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#61 Posted at 2013-02-03 13:46        
     
hi nod

result! i know successfully have a detailed cab/ coxkpit with its own shadow lod which only appear. when in the giew cargo lod. it was a painful road but we got there eventually :-). it was ever so subtle the differences between what works and what doesnt and it was not overly obvious in parts..re the view cargo shadow lods not working. lol

but thanks again, and good luck witb the final bits and bobs with the mod, eagerly awaiting its release

regards

whisky

ps....are you a 3d modeler by trade as well or just hobby? curious! :-)


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#62 Posted at 2013-02-03 21:07        
     
Glad to hear you got it working, let me know if you have any other questions or problems and I'll see if I can help you.

The modelling is a hobby, though having a hiccup due to some computer issues.

This post was edited by NodUnit (2013-02-03 21:32, ago)


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#63 Posted at 2013-05-04 01:23        
     
Will you be upgrading your apache to the new AH-64E? Same block I think just better or more toys (not sure if you have these already).

AH-64E:
Formerly known as AH-64D Block III, the variant was announced in October 2012 as having the new designation AH-64E; it formally received the nickname Apache Guardian. Full rate production was approved on 24 October 2012. Army officials determined that the new designation was warranted due to the significantly increased capability that its upgrades represent. AH-64E includes the following upgrades: improved digital connectivity, the joint tactical radio system, more powerful T700-GE-701D engines, an enhanced transmission with new split-torque face gears to accommodate more power, capability to control Unmanned aerial vehicle (UAVs), new composite rotor blades, full IFR capability, and improved landing gear. The new blades, which successfully completed flight testing in May 2004, increased the Apache's cruise speed, climb rate, and payload capability.[229] The Army awarded a contract to begin initial Block III production in October 2010. Deliveries of Block III aircraft began in November 2011. Changes in production lots 4 through 6 shall include a cognitive decision aiding system, new self-diagnostic abilities, Link-16 data-links, and radar improvements. The updated Longbow radar has an oversea capacity, potentially enabling strikes on smaller ships; an AESA radar is under consideration.
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#64 Posted at 2013-05-16 11:46        
     
Sorry about the long delay, and for those of you I mentioned favors for, those should be taken care of promptly now that my files have been restored.

About the AH-64E, we do have the Block III (same thing more or less) but we aren't planning on it for initial release. Due to the time constraints we'll likely be pushing Block II first, then Alpha, and finally Echo. And while I can't say for certain what differences will appear between the two, visually we'll have all of them and in terms of avionics there will be at least a few changes. CMWS being one of the huge upgrades versus B2.


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#65 Posted at 2013-05-17 04:17        
     
still looking forward to this, looking and sounding excellent so far!

I am very macho.

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#66 Posted at 2013-05-26 05:15        
     
Glad to hear it, at this point I'd be a bit worried that some of the enthusiasm has died off, and I can't blame people...wether it's continuous work or not, 3 years for an addon is pretty rediculous..


There was a point where we were close to release but some discoveries were made and then came delay after delay for various blah blah reasons, ultimately the helicopter has been a HUGE learning point for us both and as a result I am confident that future projects will not take nearly as long.


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#67 Posted at 2013-05-26 06:59        
     
Not asking for an ETA, but what do you have left to work on?


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#68 Posted at 2013-05-26 17:24        
     
Well if you want thorough run down..

Due to gaps left by altering some unwrapping I decided to remap several components and moving of UV's to deter stretching which will require another ambient occlusion bake.

Remapipng pylon weaponry.

We still have damage to work on, as of this moment light and medium are in place with heavy and catastrophic left to go.

General texture work though depending on time constraints the addon may be released in an "early" state with a texture update later on, maybe.

CPG interior lighting

CPG optic information

Sounds are another thing, Robert Hammer was kind enough to provide us with his but we decided to hold sound for the last hurdle in case things were to be done a bit differently..there may be a few more things but that all depends on what Franze wants to do.

This post was edited by NodUnit (2013-05-26 17:32, ago)


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#69 Posted at 2013-05-29 05:23        
     
Well we always want the run down :P
I admire you guys for putting so much work into this so far.

I am very macho.

