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> Bradley example (A2 config included), MLOD's/Rvmats and configs unbin included
modEmMaik
post Jul 3 2009, 16:32
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I have added an A2 config to the OPF / ArmA open source bradley.

DL-Link Open Source Bradley WIP Version by zShare

zGuba provided the latest fixes (new GeoLOD and fixed gunner/commander turned out optics), I tried to include the new sound options.

Issues:
  • Damage section textures are not working
  • Interrior is diabled due to "greyed out" periscopes in the interrior (A2 seems to support windows only. A transparent texture that has faces behind it, is displayed plain grey.)
Feel free to release a modified version, as long as this version can be installed parallel without interfere (I do not care about credits, but I think that the rest of the supporting team might do so). Or simply play with the features (rvmat's, weapon etc.).

QUOTE
Smurfclan M2A2 / M6 WIP-Version

required ArmA-Version: 1.14 or later
required addons (for xxx_repl.pbo, not for A2): Extended_Eventhandlers Solus & Killswitch (http://www.armaholic.com/page.php?id=2605)

Changes:
- Fixed telo damage section in first LOD
- zGuba fixed the turned out gunner / commander sight
- Added improved geometry and ironsight (thanks to zGuba)
- Added A2 repl config (please copy the smurfc_m2a2.pbo plus key to you addon folder,too)
- Reduced some popup effects on the front
- Corrected shader issue on driver hatch
V5b:
- Added CWR repl config
- Corrected desigation to "M2 Bradley"
- Recentered wheels texture to reduce tumbling
- Changed TOW ammo to new tripod TOW (hope to increase hit ratio)
- New specmap, based on the texture (but without camo-artifacts)
- Corrected maingunrecoil direction and calculation
- Fixed a shadow-issue on the M6 model

V5:
- Changed maingunrecoil to non-xeh (Thanks to GNat). Mag ammo count must be adjusted.
- Needed change: All bushbaster mags have 300 bullets (new ammo layout 300 AP, 2x300 HE)
- Added gunner scope protection (opens when engine active)

V4:
- M6 "style" version added (the real M6 is based on the M2A2... but I havenot finished my m2a2 model, yet)
- Changed the periscopes
- Remapped front rubbers
- Corrected OFP-artifacts in the extended suface menu (removes pop-ups on the wheels)

V3:
- Changed mass from 22 tons to 30.4 tons (improved AI handling, they just slid sideways using this tank)
- Adjusted LOD's 1-7 wheels
- Animated TOW-launcher (connected to gunner's hatch)
- Added some library text from wikipedia
- Fixed transparency on maingun glass
- Added smokelauncher to the commander's turret (For AI-viewblocking, please use JTD's smokeeffects http://www.armaholic.com/page.php?id=1631)
V2:
- New specmap for chassis and turret (thanks to eble)
- New bushmaster config (removed HROF mode)
- Added RACS version wheels
- New BLUFOR chassis texture (based on OFP pendant)
- Reworked backlights
- Added driver / commander / gunner proxies to the remaining LOD's (sorry about that)
- Added 6'th sense tracer support
V1:
- Bumpmap for chassis added
- Replaced OFP tracks with ArmA M113 tracks
- Added BLUFOR and RACS skins (simple skins only)
- Added weapon config
- Added random numbers
- Added new sounds
- Reworked gunner / commander animations

------------------------------------------------------------------

mission addon name: "smurfc_m2a2"
Mission editor's container: PirSmurfC_ERA_110_Armor ("SmurfC")
smurfc_m2a2_b, smurfc_m2a2_stinger_b (BLUFOR version)
smurfc_m2a2_g, smurfc_m2a2_stinger_g (RACS version)

Main Features:
- Converted OFP model from oxygen samples
- OFP interrior
- Damage section textures
- Working dampers
- Merged textures for better performance and to ease retexes
- Lowered center of mass to prevent flip overs
- Custom Texture ready (1_co_m2a2, 2_co_m2a2, 3_co_m2a2, flag_m2a2 sections)
- Numbers ready ("num1_m2a2","num2_m2a2","num3_m2a2" sections)
- Vehicle values related to OFP's WGL values

Issues:
- The maingun recoil has an alias effect due to the 250 mag-size (repl config works fine)
- The maingun recoils once, when changing from HE to AP ammunition
- I had to change the "inoffical" ofp version naming.
- The 3'rd texture is now 512x512 dimension, because of the stingerlauncher

