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About this blog

Formerly Known as "WIP Wednesdays".  Now its probably best to think of this as "When we get chance Wednesday".

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Rock

RKSL3 - Harrier GR9After a few weeks of muddy things we're back to working with aircraft again.  One of Rock's childhood favourites.  Harrier GR9.

He'll freely admit, all the recent ArmA2 Harrier ports inspired him to drag this model out of the archive and push to get it finished to an A3 "standard" (Im still not 100% sure what that really is Cool)

Returning to the principle of: "A picture speaks a thousand words" from earlier weeks.  How about a video with a few thousand words...Well Rock waffling for twelve minutes?

 

 

 

 

 

 

A bit of a History Lesson

Rock first made a Harrier GR7 model in 2006 in OFP as a platform for a new VTOL system.  Originally for the OFP based 1982 Falkland Mod. It evolved into - for the time - a very complex scripted setup but as we continued development we also found out some MP issues.  Nothing too serious, but it definitely wasn't ready for public release and after several frustrated attempts to sort it out we both put it aside and focused on the Cargo System and other addons for the moment.  Sadly we never got back to it until ArmA2 with its native support for VTOL.  Even then I didnt have enough interest to re-visit it properly.

DON'T GET TOO EXCITED! I uploaded this video to illustrate a couple of features i'd like to bring to the new A3 Harrier.  We aren't going to directly port this particular system but you may well see the features shown here appear in the ArmA3 incarnations. 

The Harrier model, much like the real thing went through a number of incarnations before settling down and becoming a bit more stable. The model in the video below is V7.31.

  • 7.XX - because its the seventh model version.
  • X.3X - because its tweaked for A3
  • X.X1 - because its the first config version in A3

But it was remade, re-unwrapped and re-configured that even though it may look similar, over time it really did become a new model.  By the time you get it the completed addon will probably be marked 3.xx1 so its probably best not to read too much into any version numbers.  They mean something for me but it may not always be logical to you.

 

 

 More details will follow.  Have fun.


Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

PS This is late I know but its been a long month and we've all been enjoying the summer.

So on the principle of: "An picture speaks a thousand words" I'm going to shut up and let you look at the pics...

"Possibly one of the most anticipated addons in the ArmAverse".

RKSL3 Chally 2

RKSL3 Chally 2

RKSL3 Chally 2

RKSL3 Chally 2

RKSL3 Chally 2

 


Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

HolidayIts July and its holiday season... so we're going to have a break for a while and get back to you all when it cools down a bit.

 

 

 

 

 

 

 

 

 

Holiday

 

 

 

 

 

 


Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

DK posted a few teasers over this last month. So its Chally2 time as promised. And a preciously unseen bonus. Well unseen if you arent part of several UK themed Game Units. The AS-90 makes its first 'proper' public outing.

Right, basically DK has taken over the entire Challenger MBT project. Taking the unfinished, undetailed base model that Rock made way back when and started fixing it up. Changing so much that it may as well be a new model. And hes been cracking on with the AS90 too. More of that later...

"Possibly one of the most anticipated addons in the ArmAverse".

RKSL3 Chally 2

There are three or four other people out there making Challenger 2s. We started making ours aaaaages ago, so why stop now?

Anyway, as some will be aware DK is a real life Tankie and something of a detail-monkey wanted to pick up the challenge(r) and try to make one specifically for the RKSL and UKAF collection.

RKSL3 Chally 2

The model in the renders is obviously the Hi-Poly version. Coming in at nearly 100,000 faces its a bit of a beast even before he's gotten around to detailing the turret. As you can imagine with over 30,000 faces in the tracks alone its never going to get in game like that but it will be used to bake the detail onto the Low-poly models.

DK has gone to town getting in as much detail as he can before poor Rock has to unwrap and texture it all.

RKSL3 Chally 2

"Have you ever seen an arse like that!?"

The aim of course is to get it down to about 16-22,000 faces but we will be using proxies for extras and misc detail.

RKSL3 Chally 2

 


 

The bonus bit here is the AS90

DK was working on this for a while before joining the RKSL Team but he needed a little help "to get it that last mile" as they say. Kiory had been helping with all the rigging and the track model and textures.

So when DK rocked up with a UV mapped and mostly textured model he got Rock to tweak the recoil anims...

RKSL3 AS90

The plan is to try and make an AI friendly version and then a more advanced Fire Control System later on. Together with a few other features.. :)

RKSL3 AS90

RKSL3 AS90

Rock being picky then decided to "fix" a few other things and re-bake the textures. So you could say that its one step back and hopefully a giant stumble forward in textures.

RKSL3 AS90

He managed to remap the turret uv tile with a higher texel count (pixels per area) so that should give us a much better normal map. It looks a bit naff right now but these are just bump mapped materials that will look quite a bit different after the baked normals are put in place.

RKSL3 AS90

It is obviously all very WIP but right now Rock says he is enjoying the texturing so hopefully it will all come together into something special... eventually.

