

definitly yes. all that you mentioned is in work now. the blank exo is sized to hide in a musculous soldier.

thanks for all compliments!

Marc

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I remember someone made a gun that only terminators could use in OFP (Because of size, weight etc.) and all other units could not. Maybe you could try a technique similer with the heavy gatling gun.

Also, maybe make several of the future guns depicted in the future terminator universe? Some variety, older ones for rebels, etc. Shouldn't be too hard if you have some basic parts down, they all look similer.

I don't expect or even suggest this this but it would be possible to create custom animations for the terminators to make them use rifles one handed as dipicted in the movies (well, some do) and walk slightly straighter than most humans (As dipicted by most terminators in the films, again) but thats just going past reasonable work!

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Can't wait to test it out. I would love to have a scenario:

- my squad would be assigned for example to protect civilian named "Sarah" =P in a town of X heading to 3 meetings in different towns.

- player would play an infilitrator, looking like a regular civilian in all the towns...

- when he would expose himself, squad would open fire and with damage gradually T800 skeleton would start to appear. It would take around 2 RPGs to take him down or massive smallarms fire.

- if she would be able to visit all 3 spots, squad would win. :]

p.s. i can script the mission if you would want to include it with the addon.

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All I can say to that last one is... LOL.

Talking of "predecessors" those T1's out of Terminator 3 could be quite cool. Ahah.

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Looking very nice!

Just one glitch: transparent legs (and maybe torso too)  biggrin_o.gif

About transparency bug :
Quote[/b] ]I had a look at the BIS m1a1 tracks and i think i found the problem but haven´t tested it yet. BIS uses RGBA _CO DXT1 for the tracks and not RGBA _CA DXT5 so maybe thats causing the Prob will test this later...

You kind of nailed it. I had the same problem in my hind cockpit. Basicaly, DXT5 allows you to have smooth 8bit transparency variation (good for glass and semi transparent stuff), BUT for some reason, Arma sometime has hard time to make it 100% opaque = transparency bug...

On the other hand DXT1 only has 2 bit transparency (fully transparent or fully opaque). Hence no transparency bug when used and lower file size. However : you won't get smoothing between opaque/transparent and might get fringed borders in some curves...

Hope it helps

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Hi all,

@ Blazin

not so important...should everybody do with the weapon what he wants. If someone give the weapon a Specnas to hunt civilians is it not my fault ;-))

@IceBreakr

yeah. i see you understand what i mean. Your ideas are hitting my nerve quite exactly.

@WingedSerpent

band.giftounge2.gifbiggrin_o.gif

@Blazin -2-

not impossible i'll make a T1...some time or other

@Mr Burns

im sorry...cant follow

transparent legs??? why that? sad_o.gif

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@Mr Burns

im sorry...cant follow

transparent legs??? why that? sad_o.gif

Take a closer look at the terminator's schienbein (dunno what it´s in english but i guess youre german anyway) in your last pic with the minigun.

I can clearly see the ground texture through it  wink_o.gif

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@Mr Burns

im sorry...cant follow

transparent legs??? why that? sad_o.gif

Take a closer look at the terminator's schienbein (dunno what it´s in english but i guess youre german anyway) in your last pic with the minigun.

I can clearly see the ground texture through it  wink_o.gif

Yup I can see it too.

It looks like some "rust" or "dirty metal" but closer look reveals... dirty ground crazy_o.gif

But it still looks great hehe rofl.gif

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Hi,

your right... i am german, too....moinsen ;-))

you mean the shin, but i take a further look to the pic...i am sorry but i still dont know what you mean. I cant detect transparent parts. huh.gif

Would you please edit the pic by painting a red circle around the point you mean?...thanks

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pink800.jpg

It´s probably on the whole thing but only barely visibly as that effect depends alot on lightning.

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Hi,

ok...now i know what you mean, but it is only a optical illusion.

There is no transparence.

1. the point on the spine is only a light/shadow effect and depend on the glass_to_pass-effect of arma-engine. the metal has a light to middle mirror-effect.

2.

a.the camo-effect on the shins depends first on the same like in 1. and

b.that the texture is depending on real metal texture and

c. on the file format. the shins are getting narrow on the lower end and caused by the jpg-compressing-effect the textures of model and environment are merging a bit

3. on the feets it is exactly the same effect like in 2c. Cause the feets consist of single little toe parts.

Nothing to build sorrows about wink_o.gif

Marc

P.S.: Work on PlasmaRifle is going good forward. Model is ready and i'm goin on with textures now.

Further i found a quite nice plasma shoot sound in the endless spaces of www.

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Hi,

thanks a lot for compliments.

Yes, this weapon is actually in work.

Model is ready and textures need some improvements...first version was not nice enough.

Thanks for the stuff...interestant. Weapon is looking quite big on your pics. I will check it in the movies...seems i have to change the size of my model....but it's not really a prob. fast done.

Greets

Marc

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Hi,

thanks a lot for compliments.

Yes, this weapon is actually in work.

Model is ready and textures need some improvements...first version was not nice enough.

