Jump to content
Sign in to follow this  
EricM

MI28 Project

Recommended Posts

Ok, I have a rather good looking MI28 that I made a while ago for Arma 1 (it flies and shoots ingame, it has rvmats and all but it's too raw for release)

Edit : I should point out that original model was made by Digital Centurion, reworked, optimized, remapped and "LODed" by me.

I don't have time to finish it and not enough reference for the interior, so I'm willing to share it for a community project.

As such I'm looking for serious people interested in

- cleaning the config stuff

- add interior (if they know how it looks like...)

- add custom sounds or whatever they see fit...

The idea is to release the model under the same conditions as the BIS models, some sort of "Open source" limited to Arma. All contributors will be credited in the readme but you will have to provide the MLODS if asked.

The plan is to gather talents to make one good looking professional model for everyone, so that it's usable later in MP.

Feel free to join in.

havok1.jpg

Edited by EricM

Share this post


Link to post
Share on other sites

Very nice Model!

I think me and the guys from Armed-Tactics.de can work a little bit on the Mi28.

We have much experience with realism and flight behaviour.

Share this post


Link to post
Share on other sites

Basically the most lacking feature is a cockpit interior...

I have no reference about it.

I once thought of using BIS KA50 cockpit as a placeholder for the pilot... but it would need to be customized for the gunner.

Anyone fancy to give it a shot ?

Share this post


Link to post
Share on other sites

EricM, I volunteer to take over the config part that is unrelated to the model.

The later I have not much knowledge of.

Best to design to ease updating, making replacement configs and error free configs I can offer.

Share this post


Link to post
Share on other sites

man it looks sweet! Im wondering if i can get to see some screens of it in wireframe mode? :) I'm still learning modelling and I've always dreamt of making a chopper some day :)

Share this post


Link to post
Share on other sites

Thanks EricM - will look into it later tonight!

In the future you may want to use http://dump.no/. :)

Share this post


Link to post
Share on other sites

Updated the links with source models and psd files.

PSD files come with layered camo for easier editing.

Share this post


Link to post
Share on other sites

That is a beautiful Havoc. I look forward to this being in game :)

Share this post


Link to post
Share on other sites

Thx Eric , if we will have those new editing tools with new rvmats it will be very cool :cool:

Share this post


Link to post
Share on other sites

I can try to work on the 3d model and tweak it, what's the polycount limit of a vehicule in arma2 ?

Share this post


Link to post
Share on other sites

Interesting project. My suggestion is to make the addon as simple as BIS helicopters are in ArmA2, this way it would fit the original game best.

A more complex version with working doors, FCS, radar, etc. would be good for ACE2 :).

Share this post


Link to post
Share on other sites
Interesting project. My suggestion is to make the addon as simple as BIS helicopters are in ArmA2, this way it would fit the original game best.

A more complex version with working doors, FCS, radar, etc. would be good for ACE2 :).

What this wise man said.

The model looks really cool, nice job EricM :thumbsup:

Damn, so many teases already.. just 7 days left.. just 7..

Share this post


Link to post
Share on other sites

There is a }; missing at line 128 in the config.cpp

Just BTW^^

Edited by NeoArmageddon

Share this post


Link to post
Share on other sites
missing at line 128 in the config.cpp

I know about that, but nothing's binarized, you can have a go at it.

I'm not 100% this is the latest config I had, but in any case it was made for Arma 1 and inherited some of the Ka50 properties, so it will probably not work as is in Arma 2 given that there's no Ka50 to start with...

About the polycount, it was kept under 10 000 on purpose for Arma 1 (and being a bit squarish anyway, it didn't need much more), but it's probably possible to uprez it a little for Arma 2...

Edited by EricM

Share this post


Link to post
Share on other sites
I know about that, but nothing's binarized, you can have a go at it.

I am on it^^

I think i will change the classdepends from KA50 on KA52... this might work

Share this post


Link to post
Share on other sites
I can try to work on the 3d model and tweak it, what's the polycount limit of a vehicule in arma2 ?

There isn't exactly a limit, the engine will allow you use as many polies as you want, now the hardware might not be so appreciative of that though.

But if I had to guess I'd say Arma2's vehicles go anywhere between 10K lowest to 25K. But the funny thing is default soldiers plus their weapons usually get 20K, I imagine it wouldn't be too bad of an idea to have 30 maybe even 40K for aviation (if you really need that much).

Share this post


Link to post
Share on other sites
There isn't exactly a limit, the engine will allow you use as many polies as you want, now the hardware might not be so appreciative of that though.

But if I had to guess I'd say Arma2's vehicles go anywhere between 10K lowest to 25K. But the funny thing is default soldiers plus their weapons usually get 20K, I imagine it wouldn't be too bad of an idea to have 30 maybe even 40K for aviation (if you really need that much).

You have much to learn grasshopper.

Share this post


Link to post
Share on other sites

I just like to push the limits and boundries, never said anything about it running well for everyone.

But I do remember the polycounts I saw when opening Arma1 models in O2 and the infantry were pretty high, higher then most vehicles infact (considering infantry with their weapon and weapons were 3-5K or so atleast).

Though when I say 40K I'm talking a one of a kind air unit sort of thing, something you wouldn't see en masse and in a lively enviroment, a kind of mission specific...anyway I know in terms of the more weapon less prop type vehicles you want lower polycounts 20K being max but the lower the better in terms of performance.

Edited by NodUnit

Share this post


Link to post
Share on other sites

poly/face numbers of A2 should be quite similar to A1.

so better stop your wet dreams ;)

well not fast enough - mess of different versions now :|

should really use svn/git for source control

Mi28_RUS_EricM.7z

Done:

* Improved config (inheritance, drop obsolete values, etc)

* Split into C, M, T container (update path in p3d, rmvat, cpp)

* Added PBOPREFIX

* Uses advanced structure - for more details read CMB: DevelopmentSetup

Extract files directly to P: - result

P:\x\Mi28_RUS_EricM\addons\Mi28_RUS_C_EricM\*

P:\x\Mi28_RUS_EricM\addons\Mi28_RUS_T_EricM\*

P:\x\Mi28_RUS_EricM\addons\Mi28_RUS_M_EricM\*

MoveP3d by mikero is golden to mass replace path inside p3d.

Config wise testing needs to be done.

Binarization to be tested.

A2 offers new config features - probably better for v2.

Share this post


Link to post
Share on other sites

We'll see, I'm not ready to accept that certain vehicles have to be low on polycount when infantry have a higher then most of them by default :D

..Anyway enough semi hijacking from me.

Share this post


Link to post
Share on other sites

kju,

I can set up a SVN account if you'd like.

Share this post


Link to post
Share on other sites

Thanks Adumb :)

Though we operate a project space hosting site called dev heaven - also offers svn/git. :)

For me it is more a matter of EricM deciding to do this or not.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×