View Full Version : Lcac-wip
sgt_flyer
Jun 28 2009, 18:28
so, has with arma 2, as many people have discovered, we have a nice attachto command (and as this command is able to use relative coordinates for attaching an object to another) , i've started modelling a LCAC transport.
once i'll have further advanced into the LCAC model, i'll maybe need some help (maybe some reference material better than the one we commonly find over the net) and a texturer (i'm no texturer myself)
tools used : Oxygen 2 and arma2 as buldozer.
update : lod 0 finished. i'll be needing a texturer for it
15327 points, 12205 faces. maybe it's a little high, but normally you won't see more than 3 lcac at the same time.
the deck is large enough to make 3 hmmwv fit side by side (used bis mlod hmmwv from arma 1 to have a size comparison).
http://img182.imageshack.us/img182/65/lcactop.th.jpg (http://img182.imageshack.us/i/lcactop.jpg/)
http://img239.imageshack.us/img239/3628/lcacdeck.th.jpg (http://img239.imageshack.us/i/lcacdeck.jpg/)
http://img269.imageshack.us/img269/4658/lcacfront.th.jpg (http://img269.imageshack.us/i/lcacfront.jpg/)
http://img269.imageshack.us/img269/2401/lcacrear.th.jpg (http://img269.imageshack.us/i/lcacrear.jpg/)
http://img12.imageshack.us/img12/8333/lcacright.th.jpg (http://img12.imageshack.us/i/lcacright.jpg/)
scubaman3D
Jun 29 2009, 12:56
I may be able to help when the time comes...
NZXSHADOWS
Jun 29 2009, 15:55
Last time I messed around with one of these was in VBS1. Would be a very good way to move equipment around. I will look for some ref, maybe some other stuff just send me a PM when your ready for some help on something. I have some time on my hands an would like to help if needed. Im sure there is alot more functional content that can be done to your LCAC.
http://i53.photobucket.com/albums/g73/NZXSHADOWS/lcac1.jpg
Commando84
Jun 29 2009, 19:15
awesome :) Nice LCAC NZXSHADOWS! :)
LCACS would be awesome to use a alternative way of transport, and cool to have in reinforcement drops in Warefare for an example :D
Sure as hell looks more realistic with tanks being dropped off by one of these than a blackhawk :D
NZXSHADOWS
Jun 29 2009, 20:05
awesome :) Nice LCAC NZXSHADOWS! :)
Thanks but thats not mine.
sgt_flyer
Jul 8 2009, 16:13
i've updated the first thread.
LCAC lod 0 finished, if a texturer want to texture it, just send me a message ;)
scubaman3D
Jul 8 2009, 17:53
Is it UV mapped?
sgt_flyer
Jul 8 2009, 18:06
sorry, never learned on how to do the uv maps correctly, so if you have a tutorial or something like that that i'll be able to use to uv map it, i'd take it ;)
DaSquade
Jul 8 2009, 23:37
Very nice job you did there sgt_flyer.
I haven't checked out the model for accuraty, but it looks you did your homework.
As for the polycount, i must say i'm impressed aswell. After seeing the first pics you release of the propellors i was afraid a bit. I would say don't worry about the polycount. For its size and in some area's its detailed shaped, it is within the limites.
Something i'm wondering....
Due to its size (haven't check but i suppose it is somewhere around 40-50m?), i would even suggest to split the hull shape into 2 or even 3 parts so you will be able to split the hull into more uv pieces. Maybe you can get away with mapping it in 'tiles' though. But tiles always get very noticable and prevent you from adding details without getting the repeated view.
Anyway, good job!
As for the unwrapping.
I would personally say if you are new to unwrapping, you would better learn to unwrap your models into a more advanced modeling program then O2. O2 unwrap function is imho just to arcade and unfriendly to use. Also since O2 lack certain model reducing tools (to make your aditional resolution lods) it is better to port your model over into a program like Modo, 3dmax etc etc...