RKSL3 AS90

RKSL3 AS90

Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

RKSL3 - Gripen Part 2 Last month I showed you all the new cockpit and the old A2 external textures this month I'm showing you the upgraded externals and some of the baked details.

We're are taking the view that the Gripen will probably be used by several other mods, given the number of requests we've had for it. So we're going to make it as paint kit friendly as we can. This isnt exactly as simple as it sound given that Rock is baking most of the textures and detail onto the low poly.

 

 

 

 

 

 

 

 

Step One is to get all the panel lines drawn in high resolution.

Step Two was to make high resolution textures for special areas. Things likes the afterburners, interior panels etc that wouldnt have a high texel count. (number of pixels per area) so that we could get as much detail in as possible. That meant we ended up with 11x 2048x2048 textures and about 20 hours of painstaking work. It should have taken half that but Rock was drinking the first night and it got a bit messy in places she he had to re-do some of it the next day.

Step Three is going to be baking those HR textures down onto 3 lower resolution panels for use ingame.

Each of the High Res panels covers a part of the aircraft:

  • Wings
  • Foreplanes
  • Fin
  • After burner
  • Engine Ring
  • Airbrake Liners
  • Landing Gear bays
  • Landing Gear
  • Glass Canopy
  • Misc Glass and Lights
  • Misc Metallic details

You can see from the shots below some of the high-res panels Rock used.

RKSL3 Gripen C

Rock has tried to get as much detail in as possible so when it bakes down onto a lower resolution texture you will be left with the faint impression of proper panels and rivets rather than clumsy thick lines in a low res normal map.  Something that we all believe ruins the immersion of the game.

RKSL3 Gripen C

By the way, the green panels either side of the rear fuselage are the internal airbrake detail. We've had to move them outside of the model so they bake onto the low poly model easier.

RKSL3 Gripen C

The Low poly/in-game version uses:

  • 3 external textures which include all the external detail, landing gear, afterburners etc.
  • 2 internal panels for the cockpit
  • 1 for all the glass on the model: canopy, light fittings, MFDs, formation strips everything.

Which with materials and the quirks of alpha layering equated to 11 sections this will hopefully improve ingame performance too.

RKSL3 Gripen C

Paint Kit Friendly

The intention is to bake all the panel lines on a white background to that they can be left on a layer in photoshop with a "multiply" blending option. This allows people to create their own camoflage on layers below that and still retain detail. And we'd then have the weathering and details on other layers for you to use. Or just remove so you can make your own.

RKSL3 Gripen C

Rock has already begun painting and detailing the aircraft prior to baking it onto the low poly model.

He'res a partial paint job...

RKSL3 Gripen C

And the fully textured version.  Please note we are going to leave things like the intake warnings etc. off the paintkit version so that people can make their own national versions with the warnings etc in their own language.

RKSL3 Gripen C

RKSL3 Gripen C

We're also taking advantage of Modo's rendering capabilities to produe the Ambient Occlusion and Specular maps. Which anyone that makes thier own will tell you is a pain in the arse to do by hand.

RKSL3 Gripen C

Finally, the addon really is ingame and we are testing the new flight model and various quirks of ArmA3's new features right now

RKSL3 Gripen C

 

RKSL3 Gripen C

Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

RKSL3 - IAP - Gripen So I've been spreading my time between getting things moved over to A3 and finishing off projects that were intended for A3. Right now this something of a delight. Just getting back into the swing of making models but also a break from the horrors of configs. Seasoned modders out there will know exactly what i mean when i say that. While A3 isnt a million miles away from A2 there is a lot of learn and work out. New Features to experiment with and new config bugs to squash.

I'm really not a coder or scripter. I just like making models... this is one of my favourites.

 

 

 

 

 

 

SAAB JAS-39C Gripen

Created at the end of the cold war and sharing a lot of features of the Typhoon and Rafale, the Gripen is the much cheaper cousin. It may cost less but it is arguably almost as capable. Which makes it almost perfect for balancing the Resistance forces against NATO and Former Soviet-bloc or the newer Chinese aircraft.

 

RKSL3 Gripen C

When I first started this model it was as a distraction. I had just spend nearly 4 weeks solid developing the HUDs and MFDs of the Typhoon. I need a break from coding and testing. This was it.

Oringally I was going to use it fro the IAP Government Air Force but as we developed the IAP story line it just did not fit in. We toyed with the idea that South Africa would be leading the ASA (OPFOR) for a while and discounted that pretty quickly. Just too contentious really so its technically "homeless" for the moment.

RKSL3 Gripen C

You will have seen screen shots from earlier attempts to get the model in ArmA2. There are quite a few on this site, but i've never quite had the time or drive to get the cockpit finished until recently.

The Gripen is actually a really small plane and the cockpit is actually quite small. But like most 4th Generation Aircraft it is actually quite sparsely populated. I started with the main console and bit by bit built up the components.

RKSL3 Gripen Cockpit

I'm going to revisit a lot of the Class MFD setup that i developed for the Typhoon with the Gripen but i also have a few more interesting ideas i want to try.

