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hcpookie

"Legacy of Cold War" aircraft models pack

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Mods, please delete if this thread isn't appropriate...

Cross-posting from Armaholic:

http://www.armaholic.com/forums.php?m=posts&q=17846&d=0

***LOTS*** of in-progress aircraft models including U2, B2, Tu-95, etc. If I'm reading correctly these are freeware models built for Alphasim but obviously able to be converted to P3D format via the editor. He states he is giving permission to recycle the models so long as credit is given for the source. Cool stuff!

Quote mukcep :

All models are unbinarized. This is a set of aviation-addon templates.

You can change these addons for RV-engines (only) with showing the original authors (contains in readmes). You can so adapt, sign and release own addons based on these samples (Just do not forget the authors in the readme).

This pack contains many many bugs. If you wish to fix it - Forward!

Please do not report about bugs to me. Most of them i have already know.

Features: â—¾An-22

â—¾An-225

â—¾An-26

â—¾B-1B

â—¾B-2A

â—¾B-52H

â—¾Myasistchev 3MS

â—¾C-5 Galaxy

â—¾HP-80 Victor

â—¾Il-76TD

â—¾Project 903 Ekranoplan Lun

â—¾T-50 PAK FA

â—¾Sr-71A

â—¾Su-24M

â—¾Tu-16

â—¾Tu-95MS

â—¾U-2S

â—¾CVN Ulyanovsk

â—¾Project 12322 Zubr

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I thought I read that this was for Arma 2 not 3? Are you suggesting porting over the content or making a statement that it could happen? or what?

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He just read that these models couldn't be converted to a non rv engien afaik.

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I just thought I'd share that the author "mukcep" is giving people permission to use the models on his Armaholic post. I don't fully understand what a non-RV engine is... is that shorthand for "only Arma engines"?

I did a little digging and it appears these models are originally freeware models from Alphasim (and possibly elsewhere) that were originally designed for MS Flight Sim. As freeware they are... well, free, and allowed to be re-used without warranty or support. So he has adapted these to work in the game engine and apparently doesn't plan to fully configure these beyond making them available for others to:

"adapt, sign and release own addons based on these samples (Just do not forget the authors in the readme)."

Cool stuff if you ask me!

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As far as i know all arma games run with the RV engien or at least different versions of it arma 2 older than arma 3 (no kidding :D) that's all i know or what i'm guessing anyways

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As far as i know all arma games run with the RV engien or at least different versions of it arma 2 older than arma 3 (no kidding :D) that's all i know or what i'm guessing anyways
All Arma versions including OFP use different variations of the RV engine.

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Success! I used these Alphasim freeware to import the F105 Thunderchief for the Unsung mod.

I wanted to share the quick-and-dirty procedure I followed... hopefully this can help others bring these freeware models into the Armaverse! There are lots of cool models there begging to be imported :)

Tool Setup

1. Install the SDK from the Microsoft Flight Simulator X Deluxe edition. You need this to use the SDK image conversion tool, among other things. If you don't have the image tool you won't be able to convert the textures. I am unaware of other texture conversion tools that support the MSFS .BMP / .DDS format... if there are other tools available this may render the SDK requirement unnecessary...

2. Download and install the ModelConverterX tool from here:

http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX

This tool will import/export the MSFSX .MDL format to .OBJ format. It does not require the SDK to import the 3D mesh. It DOES require the SDK for the image conversion... this tool simply provides a UI interface for the SDK image tool which will convert the MSFSX proprietary texture format (special .BMP files) into a standard .BMP format. Without the SDK image tool, you won't have textures for the model!

3D Mesh conversion

3. Download the Alphasim model...

4. Import the MDL into the ModelConverterX utility. Accept the defaults when prompted.

At this point you should be able to see the mesh in the 3D Preview page (bottom tabs). If not then you did something wrong...

5. Export - save As .OBJ file. Note that you can also export to a .3DS file if you prefer...

NOTE: If you don't plan to use the textures for whatever reason, you can stop here. Enjoy your texture mapping project :) If the model has them, and if you plan to use them, you must convert the "special format" .BMP files that MSFSX uses to a standard .BMP file. Read on...

