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Thread: Oil Rig for ArmA

  1.   Click here to go to the next Developer post in this thread.   #1
    BI Developer
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    Arrow

    I've been working on a Oil Rig model for my clan (USEC) to use in missions, and I thought I would post some screenshots. ***I will be running a closed alpha in the weekend, with the intention of releasing a beta sometime in October.

    You can land a helicopter on the rig. ***I have five ladders working so far on the rig. ***There is currently no animation, or lighting, nor moving parts. ***I doubt I will have these working for Beta in october but I will have them in the final. ***My intention is to combine it with a number of scripts I have developed and release a deathmatch and rescue co-op mission.

    One key thing I have noted is that more than 20k polygons and you must split the objects out. ***Currently, the rig is three models and totals about 40k polygons.

    Some problems I am having:

    * How do I create windows?
    * How do I create destructable parts of objects?
    * Getting Geo objects to "behave" with the camera and player (such as walls)

    If anyone has any ideas on these two, please post below or PM me to help.




    Also, if anyone has any bright ideas or suggestions about what I could add, please feel free to let me know.
    "He will come to death. An image of the splendor of the kings of men in glory, undimmed before the breaking of the world."

  2. #2
    Wow ... lovely rig !
    Look forward to its release.

    * Windows ?
    2 different rectangular faces close together, but facing away from each other.
    Texture both with a 95% transparent glass texture

    * Destructable parts ?
    hmmm ... doubt you can do that in the main model(s)
    Suspect you would have to use scripts at rig spawn time to add any descructable sub-parts to the model.
    ie, scripting a container into place on top of a floor.
    Probably a LOT more trouble than its worth.

    * GEO behave ?
    Not sure what you mean.
    If you mean how the camera swings in and out as you run around inside a building with close walls etc ..... doubt that is something you can modify. Thats mostly like Engine code ... unchangable.

  3. #3
    Very nice job!! I do have some constructive critisism coming from a helo pilot perspective. Looking at the top most pic, you might want to think about removing the item that is in the corner closest to the camera...looks like a vent of some sort. The pilot coming in to land has a very small window for error and if he drifted left...he will hit the tower...and if he drifted right he would hit the vent with his rotors. If the vent was removed it would give him an escape route. Just my 2 cents worth....but other than that...outstanding job!
    Wars begin where you will, but they do not end where you please -Machiavelli

    Artificial intelligence is no match for natural stupidity


  4. #4
    Nice one. Looks very nice, maybe i can use this on my Island.
    170th Nighthawks dont quit

  5. #5
    Very good work! I'm eager to see it in action

  6.   This is the last Developer post in this thread.   #6
    BI Developer
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    Author of the Thread
    Thanks for input guys! So far I've got the following feedback I'll be actioning:

    * Obstacle near helipad should be moved
    * 44gal Drums should be added
    * Retexturing from tiled texture (baked, touched up)

    Continuing my questions above

    * Windows ?
    Awesome, thanks for the outline of what too do Gnat! Does anyone know if it is possible to assign the windows as destructable?

    * Destructable parts ?
    You're right it is probably is more work than is necessary, maybe something I will look at for a later release. At this stage I am actually propogating the rig in game using a script. You place one of the game models in the editor, and it places the additional two when you load it up.

    * GEO behave ?
    What I am finding happens is that in external view while running around, the camera bounces up to the level above, or into the room next door. Basically the camera does not conform to the bounds of nearby Geo like I thought it would. I wondered if thats because I wasn't building the geo right perhaps? Also, I am finding that I can run through walls if I try hard enough, which makes me think that I am not doing the walls right. Might have to play around a bit I think.

    Some new questions.

    * Has anyone done any work with detail maps in ArmA? I have a handle on the Normal Mapping, which I intend to have working in Alpha assuming I can work out some performance issues. I think I may have to have full LODing in for this to work properly on lower end systems.

    * Success with lighting? I want to put a number of fluorescent lights on the rig. I think I have the process worked out, but if anyone has had any success with this (or indeed, any hints on how I should approach the lighting of the rig) I would love to hear it.

    * Ladder confusion Well I have the ladders working, but I can't seem to tweak them how I like. Either the "activate" position is too far out from the ladder and therefore confusing, or the animation of climbing the ladder is "inside" it. Am I correct that the ladder points are mapped in game to be "activated" by the nearby section of geo from the geometry mesh? If anyone has some pointers here that would be great. I have the ladders working, just I'm not happy with their quality.

  7. #7
    Second Lieutenant VXR's Avatar
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    might want to get the helipad sticking out of the oil rig more.. often seen at oil rigs


  8. #8
    Private First Class
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    Very Awesome! Nice work so far. I can't wait to do some GOPLATS raids on this baby!

    MY ARMORY:
    G&G M4A1 with ACOG, AN/PEQ-2, BUIS, And vertical grip.
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  9. #9
    What can i say but wow,nice work indeed.

  10. #10
    A more appropriate location for this thread is A&M discussion.
    Editing/Modding/Scripting question? Head on over to OFPEC

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