RKSL3 Gripen Cockpit

RKSL3 Gripen Cockpit

RKSL3 Gripen Cockpit

 

RKSL3 Gripen Cockpit

RKSL3 Gripen Cockpit

Its not finished yet but its getting there slowly... It might even be finished for next month's update.

 

Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

RKSL3 Logo

So BIS have released all the tools, Rock's got his life back and has an internet connection that actually works 24/7 and is actually faster than the Postman...So we're back.  After a 6month hiatus for personal reasons things have finally settled down and we're slowly starting to pick up where we left off.  To that end I am delighted to announce that we will soon(tm) be releasing the ArmA3 native Typhoon v3.000.

Look whats coming

All the joys of ArmA3 features and the usual RKSL ones...

  • Fully working mirrors
  • BIS flares
  • Engine & Smoke effects
  • PhysX support
  • Tweaked Flight model
  • Improved Air Weapons Pack
  • All previous ArmA2 plugins brought over to ArmA3

And a few more...

Look whats coming

 

Frequently Asked Questions

Q: Will WIP Wednesdays be returning?
A: Yes but only once at the end of each month.  As much fun as they were they turned into a bit of a monster in terms of time to prepare and publish. They took quite a lot of time away from the actual act of making content which wasnt the point.

Q: Will you be bringing all the old RKSL content over?
A: Yes, eventually.  One by one we will port the existing models over and include the new ArmA3 features.  The first releases will be direct ports with the basic A3 features etc.  Later releases will see improvements or in some cases new models.

Q: What about new content?
A: Yes there will be some new content but we are going to focus ont he stuff we have shown you already in the previous WIP Wednesdays.

Q: When are you going to release XXXXX addon(s)
A: If you've been hanging around in this community long enough you already know the answer to that.  If you are new... (Old timers all together now)... "When its done!!"  :P

Q: Whats happening with IAP? (Ilhas Africanos Project)
A: We'll create a new thread for that at the appropriate time.

Thats all for the moment. Keep an eye on the RKSL website for more details.

Rock

RKSL Studios J-20Ok so this is a revisit of an old project.  I've not had a lot of free time the last few weeks so this is something that should really have been posted in June. 

I was recently talking to someone about materials technology, specifically aerospace composites.  (We have some 'interesting' chats) We were originally discussing aeroelasticity in aircraft design, then we predictably got onto stealth technology. And of course, which is best etc.  F-22 vs the world kinda BS (More on that later) but the Chengdu J20 came up and then we finally got back on to addons...

Now when the J-20 first appeared on the public scene and the first pictures came out i started on a model.  I have a thing for exotic and unusual aircraft, so new tech demonstrators and projects always get my interest up. The original model I made turned out to be out of proportion in a lot of areas.  In my defence there weren't many actual pictures at the time but more have become available the last year or so.

 

 

 

 

 

 

You can see the original model I made in these WIP updates:

Honestly I wasn't unhappy with the model at the time, but it did just look "wrong".  So it got left behind.  Every time I went to pick it up it didn't feel right so I dropped it in favour of doing something more constructive. Finishing the Typhoon usually.  But in early June this year I came across some decent high-res pictures of the J-20 prototypes. 

Chengdu J-20

RKSL Studios J-20

They sparked my interest again. So I remade it:

RKSL Studios J-20

The original model just looked... well a tad anorexic.  At the time one of the original comments was "Give that plane a sandwich!"   As I said there weren't too many decent pics available at the time so I didn't have much in the way of reference material.  But armed with the new pictures it got more interesting and I spent a couple of days re-working the original model. 

But that didn't last long, I ended up remaking about 70% of it.

RKSL Studios J-20

RKSL Studios J-20

If you spend the time looking at the actual plane and then again at my model you can see the difference and why it needed an upgrade. I'm actually rather embarrassed about it. The proportions were terrible!  About the only thing I got right was the length.

RKSL Studios J-20

When I started making this i had no plans for it what so ever.   I just thought it was cool and wanted to make a J-20.  Now with IAP and other projects slowly maturing it seems like a it might just have a place in the story lines.  

With ArmA3 looming in the near distance this will definitely only be an ArmA3 project.  After the game goes gold we (RKSL) will probably make the jump over to the new platform.  That all for this week.

Rock and the RKSL Team.

Rock

Phew... after a very busy release period for RKSL, we've finally found a little time to catch up on our lives, go on holiday, and enjoy the sweltering weather. Personally, it's been a relief to have gotten the Foxhound out as a public beta, and the feedback received has been fantastic, as well as some extremely useful bug reports and general wishes in terms of functionality and config. I'm working on a small update which should be finished soon, that will address some of the main items people responded about, and from there it's off to ArmA 3!

RKSL Studios Jackal Protected Patrol Vehicle

On the subject of ArmA 3 (and somewhat 2, depending on my time as ever), I've been tinkering in O2 once more, trying to make amends for my previous attempt at creating a Jackal. Now the UKF one wasn't horrendously bad, but looking back it left a lot to be desired, and with BAF introducing the Jackal 2, it did look rather dated. However, I felt the BAF could be improved on/corrected, as well as a few iterations added.