-------------------------------------------------------------------------------

mission addon name: "smurfc_m2a2_repl" (not needed for ArmA2)
Mission editor's container: PirSmurfC_ERA_110_Armor (OFP skin) / Armor (Blufor and Racs)
smurfc_m2a2_b, smurfc_m2a2_stinger_b (BLUFOR version)
smurfc_m2a2_o, smurfc_m2a2_stinger_o (BLUFOR OFP skin version)
smurfc_m2a2_g, smurfc_m2a2_stinger_g (RACS version)

Features:
- MLOD model included for other addon makers wink.gif
- BLUFOR and RACS skins
- Aaron Ash sounds
- Random numbers (thanks to raedor)

-------------------------------------------------------------------------------
ArmA2 Replacement Config (please copy the smurfc_m2a2.pbo plus key to you addon folder,too)
mission addon name: "smurfc_m2a2_A2_repl"
Mission editor's container: USAC (UA Army Corps)
smurfc_m2a2_b, smurfc_m2a2_stinger_b (Woodland version)

Features:
- Maingun Recoil, Damage Sections, A2 Sound options

Issues:
- Damage Section Textures do not work
- Interrior periscopes do not work (workaroud: No cargo view for driver / gunner / commander, mirrors for cargo view)


model & config. by BI and modEmMaik

Credits to:
zGuba for GeoLOD and ironsight improvement
CWR for their great mod smile.gif
GNat@ofpec.com for new maingunrecoil (no mp-delayed display any more)
Eble for specmaps
Aaron Ash for his sounds
Raedor @hx3.de for the MP-conpatible numers
Burns, WGL.Q and King Homer @hx3.de for their support and material
Maruk, Urki and Loneship crCTI clan @smurfclan.org for ideas, support and beta tests
T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus plus all the others @http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi for tests, photos and suggestions
Rellikki (http://www.rellikki.armaholic.net/)
piranha-dl (http://www.denny-piranha.com/)
Vilas (http://ofp.gamepark.cz/_hosted/vilas/)
WGL mod team (http://ofpc.de/wargames/news.php) for their great mod
ACE team (http://ace.usmc-warriors.org/), successors of the former WGL team
Solus & Killswitch for their Extended_Eventhandlers implementation
BI (http://www.armedassault.com/) for their sample models
Wikipedia Project (en.wikipedia.org) for additional information

Disclaimer: I tried to get in contact with Aaron Ash (mail, PM and thread on BI-forums) about permissions for sounds, but got no reply yet.

have fun and good luck,
modEmMaik
 
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{G&L}ACF{SCOTDG}
post Jul 3 2009, 18:44
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looks good thumbsup.gif trying now
 
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modEmMaik
post Jul 3 2009, 19:56
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Do not expect top notch graphic features weirdsmiley.gif

The basic intention was to give a sample for converting A1 samples or integration of a model. The Brad includes:
  • New fraction example (USAC: US Army Corps)
  • A2 sound and hitpoints config
  • Retex support using hiddenSelectionTextures (A1 and A2)
  • Workaround for periscope interrior issue

Remaining issues:
  • No wreck model
  • Missing damage section texture display
  • Undiscovered issues
 
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Snake Man
post Jul 3 2009, 23:08
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Excellent work to release Bradley with MLOD's to ArmA 2.

However your readme is ... well I'm scared to say faulty, but at least for me its darn difficult (so far impossible) to figure out simple thing:

How to install this for ArmA 2?

Could you please be specific about it, I'm fairly certain that if I cant figure it out, there must be at least one or more other guys in my shoes... or maybe not, dunno smile.gif


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modEmMaik
post Jul 4 2009, 09:07
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Hi Snakeman,

well, because it is simply an ArmA 1 addon plus an ArmA2 config, it is a bit complicated weirdsmiley.gif


ArmA 2 needs smurfc_m2a2.pbo, smurfc_m2a2_A2_repl.pbo plus keys.


smurfc_m2a2_repl.pbo is ArmA1 only (not needed for A2).

BR,
mike
 
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Revski
post Jul 4 2009, 12:26
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Any chance of having the Mlods converted to something more user friendly? I personally would prefer .obj files for a try at retexturing these (cant promise anything though, since im a pretty terrible rookie right now haha). Does Oxygen still work with the ArmA2 files?