Texture Conversion

6. Use the "Texture Converter..." tool found under "Special tools". Select "BMP" from the drop-down list. The other options should not need adjustment. You can resize the file to a larger format at the same time.

7. Load each .BMP or DDS file and save as .BMP.

NOTE: The ModelConverterX tool has a batch texture conversion tool. That doesn't seem to yield consistent results. I recommend converting the texture files one-by-one to be sure they convert correctly. On a few of my conversions, I noticed that there may be a transparency layer that gets moved to the top, effectively making the entire texture transparent. You'll notice if this happens as it is pretty obvious. I fixed these by removing the transparency layer. Opening and saving the file in Windows Paint seems to fix this.

8. Convert the new .BMP files to TGA format using GIMP or some other texture tool... eventually converting them to .PAA format.

P3D Import

9. In Oxygen, choose "File > Import" and import your model. You should be able to do the rest from here :cool:

About the texture mapping - if the model is mapped to textures, you need simply to assign those sections to the proper texture. DO NOT remap these (by using TAB) otherwise the texture mapping will be lost. If you have multiple textures, it may take some patience as you work through which sections map to which textures. Patience is the key here :)

Edited by hcpookie

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Well I downloaded some of his conversions and they look pretty darned good! The links of his actual conversion are on his Google Drive: https://docs.google.com/uc?id=0B4zGMlr9oGNWY003d2EyOUR3cm8 NOTE: The download is about 1GB in size... unzip is about 2.5GB in size (yikes!) but has a lot of love inside. All the PBO's in the ZIP are un-binned.

tu95_1.jpg

That's me shamelessly plugging the F-105 we're adding to the Unsung mod. We're escorting this Tu-95 Bear back across the border from Chernarussian waters. Yep, that's a working TU-95 in-game! ... not just some mesh an art student posted and forgot about :cool:

Prop blur working, as are landing gear animations, shadows, and Fire Geo LOD. But the TU model still needs some work:

- inheritance errors (I haven't looked for his other files yet).

- some surfaces need sharp edges.

- No working bomb-bay doors, however this apparently depends on his other big mod for some inheritances, so this may be a trivial fix.

- Weapon loadouts are simple dumb bomb loadouts. Perhaps some ASM missiles could be added for A3

- Sounds are... well... so-so. Needs some better sounds.

- Pilot view cockpit gauges don't work. This is fixable but tedious.

The bird is HUGE! Overall the config and model looks really good. LOTS of different squadrons in the pack. Kudos to Mukcep for doing the grunt work! :D

The Tu95 has fascinated me since the first "coming soon" posts were put up years ago. The props are complicated and I suppose that's what I find interesting about it. Will I bring it in-game? OF COURSE! Here's the UNSIGNED PBO - 34MB in size... consider this a BETA version:

https://skydrive.live.com/?cid=5b54fc51a7917265#cid=5B54FC51A7917265&id=5B54FC51A7917265%213146

:D

I want to massage the model some to get it up to par. Needs some TLC to really put it at the level it needs to be. Perhaps others are interested to help out?

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Thx! Updated the PBO - I made a pass over all the surfaces on the baseline Tu95 model. So no more weird texture/shadow issues that I can detect. Sure I've missed some :)

https://skydrive.live.com/?cid=5b54fc51a7917265#cid=5B54FC51A7917265&id=5B54FC51A7917265%213146

The other '95 versions in the package can, I think, copy/paste from the finished surfaces. The differences are small enough that I think I might be able to reduce the size of the package by using one model and making use of HiddenSelections, but that's we shall see. Anything to make the pack smaller... currently the PBO is 80MB due to the textures.