RKSL Studios Jackal Protected Patrol Vehicle

So, what actually started as a quick 'what can I model in 24 hours, purely in O2', has come a little further. The model is fairly complete, although there are a few items missing here and there, and the face count needs to be reduced a touch.

RKSL Studios Jackal Protected Patrol Vehicle

Eventually, I'll also be adding a lot more clutter and equipment, as well as the various weapon systems employed on the Jackal. We'd like to see it in both ArmA 2 and 3, but time will tell. As ever, these have been modeled completely in O2, just rendered in another program for added 'dazzle'.

Hope you're all having a great summer.

Messiah and the RKSL Team.

Rock

British Armed Forces Day 2013

Saturday the 29th of June is UK Armed Forces Day

It seemed appropriate that since we benefit so much from the contributions of our (all of us are British subjects) Armed Forces that we help raise awareness and celebrate the work they do in our name.

To that end on Saturday the 29th at 15:00 BST we will be releasing not one! But two addons.

1 - Typhoon FGR4 v2.6
2 - Foxhound LPPV by Messiah

If you are a regular visitor to the RKSL Website or BI Forum thread you'll know quite a lot about both the Typhoon and the Foxhound. Well the time has come to release them into the wild!

Foxhound LPPV

The Force Protection Ocelot is a British armoured vehicle that has replaced the United Kingdom's Snatch Land Rover with British forces. It was given the service name Foxhound, in line with the names given to other wheeled armored vehicles in current British use, such as Mastiff and Ridgeback. The goal in replacing the Snatch Land Rover was to improve protection of personnel against improvised explosive devices (IEDs). Which really wasnt hard since the Snatch was never intended to withstand those kinds of attacks.

I think Messiah has definitely outdone himself with this one. Considering this is his first addon since returning to addon making after 4 year break he's set the bar really high now and its going to be hard to keep up with him... but we're going to try!

wk26_001.jpg

I asked Messiah to describe the features for the Foxhound he just said:

Not really sure there are any features, per se, just adds a couple of Foxhounds :)

So with that I'll just say that, this is a BETA version and it comes in two colours: Tan and Green. Thats about it really.

wk26_002.jpg

wk26_003.jpg

There are some issues with it, they are noted in the documentation, but those should be fixed in the next BETA or FINAL release.

 


EuroFighter Typhoon v2.6

Its finally ready. The long overdue and awaited update to the original BETA released nearly 3 years ago...

The latest build includes over 500 changes, improved handling, new loadouts and most visibly a new cockpit and HUD setup. The 2.6 package also includes a plugin system that supports every nation that currently operates the Typhoon but also allows the end user to create their own plugins and skins.

wk26_004.jpg

 

 

 

 

 

 

 

 

 

 

 

 

 

We've tried to ensure that every Nation has a representation of their own Typhoon squadrons where possible. Some nations information isnt really that easy to find so we apologise if your national plugin doesn't represent every squadron or scheme available.

wk26_005.jpg

 

 

 

 

 

 

 

 

 

 

 

 

 

With every nation represented and each plugin having about 20 loadouts and variations in the PBO thats about 140 options to play with! Should keep you lot quiet for a while.

wk26_006.jpg

 

 

 

 

 

 

 

 

 

 

 

 

wk26_007.jpg

 

 

 

 

 

 

 

 

 

 

 

 

And a little boast here. I am absolutely confident when I say this is the only addon out that that has exploited the class MFD command to this level. With 5787 lines of code supporting 12 active 'panels' I know that no other addon prior to this has such a dynamic cockpit as this... and I have plans to go even farther in ArmA3!

wk26_008.jpg

 

 

 

 

 

 

 

 

Get counting guys... only a few days to go!

Rock

wk24_article.jpgSome updates just aren't all that visual.

Its been a rather odd week lots of travel, work, socks, unwrapping and textures but not really much I can really show you.  Well nothing that interesting anyway.  So this week its a quick run down-round up.

Before I go much further I need to say that the Typhoon WILL be released at the end of the month to coincide/support UK Armed Forces Day so sit tight and shut up about it Cool

Onwards and upwards...

 

BAe Hawks

  • Common textures - Think of this a base layer which all the textures will be drawn from.
  • Pylon Setups - As with Typhoon 2.6 all the possible pylon configurations are going to be supported.  Ranging from the "clean" to the 'almost impossibly well hung'.
  • Model.cfg - This was really only an update from ArmA1 standards but its now setup for ArmA2's animation sources and been tweaked a bit to make it all work smoothly.
  • Hawk Specific Stores - Pretty much every aircraft has something unique to them.  The Hawk has a number of fuel tanks and fairings specific to them and them alone.  Eg the modified fairings used on the Red Arrows and Training Aircraft.  I've managed to model nearly all of them now.