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#70 Posted at 2013-07-24 06:20        
     
I just wanted to say WOW and thank you for sharing. Your work and the information in this post has inspired me to take my mod to a higher level.(Scrapped everything I had done and started over). You guys have set the bar. I have only been modding for 3 months now and still have a lot to learn but I just wanted you guys to know that your work is much appreciated and admired.
My first attempt


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#71 Posted at 2013-08-07 08:46        
     
Thank you, it makes me very happy to know that our work has inspired others, especially since that is how I originally started out, inspired by the works of others and still am to this day.

Really there is nothing wrong with your Agusta model :) I like the addition of user actioned doors, nice touch..the more livelyness to the aircraft the better imo.

In relation to the bar..I would say that we should all have our own bar, rather than looking at one persons addon as the goal to reach (and believe me mine isn't going to be the best visually) we should shoot for what makes us happy because really that's what it's all about, enjoying the creation of something...if you shoot too high then you may find yourself stuck in a loop and unhappy with the results *cough cough*

Oh and if you don't mind me touching on the subject (not trying to knock your bird), I noticed someone in the video mentioned a cartoony look but wasn't sure..I think this may be a relation to the paint scheme. I think it's due to the brightness of the green and brown http://www.surfacezero.com/g503/data/576/medium/MG_2199m_800_copy1.jpg here for example.

A bit of de-saturation can greatly help as well, say...a black layer set to 20% to 35%, whichever feels better to you.
Also depending on what program you have, you can bake out an ambient occlusion map and then overlay that upon your diffuse which will give extra shading depending on how light hits the frame.

As an example of what difference this makes.
http://i229.photobucket.com/albums/ee200/NodUnit/Nobake_zpsc55717bd.jpg?t=1375862860 without
http://i229.photobucket.com/albums/ee200/NodUnit/Bake_zps35bbbd69.jpg?t=1375862860 with

This post was edited by NodUnit (2013-08-07 09:08, ago)


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#72 Posted at 2013-08-20 03:18        
     
Thanks NodUnit.

I have already started falling into the trap of not getting it done because it's not perfect yet. Good advice.

I use Blender for my modelling and after some research found that it was easy to add the Ambient Occlusion as you suggested. Thanks. The effect is very subtle but has a big impact on the look.

I already have a "black layer" set to 25% and have increased it to 35% as you suggested. I think it now looks better but I did not understand the "cartoon" comment properly so I have no idea if it's fixed now or not. :)

Again, love your work and thanks for comment, suggestions and inspiration.


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#73 Posted at 2013-08-20 14:16        
     
Excellent, keep the AO handy because you can also use it as the Ambient Shadow (_AS) map for Arma, and it makes a big difference as well.

http://forums.bistudio.com/showthread.php?77685-Using-the-quot-Super-quot-Shader-%28RVMAT-material%29


What I meant about the cartoony was a comment someone in the youtube video said here, you quoted them as well (top post) http://www.youtube.com/watch?v=rYNSnywJgMY

I think that comes down to how bright the paint scheme is, the green is a bit bright as is the brown, tan is almost right. Also things look very different with and without the super shaders.

For example if you apply the AO map you baked to the _AS slot in the rvmat http://imageshack.us/a/img13/975/24896708.jpg
it will make a big difference, especially on the shadowed side.

I lost my comparison images but here is an example of a very early test, the shading is overall flat and in the second image you can see the shadows are very..odd.
http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/AH-64D/Work%20In%20Progress/arma2oa2011-08-0209-02-38-79.png
http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/AH-64D/Work%20In%20Progress/arma2oa2011-08-1603-17-24-97.png

And this is what it looks like after applying an AO with about...40-55% and the _AS map http://i229.photobucket.com/albums/ee200/NodUnit/Arma2%20and%20Operation%20Arrowhead/arma2oa2012-10-1114-24-30-37.png
http://i229.photobucket.com/albums/ee200/NodUnit/arma2oa2012-06-2418-54-18-45.png

Here's another example of what the _AS can do, basic texture doesn't have super shader, second does http://i229.photobucket.com/albums/ee200/NodUnit/radarteaser.jpg


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#74 Posted at 2013-08-31 05:53        
     
Hey folks, a long time ago we made a promise that if A3 was near release, regardless of state, we would release the aircraft. And while unfortunately due to a shift in priorities and ideas, we are only able to cover the AH-64D for now.

That said, there is a lot to play with, from dynamic arming to both pilots being able to use all weapons, interactive cockpits, damage systems and more. You can read more and download it yourself here.
http://www.armaholic.com/forums.php?m=posts&q=24074&n=last#bottom


Now that this has been released I think the thread can be closed.





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