Not sure if it is a good idea to start to learn unwrapping with this model (mixture of different kind of shapes...). But some have done it the hard way and learned it aswell.
Fact is, like everything, the more you do the better you get.
Delta Hawk
Jul 9 2009, 03:52
If you want any first hand information on the sounds and what the LCAC is like, let me know and i'll run my mouth off about it.
Commando84
Jul 9 2009, 15:30
Woah! It looks gorgeous! :) Im actually started to work on one of my own but Im gonna do mine in the style of the GDI faction from C&C 1 aka tiberian dawn for the american folks :)
Btw Delta Hawk you seem to know stuff about these, is it possible to put weapons on these like Mg's or samsite or cannons? Or would they sink from the weight or crumble from the recoils ect?
Delta Hawk
Jul 9 2009, 17:16
there are mounts for mgs on some parts, but I don't remember where. I'm sure there's one on the front side furthest from the cockpit. The navy crew (since they're piloted and operated by the navy) had a M60 machine gun since they're too cheap to upgrade to the M240.
But samsites or cannons is impratical to put on a LCAC since they are just navy ships. Most times, the beach would be secured by an advanced landing team for embarkation of LCACs, probably by Marine Recon, Navy Landing Party or the Marine Battalion's boat or track company. But if a LCAC can carry a tank, I'm sure it'd have the weight and structure to support such weapons.
sgt_flyer
Jul 9 2009, 17:34
from what DaSquade said,
i don't have modo or 3ds - maybe it would be better if someone else unwrap this model, if there are people interested to do it.
else, the model is already in multiple part. the roadway part is pretty simple, after the two long structures are mostly mirrored (that's the case on the real model) and the 4 centrifugal parts (the 4 blocks which looks the same) are, infact, the same ;)) so there's already multiple simpler parts avaible.
for the moment i'll try to make the other lods, and maybe add some details for lod0 (notably some cockpit elements) so if someone have some views of the lcac cockpit, i'd be interested with them :)
else, for the machine guns, i think the right and left safeguards at the front of the lcac can be used for placing machine guns on it (due to their design). (maybe to be used with the attachto command, so it'll be possible to add / remove them without making an armed version of the lcac; and provide the lcac with two turrets.)
[GLT] Legislator
Jul 9 2009, 17:36
Very nice :) Can't wait to see it in action. It's a great addition to the USS Khe Sanh.
DaSquade
Jul 10 2009, 22:18
@<hidden>: You migth want to hold on with making the additional lods. Well at least if you meant reduced resolution lods. Correct me if wrong, but one first needs to unwrap the most detailed lod and then reduce the model (as then the uv data will be kept and adjusted where needed).
Stang69
Jul 10 2009, 23:12
sgt_flyer,
What program did you use to make your LCAC? I couldn't help but notice how close it looked to Scrub's design
http://forums.bistudio.com/showthread.php?t=52055&highlight=scrub&page=6
I do see differencesthough, so I am not accusing you of any wrong doing.
@<hidden> Delta Hawk, as a former member of Assault Craft Unit 4 I can tell you that there were no other provisions for weapons aboard LCACs (other than the aforementioned M-60's) , we did test a MCLIC unit once though. This info is current as of May 2000. You are right though, the beach is prepared by a Beachmaster Unit in conjunction with the Marines. I spent many, many days invading Onslow Beach.
P.S. Bag Work and FOD screen repairs SUCK!
sgt_flyer
Jul 11 2009, 06:37
i've modelled the lcac with o2 personnal edition (the one released for arma 1), the screenshots were taken from the buldozer function of the arma 2 .exe
scubaman3D
Jul 11 2009, 20:50
thats a hell of a model for having come from O2...there are few people around who can use o2 and get results like that.