 

CBFASI's Patrol Boat

This got some attention some time ago now its finally getting some textures.  It's slow going but it is starting to actually look the part!

 wk24_01.jpg

The Ultimate Weed Killer

The rest of the week has been mostly laundry and trying to catch up on sleep.  And rebuilding a Oxford Allen Motor Scythe. This thing is lethal!  My step-father bought it to cut the tall grass at their house in France.  Typically since hes not mechanically minded (he was a civil engineer on the railways once up on a time) I got stuck with re-assembling it and getting it running.

wk24_02.jpg

The one pictured isnt the actual one we have.  But its raining outside right now and I cant be arsed to go get wet.  Its really over engineered in a very 1940's British way which is rather cool but its incredibly heavy and has absolutely no regard for health and safety.  When the engine is running the blades are constantly moving.  There is no brake, clutch or safety cutoff.  Once its running and in gear it just keep on moving. You have to either shut the throttle off or try and fight it back into neutral.  I have visions of it running off and eating its way through the trees!
 
I'll post video at some point. It should be good for a laugh.
 
Have Fun

Rock

Rock

wk23_article.jpgSo another late one. Jet lag is a full on b!@%ch. I was so tired I walked off the plane and nearly all the way up the jetway still hugging the little pillow they give you sleep with. A rather lovely stewardess had to chase after me and retrieve it. Then a 2 hour schlep through customs, tube journey and another 3 hour train ride home and just as I walk through the door I get turned around and have to go back out again. I think its understandable that nothing much got done after that. I slept 21 hours straight. Well there might have been a few pee breaks...

OK so you want updates. Well this week covers so many active and possible projects that its possibly just too much to take in. The pic kinda gives this one away but Its an ejection seat. Its intended to represent a Martin-Baker MK10 ejection seat. As with most low poly things some accuracy has been sacrificed to make life more practical. Poly counts and a lot of baking of details etc but I think its good enough for this application.

The MK10 seat is a development of the MK9, introduced in the 1970's its a popular choice of escape system for many western aircrat. Wikipedia lists quite a few. I'm not sure its all that accurate ( The Eurofighter Typhoon actually uses a Martin-Baker Mk16A but the early prototypes did use the MK10B at one point) so take a few things with a pinch of salt but its a useful claim for us.

List from Martin-Baker.

 

"Take the hot seat"

This is the medium poly model with high-resolution textures that we're going to use to bake onto final low poly model.
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Eventually the Mk10 will equip quite a few RKSL Projects.

  • BAe Hawk 60/100/200
  • Panavia Tornado GR4
  • SAAB JAS-39 Gripen

Just to name a few. There are also a number of IAP aircraft that will use it. Right Im off to bed again. I'm seriously tired so I'll catch you all another day.

Have Fun
Rock

 

Rock

Ok so I'm traveling again. More precisely I haven't stopped traveling yet, at this rate I might never stop. I've made it home 9 nights out of 38 so far. Right now I'm in a Travel Lodge near Farnborough, I'm not alone either. My traveling companion this week a very hairy guy called Clive that could easily pass for Viking or maybe a Norse God if you squint at bit. (I have to say that since he's sat opposite watching me type.) Thankfully we are not sharing a room because I think he's just pulled the waitress. :lol:

Week 21 was a bit of a quiet one. The RKSL Website went live, its still not finished but certain dark and secretive things needed its services. But alas I was still on the road so I havent really had time to finish the Typhoon Package. Which is probably not a bad thing since the testers seem to be finding lot of niggly little things that i missed previously.

Soooo, Week 22, as mentioned I am yet again divorced from my main workstation and project drive. SO I'm cheating again this week. Another game of:

"Guess Who" #3

Obviously its the low poly model, Its not hugely accurate but I think its good enough to have some fun...
Image

The Usual Rules Apply:

  • RKSL/IAP/BETA Team members are banned from playing!
  • You only get three guesses and then you are out. Even if you send them by email, PM and post (Yes Chris this means you, you freaky stalker-person) :D
  • Guess correctly and accurately and you'll see some more pics.
  • If no one get its It will be shown as next week's WIP Wednesday.
Check out the comments below for the answer!
Have Fun
Rock
 
 
Rock

After a three-ish year break its back. The website lives!

 

 

Today would have been a very big day. Ok so the unearthing of the - still slightly - incomplete website is pretty 'big' but I had planned to let the Typhoon 2.6 escape today. Unfortunately Ive had another week of meetings, some travel and desperate deadlines. And to top it all I've been putting together a quote for my dream 3D job.

Something had to give and its was Addons.

About the website
Ok so its not all there, somethings still need integrating so please bear with me while it get it populated and fully integrated. There are over 500 pages already and its still growing. I'm trying to get all the downloads sorted and the relevant documentation uploaded asap. Its slow going I'm afraid, I have so much work on right now I'm only managing an hour or so a day on the site so this might take me some time to get everything up and running.

I'm hoping to implement a proper Bug tracking/support system and a decent project tracker for the RKSL and IAP teams. Part of the system is there but I still need to write part of the bridging code. And free time is somewhat rare these days.

