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BLUFOR MBT-52 Kuma Hiya! I created a BLUFOR retexture for the MBT-52 Kuma, complete with correct crew, tracer color, and stored weapons. I also included the source files, including the textures in both XCF and PSD formats. You may use the content inside as long as you credit me! I hope y'all enjoy! Extra screenshot DOWNLOAD BLUFOR MBT-52 KUMA STEAM WORKSHOP MEGA ARMAHOLIC BLUFOR FV-720 MORA STEAM WORKSHOP MEGA ARMAHOLIC BLUFOR MSE-3 MARID STEAM WORKSHOP (SOON) MEGA ARMAHOLIC CREDITS Original texture and config by Bohemia Interactive.
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Hi all! Just some forewarning, I am a complete beginner level modeler (in my opinion) and also know zero about texturing, coding, etc. Me, being me, decided I really wanted to get the ol' Chieftain into ArmA 3, and since I enjoy Blender, whipped up a chassis model. Here it is: I know, I'm completely unqualified to take on this task, but I've really wanted to get into vehicle mods for ArmA 3 and figured I might as well try getting one of my favorite vehicle's in, with some help of course. That in mind, I've come here to hopefully get some advice from folk's who know their stuff, or are just willing to toss in their two cents. 1. I'm completely uncomfortable trying to make the turret, as it has a certain shape that I find very difficult to replicate, and I don't want to put something on this tank that I don't feel is authentic and respectful to the real vehicle, any advice on how to tackle this piece is appreciated. 2. I've never managed to successfully make a respectable texture for the vehicle's I've made, and was wondering if anybody could offer me some aid/advice on how I should go about whipping up some proper, decent quality textures, especially camo-type textures like so: https://i.pinimg.com/736x/22/73/1a/22731a4726741d178a36c884679c524f--carri-armati-model-tanks.jpg Keep in mind I don't have access to Photoshop, but I have installed Gimp. 3. I've got a plugin on Blender (ArmA Toolbox is the name) which allows me to convert my model from Blender to ObjectBuilder with LOD's and such attached, but I'm unsure how to go about creating those LOD's in either program since I'm a dummy, if someone could enlighten my dysfunctional brain, that'd be wonderful. 4. I've tried finding information on the specifics of getting a tank into ArmA 3, config and ObjBuilder wise, but I can't find much at all beside's the WIKI, which I have difficult grasping, am I just dumb or is this stuff not well documented? I think I've mentioned everything I was worried about but just for clarity's sake, I'd like to mention that I am eager to get into the whole process, as I've always wanted to create vehicles and weapons for my favorite game, but lacked the courage to ask the people who actually know how to do it. So yeah, that about wraps it up, thanks for taking the time out of your day to check and read this far, I really do appreciate it. Hopefully I put this in the correct area, if not I apologize and please move it, thanks!
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This is my first forum post here so if this is not in the right place feel free to move it, I, and probably others, have noticed that the gun depression values on some tanks are incorrect as compared to their real-life counterparts. This includes the MBT-52 Kuma (Leopard 2 revolution) and the Slammers (Merkava MK4). I have looked into the files and for the Kuma it appears to have -9°, this however isn't what we have in game because they changed it in patch 1.58. The cannon was clipping the back end of the vehicle (and still is) so they gave it -5° to stop it from clipping. But because elevation angles are uniform this overrides the -9°.... I suggest making two "gun depression variables", one for the "maximum" minimum elevation (-9°)and one for the "minimum" minimum elevation (0°).There should also be a transition between the two. Below I have a link to the feedback ticket, of you want Bohemia to fix this or take a look at it, please comment on that feedback ticket so it can get some traction :) https://feedback.bistudio.com/T123481 Thank you for your time!