Be sure to also check triangle count in Oxygen. You can do that quickly by selecting the whole model and using Create-Trianglize function.
sgt_flyer
Jul 12 2009, 08:53
for the last version of the lcac (i've added some details)
16873 points, 13513 faces, and triangle count 25577.
sgt_flyer
Jul 13 2009, 10:41
ok, final version of the lod 0.
http://img22.imageshack.us/img22/7777/lcac.th.jpg (http://img22.imageshack.us/i/lcac.jpg/)
added a few details, remade the skirt from the last time. (after seeing some LCAC videos stang69 told me about.
points : 17429
faces : 13980
triangle count : 26394
Commando84
Jul 13 2009, 22:15
Looks awesome! I love the little details here and there like doors and door handles and "life rings".
Can't wait to see more of your work in the future :)
Electricleash
Jul 13 2009, 23:08
Looking nice, All you need now is for someone to mod the Rear Hanger and Water door on the LHD.
Commando84
Jul 14 2009, 22:31
Btw what country versions you releasing this in?
I've seen some pics on google there is a japanese version of this awesome vessel too :)
sgt_flyer
Jul 15 2009, 05:38
it will be the US version first, but there will be skins for a japan one too i think :)
Commando84
Jul 16 2009, 19:50
sgt_flyer can you show me a wireframe version? Im wondering will the hatches be opened and closed when vehicles roll on or off? :)
Raptor 6 Actual
Aug 10 2009, 20:06
Looks great!!! Are you still working on this project, as I haven't seen any updates lately? I have an awesome mission that desperately needs this crucial element. Please keep up the good work, and I hope that all of your requests for help can be answered.
sgt_flyer
Aug 10 2009, 21:25
i have much less time atm than when i modelized it - plus the person which wanted to do the unwrapping as tons of work at the moment - but i still try to advance in it. still blocking on the config file - atm can't have the lcac ingame (even if the game launches without config file error - the LCAC is simply not ingame atm) so if there's someone which could give me some hints on making config files work for arma 2, i take it :) (and on the model, i've added Geometry lod, and made some placeholders for the other necessary lods. (can't add much other lods until the 1st lod will be unwrapped)
[APS]Gnat
Aug 11 2009, 11:02
Hi Flyer
Try posting your config in the right forum section and I'm sure you'll get help.
Just like this;
http://forums.bistudio.com/showthread.php?t=83113
If your configs more that 20 lines, use pastbin.com (C++). Much easier to read.
Raptor 6 Actual
Oct 6 2009, 04:15
Well, thanks for the update, and sorry to hear that you don't have much time anymore to devote to ArmA II. But, we all know that life seems to interrupt our playing time in fantasy land :P Good luck in future endeavors, and thanks again for releasing this version so that it can be updated further.
sgt_flyer
Oct 6 2009, 17:37
i've added the link to the alpha version LCAC in this thread, if anyone wants to check how works the travels oversea, or eventually carry on the addon :)
Post in addons & mods complete (http://forums.bistudio.com/showthread.php?t=87842)
for the oversea function, it's based on a proof of concept which was released to the modders for OFP back then, it's just slightly arranged for arma2 (the basic works is the same than the original POC, spawning a vehicle with a roadway under the hovercraft).
Regards, SgtFlyer.
BelgarionNL
Dec 19 2011, 01:41
can no one give this a texture and fix it up!
could be so extremely useful in arma
ArmAriffic
Dec 19 2011, 04:21
can no one give this a texture and fix it up!
could be so extremely useful in arma
Just so you know
ยง10) Do not dig up old threads
Threads older than 4 months should not be dug up unless something significant is being added. If in doubt as to what is "significant", contact a moderator and they will give you their opinion. As always old threads will remain open or be closed at the moderator's discretion. Digging up an old thread simply to ask "any news" is also not acceptable, PM the thread starter or mod leader to ask.
F2F_BHO
Dec 21 2011, 20:21
Any way we are already attempting to revive this mod check the ACLS wip thread.... it has texture and Animation issues ....out
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.