Hey-ho Its been a long, long, long week here in the RKSL bunker. So much to do and absolutely not time to do it. :evil: Which means very little visual news this week. But I've been trying to write the new Typhoon documentation with limited success. Work has delayed the release somewhat but it should be ready very very soon.

So with that little missive, Im off to bed and I'll post another something in a few days.

Rock

Rock

It's Greased.... errr... Foxhound?

 

 

 

Particularly slow progress from myself these last few weeks, work, life, relationships taking their toll on my free time, but regardless I've managed to crack on with a few bits and bobs since the last update and fixing up a few issues with the first Alpha that the team have been playing with.

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Most of the changes are of a visual nature; texture and rvmat aesthetics mainly concentrating on making the wagons feel more used, dirty and dusty, as well as being less shiney.

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Work has also been done on the damage and destroyed models, as well as the destructable tyres. Whilst these sort of features are pretty 'standard' on most addons these days, it's a first for me, so I'm particularly excited about getting them working :)

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And finally, I've also rigged up the randomised number plates. Again, a small detail, but again they were fun to set up and add that little extra visual 'oomf' to the wagons.

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There's been some mutterings about released dates, how much is there left to do, and the usual assortment of questions. There's a bunch of fiddly little things left to do, all of which are quite dull and time consuming and concern ironing out errors and bugs. The interior also requires some rvmats and the crew anims need finishing off as well.

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However, the Alpha is quite advanced, and rapidly approaching Beta at this time - whether that means we'll run a public Beta, like we have done with the Typhoons, or not is still being discussed, but with the onset of A3, we do want to get this out to you in its A2 form before starting on A3.

That's about it for me today!

Rock

Its an upload...

I'm having problems getting this video onto YouTube when it finally uploads I'll post properly when its done. 

Its finally uploaded, just took eight and a half hours. I have such a crap internet connection. 

These last weeks have been very productive in terms of RKSL & IAP work. Between us we've managed to bottom most of the bugs on the Typhoon. So much so that I'm relieved to say its at a point I'm comfortable enough saying we'll release it in a couple of weeks. I have a few things left to do, mostly with the weapons pack and I'm waiting on any last minute feedback from the Beta and UKAF guys but I think its finally ready.

 

 

I havent managed to get everything into this release that I wanted to but I've decided to leave some of the new things until ArmA3. Or maybe that should be I dont have the time to add these features just yet :D

Anyway guys Its coming. Its just over the hill. The Monster!

Rock

I don't really know how else to approach this. I am getting a bit pissed off with ArmA3 and the PMs/emails from people porting our stuff over and expecting it to work in the ALPHA perfectly.

RKSL Studios does not support any unofficial ports of our addons into ArmA3.

    1. Guess what kids it doesn't work! And It wont work bug free either! ArmA3 doesn't NOT support all the same features as ArmA2 yet. Nor does it share all the same class names.
    1. NO we arent going to fix it so it works in ArmA3 ALPHA any time soon no matter how many times you make demands and threats.

Ever since some muppet put a video of the Typhoon in ArmA3 I've been inundated with demands to fix it. I've even come across at least 10+ people hacking the addon to "fix" it and distributing it to all and sundry. Some even had the balls to come and ask me for the MLODS so they can do it themselves. I've spent nearly all of the last 3 weeks replying to emails and chasing down the hosts for these edited copies.

Guys please don't edit the PBOs. It causes so many problems for us that it just destroys my enthusiasm for making public releases.

And please just hold off using our stuff in ArmA3 until all the features are supported and we OFFICIALLY release an ArmA3 version.

Back to the plan

Ok this week I've had a lot to choose from. I've been travelling a lot again which means I've been lurking in airport lounges and trains for hours on end. Which means I've had quite a lot of time to get some work done. Mostly unwrapping though, which I hate. But it has been a very productive time with 3 projects almost completely unwrapped and ready for texturing. I've even managed to make a start of the Typhoon v2.6 (A2/CO final version) documentation.

Since last weeks little game ended so abruptly and I haven't finished the renders for this week's effort I thought we'd try for something harder.

Guess Who #2

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This is a very hard one. So I'm going to give some clues.

  • Its not in British service
  • It is going to feature in IAP but could well be of interest to several other mods.

So here's a few more clues:

  1. Its not or will (most likely) never be in the UK service.
  2. Its large but not too large.
  3. It started "life" as something less "warlike" (In the real world)
  4. Its quick.

And here is another picture...

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Evodan got it...

I thought this one would run for the week but I think the 2nd pic gave too much away :?

Anyhoo... more pics:

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Flax can now spill his guts 

It is a JHSV obviously still very much in WIP. I still need to add everything below the waterline, some external details and the ramp etc on the rear. It has an enterable interior and with PhysX could be mobile aswell.

The "plan" is that it will feature in IAP as part of a side campaign that Flax wanted to get into.

Outside of that I saw it as a mobile base for small teams and an interesting "modern" warship to make for the IAP (2020+) time frame that could 'happily' cross over into the Fantasy Alternate reality of ArmA3.