This post has been edited by Revski: Jul 4 2009, 12:47


--------------------
 
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modEmMaik
post Jul 4 2009, 17:49
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QUOTE(Revski @ Jul 4 2009, 13:26) *
Any chance of having the Mlods converted to something more user friendly? I personally would prefer .obj files for a try at retexturing these (cant promise anything though, since im a pretty terrible rookie right now haha). Does Oxygen still work with the ArmA2 files?


Reimport of .3ds and .obj files can be a real pain in the a**... because you have to repos the import. stupid.gif

But using the O2 PE version offers .3ds export / .obj and .3ds import (I personally use anim8or for .3ds to .obj conversion).

The MLOD is still an O2 file.

But take care that this model is very simple unwrapped. I am still looking for some hours to unwrap the outside textures with O2.

Have fun,
mike
 
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Draper
post Jul 11 2009, 20:44
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Ok, first off thank you for releasing this.

Second of all, as you can tell with my new registration Im only just now getting into the game of modding. Right now all Im trying to do with the bradley is make a few minor tweaks, but im having trouble getting started with it.

In theory, if I were to unpbo the actual addon, and then replace everything in the thoose folders with the MLOD files and then BinPBO those together I should get the exact same thing as if i just put in the addon, right? Doing this I get an error that it cannot load m2a2_basic.rvmat, and the bradley gets a nice shiny black coat of paint over everything. Any help is appreciated.

and by the way, this is in ARMA 1
 
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modEmMaik
post Jul 13 2009, 17:22
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QUOTE(Draper @ Jul 11 2009, 21:44) *
In theory, if I were to unpbo the actual addon, and then replace everything in the thoose folders with the MLOD files and then BinPBO those together I should get the exact same thing as if i just put in the addon, right? Doing this I get an error that it cannot load m2a2_basic.rvmat, and the bradley gets a nice shiny black coat of paint over everything. Any help is appreciated.


BinPBO needs an option to simply pass by the material files (rvmat's), so add this to BinPBO's "List of files to copy directly":
QUOTE
*.rvmat;*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv
;*.html;*.lip;*.txt;*.wrp;*.bisurf;


When ArmA still misses some files, unpbo the resulting .pbo and check weather the files are missing in the .pbo.

... and I am still using A1, too smile.gif
BR,
mike
 
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Draper
post Jul 14 2009, 02:35
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Ok I added .rvmat files to be copied directly and didn't load.

Then I unpboed it and it wasn't there ... blink.gif , in fact non of the .rvmats were there. I'm glad BIS can make games better then their support tools. So any work arounds?

P.S. The model.cfg is also missing when upboed... ohnoo.gif

This post has been edited by Draper: Jul 14 2009, 02:42
 
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modEmMaik
post Jul 14 2009, 15:17
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Take care that the options in BinPBO do not have any blank and all fits in a single line (...else strange things happen smile.gif )

When you binarize a .p3d file, the model.cfg get's merged in the resulting .p3d (a binary one... or in other words, precompiled for better ingame performance).
 
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Draper
post Jul 15 2009, 01:17
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QUOTE
ok, it works perfectly if i don't binarize, but if i do, the .p3d file doesn't load (error has a (MAGIC) next to it ?). It seems to me this is not a big deal, at least I can edit it but I dont know why the binarizing makes it fail.

And model.cfg seems to work without binarizing (turret spins and what not), and I can access that .p3d file with O2.


Never mind, clear temp folder seemed to fix the problem.

Anyway, could you point me in the direction to mess with the pod retracting when the gunner turns out. I'd like to see if i could script it to be on demand by action.

This post has been edited by Draper: Jul 17 2009, 00:58
 
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modEmMaik
post Jul 19 2009, 10:48
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QUOTE(Draper @ Jul 15 2009, 02:17) *
... pod retracting when the gunner turns out. I'd like to see if i could script it to be on demand by action.


This is the animation, which is connected to the gunner's hatch at the moment:

QUOTE
class smurfc_m2a2_poklop_gun
{
type="rotation";
source="rpm";
selection="poklop_gun";
axis="poklop_gun_axis";
memory=1;
minValue=0.000000;
maxValue=0.200000;
angle1=0.000000;
angle0="rad 65";
};


To make it triggered by script, you have to replace the source by "user", and add an AnimationSources entry to the config (like the damageGun animation).
 
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UKGBlazero
post Jul 25 2009, 13:27
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thanks m8e just got the game aswell lol is it ok if i have a look at the config for it for A2 i need to know how to get my A10 merpat pack in the game working lol


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