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rocket

USEC Maule M7 - WIP

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Moved the Maule project on to ArmA2. Have got all previous components working, along with a number that weren't in the public release of the maule for ArmA (such as revised flight model, startup exhaust smoke and engine noise, dangerous blades etc...)

Just finishing it off prior to release, but here's some screenies of the fun times that can be had with the new ArmA2 shaders:

usec__arma2_m7_1.jpg

usec__arma2_m7_2.jpg

usec__arma2_m7_3.jpg

And... don't walk near the prop!... oh... too late :P

usec__arma2_m7_4.jpg

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Rocket = Top Quality Addons guaranteed. Can't wait to fly around in that!

2 questions: Are you going to adapt it to ArmA2 sound engine (directional sounds etc)? And those blood textures are really on the model when someone walks through the prop? :eek:

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This is looking even better than the MS FSX Version. Do you consider to do one without the Skis?

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At first I thought you posted (real-world) photos. Astounding.

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Very sexy ! really cool plane :cool:

btw that poor guy got propered - who will clean that? :D

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Extremly good addon!

I really like civil planes and helicopters in OFP/ArmA/ArmA2.

Can't wait to fly it!

MfG Lee :)

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i want an AN-2 :P

no, but serious.. looks really nice..

and as someone said, how about a version without skies?

not much snow on Chernarus (though im pretty sure a winter chernarus would look awsome.

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Looking at ArmA1 release of this plane, I'd say there's going to be a version without skies as well:

(taken from ArmA1 release thread)

- Ski and Non-Ski versions included

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Looks sweet! What would be even sweeter is a version in makeshift insurgent/rebel camo to emulate some form of spotter plane - Perhaps with a Chernarussian name to it.

Anyway, as said - It looks great, I saw it on Armaholics frontpage and did indeed think; "I wish this was in ARMA II", didn't have to wait long :D

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Looks amazing! Is that decapitation actually a feature? BTW people the plural of ski is skis not skies! Otherwise it'll be jolly hard to fly without skies :p

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Looks fantastic, the version for arma came with skies and without. I assume this will be the same for Arma2 release?

This is perfect for parachute training :yay:

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At first I thought you posted (real-world) photos.

Same on first glance, if you'd photoshopped it onto a less recognisable background...

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Looks simply beautiful in Arma2, very nice!

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Whoa that really looks great in ArmA2. I start to love this game more and more.

It's nice to see you over in A2 Rocket. And it's nice to see you got your name changed. ;)

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Looks really stunning and on par or even better than the BIS vehicles, especially with the new shader effects it has a lifelike look.

Top work.

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The above images, is that how the graphics look on this game?

Edited by Lump

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To get the shaders working properly was not much work as I had done much of this previously while building it. Essentially, all I did was take the Maule I had for ArmA, port it over to ArmA 2, and then generate the extra textures required for the new shaders. I had used exclusive UV space for all components when building the model, in anticipation of ArmA 2, so I was able to make use of the new "super" shader to the fullest extent.

Make no mistake, BIS have made what I consider to be an extremely powerful shader. I was able to, with ease, generate the exact look I wanted by using my own Ambient Shadow and detail textures.

---

In answer to a few questions:

Are you going to adapt it to ArmA2 sound engine (directional sounds etc)?

I initially did that with glee, but I still don't understand enough about this to generate this properly. I suspect it will be a few months before I get the hang of this, so I ripped my new sounds out and will probably do the initial release with the old sounds - as its very much ready to go and I don't want to delay it simply to try and get them right.

And those blood textures are really on the model when someone walks through the prop?

Yes. When someone walks into the area near the prop, you see a puff of red and the blood appears on the front of the aircraft and windscreen. I also have been using the sound that is used in ACE for that "ripping" sound... but I need to talk to the authors of that sound and see if I can include it.

Will you be doing one without ski's

I will be doing the following variants:

  • Ski
  • No ski
  • Floats

...version in makeshift insurgent/rebel cam...

I'm going to do some variants, but previous experience has shown me that there are some very talented texture artists out there so my focus at the moment is to produce a very "white" plain base set of textures, that texture artists can then use themselves. I might do my own camo variants etc... just for fun too.

Is that decapitation actually a feature?

The guy isn't actually decapitated, I think he's just falling over when the prop hit him :)

It's nice to see you over in A2 Rocket. And it's nice to see you got your name changed.

I'm very excited. I think that there are going to be some truly outstanding mod's come out for ArmA2. Using simply detail textures and ambient occlusion textures in the Super shader... can give you extremely good results even on a very basic base texture. From a modding standpoint, I am extremely surprised by the amount of additional room to move we addon makers now have. We have amazing options available to us.

The above images, is that how the graphics look on this game?

Yes. Possibly it will look better. I have all my settings on Normal.

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WOW!!! what an amazing piece of work, well done Rocket :)

Just one question, how the hell did you create that blood effect feature?

This addon is total WIN!

Edited by Flarmapoint 2

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Just one question, how the hell did you create that blood effect feature?

Tested and proven in multiplayer, the effect is detected and implemented locally. What happens is that when an object is "killed" by the prop, the pink mist is generated, and then the blood effect is added to the front.

What I did was create geometry on top of the front and windscreen, then made it a hidden selection, and defaulted it to no texture. Then when the blood effect is required, I simply alter the hidden selection. The texture itself has an alpha, so it just places the blood on top.

Edited by Rocket

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