Anyway, Im going to have to sort the next WIP out sooner than I thought...  I would have bet it would run all week.

Rock

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Ok so I've an epically crap day today and I'm tired, grouchy and lots of other things... so I thought we'd play a little game.

Correctly guess what this is off and I'll show you some more pics.... dont guess and I wont. :twisted:

NOTE: All RKSL, IAP, PRACS members and Sekra are banned from playing!

 

 

 

 

 

 

 

jonasdc9

Jonasdc9 and BritishFalcon both got it right.

It is indeed a Gazelle.
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Destined for IAP on the OPFOR (ASA) side I though what the hell I'll make a British version too(And since Redders is being so generous I'm probably going to have to make a Royal Marines skin).

I may even make a French version eventually. Its not hard to convert....

Rock

Rock

Its been another busy week for the team. So much so that i'm really not able to do it all justice in a quick wip report. So I'm not really going to try. I'm just going to pick out some of the visually more interesting things.

Lights! - Light Tower for a new generation - Get it?

I've previously mentioned these last year in the Projects that time forgot post. I've been messing with the textures this week and consolidating some of the other objects for IAP into a single pack.

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Its all very daft but I loved it for the flaws in the first model from OFP times. So much so that I'm not fixing a single flaw. Just wait until one passes you going the other way at 100kph!

Power - Even more missiles for the OPFOR

Earlier in the year I added some Russian missiles and bombs to the Air Weapons pack. Now we're adding some Israeli and Chinese versions to support not only the J-10 but loadouts for other "international" aircraft.
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This is the Python 3 which is also made under licence by the Chinese as the PL8. We'll also be adding a few other missiles to provide balance for the western versions already in the pack.

Action... Foxhound in game!

And Finally, and far more impressive than anything else shown today is Messiah's utterly beautiful Foxhound... in game!

Messiah has been banging (his head) away getting the textures and rvmats done. Da12th has made the anims and I've been helping debug the geo Lod and model.cfg. Its just so beautiful it makes me want to cry... I couldn't choose just 3 pics so you might as well have the lot!

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I've still got a load of things rolling steadily towards completion but its probably best to leave those for another day.

Have fun.

Rock, Messiah, Da12thmonkey and UNN.

PS I've finally squished all the bugs on the Typhoon... guess what that means!

Rock

 Ok so yet again I'm late getting this out. Largely due to the fact that I've just not been too organised this last week or so. I'm going to blame the pain killers im on for the moment (nerve pain in my right leg) but really its more that I was having a "I can't really be arsed day" on Wednesday.

A couple of weeks ago, my Mum was rushed into hospital due to a vomiting bug. Doesn't sound like much but since she's on permanent Chemotherapy even the slightest infection can be life threatening. Since then i've had some trouble finding a lot of free time to mod. At least in anything longer than 30 minute sessions. So its been one of those bits and pieces weeks again.

Messiah has had some impressive successes with the Foxhound this week. Da12th has made some spanking new custom anims for it too. And let me tell you it looks soooo good in ArmA2. The ArmA3 version, with all the working displays, mirrors etc is going to be so very cool.

CBFASI has been making ships again for IAP. Giving the ASA some much needed amphibious capability. But the lack of PhysX and a fully capable game engine in ArmA3-Alpha's current build is going to make some of our plans a bit more difficult to realise for a while.

Meanwhile I've been odd jobing. Picking up little easy to fix jobs and the odd bit of planning. But I've spent most of my free time upgrading the CVF (Queen Elizabeth class) Carrier.

"Its just so big its just wants to make you cry."

We've has a large ship assembly scrip working in game for some time now. Largely for static objects, but UNN and CBFASI did upgrade it to use the attachto command available in ArmA2 (The scripts were originally developed in the OFP era and refined in ArmA1 then largely forgotten. Or at least put on a back burner for a while.)

We resurrected them when IAP was conceived and I rolled out the CVF models too. They work quite well in ArmA2 and OA. At nearly 300m long and 70m wide its a big lump. Its all fully walkable, working lifts etc but the Ski-ramp has a tendency to damage planes at the moment. I'm hoping PhysX might help there.
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I've mentioned the CVF carrier in earlier WIPs and with the release of ArmA3-Alpha I've been forced to re-evaluate model standards and textures. The OLD CVF model really doesn't cut it when you can swim around underneath and the detail is a bit sparse. And I've realised now that more pictures of the real carriers being built are available that my model isnt actually that accurate. It just needed some love. I've rebuild most of the hull and I'm just working on the Hanger deck.

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I'm slowly working my way through that model unwrapping and texturing as I go. But its a big space, as you can see form the pics above. Thats 24 Typhoons in the hanger deck in that picture. With a bit of reshuffling 30 won't be too hard. Its going to be quite interesting filling the space properly.

Which brings me onto these, fire extinguishers. Storage Lockers etc. I've just spent the last two days texturing doors, cabinets and fire extinguishers. I have much more to do too.
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ArmA 3 and beyond

The current build is already working ingame. I've managed to get all the current features working properly and even the lifts seem to work OK with planes on them.
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It looks like its all going to work... who knew!