Thanks for the stuff...interestant. Weapon is looking quite big on your pics. I will check it in the movies...seems i have to change the size of my model....but it's not really a prob. fast done.

Greets

Marc

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Westinghouse M95A1 / A2 Phased Plasma Rifle

M95A1 / A2 Series Weapon System Specifications

MANUFACTURER:

Westinghouse Automated Manufactory,

Block A5, Sector 4,

Tulsa OK, USA, North America

Also available in template form at any Series III or higher construction facility

PRODUCTION:

03:02:2015 to 07:04:2029 A.D.

TYPE:  

Heavy individual fully portable, high gain, very high energy weapon system, high capacity feed

CONSTRUCTION:

Enduralloy components mated to carbon fiber and moly fiber carrier, misc. plastics and metals with superconducting filaments.

OPERATION:

Level IV magnetic field containment of refined hydrogen fuel excited with thermal rapid pulse chemical high energy laser ignition system.  Caseless fuel / power integration.

BORE SIZE:

20mm / 15mm magnetically stabilized and insulated smoothbore

WEIGHT:

6.0kg, unloaded.

Loaded power clip containing enough fuel and battery energy

for 100 plasma pulse cartridges weighs 2.0kg

Total loaded weapon weight: 8.0kg

DIMENSIONS:

Length overall, 1.0 meters (1000mm)

AMMUNITION:

M48T5 Integrated Fuel Power (IFP) type stacked array containing enough refined hydrogen core fuel and battery power to initiate and produce 100 plasma pulses.  Later capacity increased to 150 shots with introduction of M50T5 series high capacity power clip.

FEED SOURCE:

100 pulse capable refined hydrogen fuel cell combined with coaxial high density Type VI crystal storage array.  Later models are fed by 150 pulse capable fuel cell combo.

RATE OF FIRE:

60 pulses per minute sustained given cooling cycle and single rate of fire.  Unit capable of select fire in three round bursts or full automatic fire.  Cyclic rate of fire on full auto is 180 pulses per minute.  Onboard diagnostic and safety interface systems prevent weapon overheating by locking out firing system if core temp rises beyond acceptable levels.

PROJECTILE:

0.65 Mj phased plasma bolt, flow wash temp at +4500 degrees

MUZZLE VELOCITY:

Staged hand-off coils accelerate bolt to a velocity of 9000 meters per second (9.0kps).

MAXIMUM RANGE:

2000 meters (bolt integrity destabilizes and cohesion factor approaches .85% dispersal).  Bolt reaches maximum range in 0.22 seconds.

EFFECTIVE RANGE:

1400 meters (at this point bolt begins to lose cohesion, dispersal factor starts to rise).  Bolt reaches effective range in 0.15 seconds.

PERFORMANCE:

Contact hit produces 10mm diameter entry point forming destructive tunneling of target material through kinetic energy and super thermal contact.  Upon negative penetration or contact with a superior surface, bolt will destabilize into high speed thermal tributary fragments with a one meter lethal splash radius.  Laser excited, magnetically accelerated 10mm x 1000mm pre-emptive phased conversion thermal bolt will penetrate 10.5cm of case hardened steel up to effective range with loss of overall penetration commensurate with range after that.  Immediate transfer of thermo-kinetic energy to soft target tissues and standing fluids rated at greater than 95% with high speed liquid to vapor thermal expansion.  High duration of residual thermal effects noted in hard surfaces struck by plasma fire.  Explosive displacement of up to one cubic meter of material may result from bolt impact with material having trapped water or water vapor inside (porous rock, concrete, masonry, etc.) with lethal spall out to one point five meters from point of explosive decoupling of material cohesive structure.

DAMAGE INDEX:

Consistent Damage Index of  180 / 10 representing at effective range the 10mm x 1000mm bolt will penetrate 180 cm of standard ballistic gelatin with a wound channel radiating out 10 cm from the point of impact narrowing from that radius in accordance with depth and tensile strength of target material as the bolt loses temperature and velocity.  This index rating does not take into account any standing liquids such as water or blood that may be encountered as such liquids will be instantaneously vaporized thus greatly increasing the wound channel radius through flash heating causing high velocity steam expansion and lethal bursting of soft tissues over a large volume of body area.

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Hi,

ja ok...i saw the data in your link before and used it for the weapon config.

Weapon is ready so far.

I am working on the HUD now.

Greets

Marc

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Hi,

Nice and very impressive work !

Do you plan to work on a different walk sound for the T800 ? Something louder and even a bit metalish ?

IMO, it could add a lot of immersion...

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Hi,

no, i will not, because it would be quite unrealistic.

If i would change the walksound to metallic it would also produce the sound when T800 is walking over sand, earth, soft gorund in generall.

More important is to find a way to change the sound of hitting bullets and to change or delete animation of splatting blood and important is that changes are only valid for especially defined Terminator-Models. It would be not very nice if Resistors and other humanbased units would have hitsound in metal, too.

Further i have bad news:

In the following weeks i won't have so much time to work on that thing like in the last weeks.

That means there will be only few progresses and it a beta release will take some more time.

Maybe time will allow me to spend a bit consolation here and there with a small video.

Greets

Marc

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