Some more pics over Fallujah and Tropica. Gnat's Su-33's look right at home beside her!

tu95_fal2%20(Medium).jpg

tu95_trop1.jpg

More and larger pics:

https://fcpnuq.bn1.livefilestore.com/y2puJdu2s5gFC5f7UWgR3VY-gONj67JTE6WKHdgJNpbem8Me7f0WY3EkR2pW3CaSVuZbmbWL4DbstNkI1WuXQg25GY_xpUPjJEoUDYE0qRX70w/tu95_fal3.jpg

https://fcpnuq.bn1.livefilestore.com/y2pngcYVq4vk4_zwaQ1ECZVaEJdQPZYJ5sOAGegxPsq4vPw2n3GXm-AqrZrU_aDQub9CdJB0vSx9H9k0Ok3-VJECLRFDCJpi92abRphUw3tWYQ/tu95_fal4.jpg

https://fcpnuq.bn1.livefilestore.com/y2pUCgwLbcQL3kyvwHE9GBcqFvS8Tk7PwnFmcn24A0cXWac8nXBaeTARrccyVknLKojl7Qe8wEGdV-oTq5JK5W3brAXqsWZtPqQ7gpDV1h16TQ/tu95_fal2.jpg

Again, credit to Mukcep for the original port! :cool:

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Looks awesome!! Those are some large birds!!

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I guess all these problems with "laddr down", guns not working since they're using arma 2 ones and pilots not sitting in their seat but on top of the aircraft, can be fixed with config editing?

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That would be a good guess. With no A3 model tools it is anybody's guess how it will work in A3. I'm modding it in A2 for now because I know there aren't issues with the tools. Still waiting for the A3 tools to be released...

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Pilots sitting on top of aircraft with gun animation is problem with the pilot proxy in the .p3d, you need to change it from a2 pilot proxy to a3

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But other problems could be fixed with editing the config? Is there any tutorial on how to do this?

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yeah ladder animation and guns should be able to be fixed by config

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So since I can't find out how to enter many of the aircraft, I've taken it upon myself to change the pilots assigned to use A3 pilots.

---------- Post added at 11:23 ---------- Previous post was at 11:20 ----------

And weapons too.

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Updated the Tu95 - same download location as before. To prevent issues I renamed all the classes from "tu95msXXX" to "pook_tu95msXXX" - so be sure to overwrite the previous beta version to avoid confusion :)

This version has a working ladder with proper "get in/get out" memory points... the previous memory points were situated at the top of the ladder, so you had to lower ladder, climb up, then "get in". Now you simply "get in" at the base of the ladder in keeping with standard BIS configuration. The ladder sections simply animate on the "cabin" animationsource. IMO needs more tweaking, but "get in/get out" actually works like you expect it to :)

Also animated the bomb bay doors and added internal bomb bay model so it looks correct with the doors open.

Turrets - rear gunner turret working correctly now! Removed the legacy "attachto" turret config and info now that Arma supports working turrets in planes.

Main gunner turret is named "Bombardier" - what is the correct name for a Russian Bomber's main bomb gunner? The Bombardier "camera" works correctly so it should be able to launch guided missiles/smart bombs with no problems.

To-do:

- shadow missing control surfaces

- weapon loadout variations

... I made it use a custom bomb launcher to accommodate the new weapons. There are models for the kh-55 (AS-15) missiles among other things. I don't want to model a nuke but the tactical ASM version has a conventional warhead, so that will make a perfect AGM missile.

- I may add a rotating bomb rack - should be easy enough to animate based on a "fired" EH.

- Damage LOD, wreck model, etc. also needs to be added. SHOULD be fairly easy.

- Config changes for specific A3 settings. Since this is all using A2 model tools we will have to wait and see how it works out for A3. The config changes to make it fly as-is shouldn't be too difficult.

ETA assuming no major issues pop up is perhaps this weekend. :)

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Managed to add sounds and weapons to the SU-35+E, sadly no models for the weapons, but I'm trying my hardest. Would anybody know why the landing gear can't retract? Well it does retract, but the animation doesn't play and it looks like it's extended even though it isn't.

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This is looking like a great community effort - the wonders of releasing open source stuff.

Cheers guys!

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Would anybody know why the landing gear can't retract? Well it does retract, but the animation doesn't play and it looks like it's extended even though it isn't.

Have you found what was wrong? I have the same problem with an F-15E I'm working on that I want to release as well, with permissions from the Author of course.

Dave,

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This looks interesting, lads keep up the good work. If any help on config and scripts needed drop me a PM.

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