Have fun

Rock

Rock

Returning to normal scheduling this week, with a yet another quick update on the Foxhound (I'm sick to the back teeth of not being able to show you her ingame at this point in time). She has made a few tentative steps in the ArmA world, but my laptop isn't really capable of showcasing her in all her glory, so you'll have to wait till it's at an alpha stage and someone at RKSL with a better PC can take some screenshots.

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This week it's about the interior. Initially I'd expected to just create a quick, workable interior and leave it at that, on the premise that people probably don't pay all that much attention to what's inside a vehicle.

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(Un)fortunately, my pride got the better of me, and I spent the Easter weekend going a bit overboard on the details, correcting the model and generally tarting her up.

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As ever there's still some work to be done, mostly involving finishing off the interior grey paneling, dirtying them up and then adding the last few details such as cable conduits, net pockets and interior lighting installations. And then, as ever, normals, speculars and other bells and whistles.

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And yes, the intention is still to release the Foxhound for ArmA 2, if only as a Beta (depends on my time) and then continue developing her over in A3 in time for the full release.

We hope you've all had a cracking Easter,

Messiah and the RKSL Team.

Rock

 Apologies again for a late one. Its been difficult to get free time to write this week. I've got a lot on. OK so this week's update is late and a bit all over the place. Earlier in the week I managed to kill my backup-backup headset. I managed to stretch the cable so much it broke. Something I confess I seem to do rather a lot. So I spent most of Wednesday night with a soldering iron and the remains of 5 headsets trying to make one good one. I think I've succeeded. I've managed to squeeze some nice speakers, a USB power line and pretty decent mic into one of my old flying headsets.

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I don't think it looks too bad. Although I am going to replace the mic cable with something a bit more robust and replace the knackered old Trackclip Pro with a custom piece that discreetly fits in the headband.

Soldiering on...
So onwards and upwards. Quite a lot has been going on in RKSL, IAP and the community since the release of the ArmA3 alpha. Predictably the new game has jumped into the forefront of everyone's mind. With literally hundreds of new user made missions appearing and everyone rushing to port their content forward.

Messiah and Da12thmonkey are both chomping at the bit to learn as much as they can about the new engine. Thanks to efforts of some of the BIS staff official 'guides' are appearing on the Biki which is going to make getting stuff moved over a lot easier. I think Da12th has got a good handle on the character anims. Messiah is determined to get the Foxhound working in ArmA3. But sadly for me I'm still experiencing the predicted Steam and internet connection dramas. No matter what i do I cannot get the damn thing to run offline and even when i do have internet connection i seem to be timing out. Anyone know a friendly BT engineer?

So as you can imagine I'm not quite as excited about ArmA3 as most. I have had a few hours in it. I've driven, flown, swum and walked around for a while. The new features, Render-to-texture, physX etc are enough to get me quite excited about the possibilities for future addons. But its not really taken my focus away from ArmA2 just yet.

Its not a plastic bath toy...anymore!
I've made some progress detailing the Ambassador III ship. The external was just a bit too clean. Someone mentioned they thought it looked like a "plastic bath toy". So I've begun to add some more details to make it seem more 'real'.

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The new render to texture tech has peeked my interest too. It means that we can now do a lot more interesting things with consoles and displays. Each weapon operator on the Ambassador III can now have their own working display, which is going to be rather cool.

Anyway that's the late WIP update... on this F$#@ It Friday.

Have fun.

Rock

Rock

So, to be quite honest, I've not been that productive as of late. Real life work has taken it's toll, keeping me at the office untill odd hours in the night (I'm here as I type this update), and I've taken a brief, but renewed interest in playing Sim City 4, after how badly the new Sim City was received and what they'd done to it. Sigh...

However, it's not all doom and gloom. The A3 alpha has given me the energy to get the foxhound up and running, and these past two day's I've set about finishing off one of the more vital aspects of any well built and efficient addon; Levels of detail (LODs). Back when I was new to the modding scene, I really hated making LODs... and... well... yeah, nothing has really changed, other than that back then I thought creating LODs simply entailed just deleting parts of the model, with some interesting instant pop up results in game.

Thankfully I've matured a bit in my modding capabilities, and I like to make sure that the the lesser appreciated parts of an addon see just as much attention to detail as any other. Good lodding takes a bit of time and patience, but in the end I feel it's paid off; it's got a few of us stumped as to which LOD is which at times, which does make me feel all warm and fuzzy inside :D

Anyway, I'm rattling on now, so I'll finish off this 'quick' update with a series of screenshots of the LODs, ranging from the primary down to the fourth. There are two others (six in all) but they're really not that interesting. Enjoy.

Primary/First LOD - 14000 Faces

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Second LOD - 7500 Faces

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Third LOD - 3800 Faces

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Fourth LOD - 1800 Faces

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(Oops, just noticed a missing cyclinder on the front tow rack - nevermind :roll:)

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