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Laws of War DLC Assets

154 posts in this topic

Please let us know your thoughts on the Laws of War DLC assets (vehicles, weapons, character gear, props, etc.). Find out more about the asset production process in our OPREP on this topic. If you discover concrete issues, the most effective reporting method for us is Feedback Tracker.

supplies.png

How do I access the assets?

  • Main Menu: Shift + P
    • In the DLC Content Browser, select Laws of War and explore its contents.
      • Some assets have a TRY button that will open the asset in ...
  • Main Menu: TUTORIALS > VIRTUAL ARSENAL
    • (For vehicles, switch to the Garage mode at the top of the screen)
    • Each asset category shows the appropriate DLC / mod icons behind each asset for easy identification.
      • Use Sort by mod to make it even easier to find them.
    • Note: in this mode you should be able to preview the assets without DLC ownership.
  • Main Menu: EDITOR
    • In the Asset Browser on the right, all assets are marked by the DLC / mod icon.
      • Use Filter by mods option and select Arma 3 Laws of War.
  • And you'll of course encounter the assets during gameplay!

 

What assets are available?

 
  • Added: International Development & Aid Project faction (IDAP)
    • Added: IDAP Vehicles (reskins)
    • Added: IDAP Cap (variants)
    • Added: Aid Worker Clothes (variants)
  • Added: Van (Transport, Cargo, Ambulance variants - 20+ liveries)*
  • Added: Utility Drone (Cargo, Medical variants)*
    • Added: Corresponding UAV bags
  • Added: Demining Drone*
  • Added: APERS Mine Dispenser*
  • Added: Training Mine*
  • Added: Cluster Bombs (3 factions - see Pylon settings of aircraft)
    • Added: Unexploded Ordnance (3 factions x 4 triggers)
  • Added: Safety Vest (variants)*
  • Added: Multi-Pocket Vest (variants)*
  • Added: Identification Vest (variants)*
  • Added: EOD Vest (variants)*
  • Added: Messenger Bag (variants)*
  • Added: Leg Strap Bag (variants)*
  • Added: Wireless Earpiece*
  • Added: Ear Protectors (variants)*
  • Added: Hard Hat (variants)*
  • Added: Safari Hat (variants)*
  • Added: Head Bandage (variants)*
  • Added: Basic Helmet (variants)*
  • Added: Press Helmet (variants)*
  • Added: Respirator (variants)*
  • Added: Safety Goggles*
  • Added: Construction Coveralls
  • Added: Paramedic Outfit*
  • Added: IDAP Objects
  • Added: Tent Objects
  • Added: Humanitarian Aid Objects
  • Added: Medical Objects
  • Added: Furniture Objects
  • Added: IDAP map marker set

* Restrictions apply for those who don’t own Arma 3 Laws of War DLC.

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1 hour ago, Night515 said:

Absolutely loving everything so far! Just a simple request though, could we get non-medical variants of the Military Medical tents?

 

Side note: Please rework the other explosions! The new ones look reeeally good with the fake lighting:

 

RPdMV6x.jpg

 

Pic doesn't do it justice.

 

I suppose this belongs here. :)

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cluster bombs when splitting and impacting need to use the sparks particle, just like the one that you see when APDS hits a tank.

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It would be a nice addition if there was a version of the transport van that didn't have windows, or perhaps some improvised seating positions could be added to the cargo variant?  I know I'm not the only one who sees the value in being able to hide multiple people in an otherwise inconspicuous vehicle without windows giving them away.  (Does SOF Snatch and Grab pique anyone's interest?)

 

zZy2AAc.jpg

 

Also, the center console switching to a backup camera while reversing is a very nice touch!

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I see two types of cluster bombs for NATO, what's the difference between them? 

 

Also, the APERS mine dispenser requires DLC purchase even when equipped in Arsenal. This is not consistent with everything else (and frankly, makes testing difficult).

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How do you drop leaflets from drones? Cant seem to figure it out

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Assets looks great so far, one thing I am missing though is a IDAP variant of the Caesar plane. Would be great for dropping leaflets, wouldn't it? ;)

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The lifers are going to love this....

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Problems i came across.

 

-Medical Van doors don't open at the rear.

-Cargo drone doesn't have physical cargo, but rather, simply has an Inventory.

-cluster munitions effects are sub-par.

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My God... beds and couches come to Arma 3!

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I spawned all the assetts and checked it one by one...have couple of the things that bother me..maybe it can be changed in upcoming updates?.

Tents - i understand there is opened doors and closed doors version but can we have feature where we can open and close doors on them? Same thing for tents for factions)

 

Stretcher`s  Give us ability on them to dissasemble them and assemble them and lay in them or place somebody in them.

Body bag same like stretcher`s  make them inventory stuff and ability to pack a dead boddy in them.

First Aid box(Open) Please please can it be spawned next to the medic when he is treating people and Litter also if you treat somebody it leaves litter around him.(just like in ACE)

Can we get a Emergency Blankets(thermal) and regular blankets like (backpack item Ref. Picture) and we can give them to civilians to cover them.

That is it for now...ill be exploring more... I really love the approach this DLC.

 

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Biggest pet peeve so far, is not that Quadbikes can be loaded into the Cargo van... but the fact that quadbikes can "only"" be loaded into the cargo van. I would like for this feature to be expanded to other vehicles too (Mohawk, Huron, Off road, Trucks, etc.) Also, could we get the ability for infantry to pick up crates with bare hands, would be kinda important. Perhaps can be done simply by walking up to create, scrolling and picking up, character model puts gun on back, and holds the crate with both hands. 

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Some issues I noticed:

  • IDAP EOD specialist doesn't have any means of disarming mines (Well, aside from the Mk.1 foot...)
  • No method of aiming the anti-mine drone's "weapon" (unless I'm missing something? - by the by, it'd be neat to have this for the military factions as well)
  • Cargo Van is unable to transport go-karts Command Mobility Vehicles. (minor, but given we have a redstone karting skin for the van it seems like this isn't intended behaviour?)
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1 minute ago, biggerdave said:
  • No method of aiming the anti-mine drone's "weapon" (unless I'm missing something? - by the by, it'd be neat to have this for the military factions as well)

This particular drone has a "targeting camera". You can switch to it via LCTR+RMB. That should allow you to aim down and see the small predicted impact point cross.

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30 minutes ago, darksidesixofficial said:

Biggest pet peeve so far, is not that Quadbikes can be loaded into the Cargo van... but the fact that quadbikes can "only"" be loaded into the cargo van. I would like for this feature to be expanded to other vehicles too (Mohawk, Huron, Off road, Trucks, etc.) Also, could we get the ability for infantry to pick up crates with bare hands, would be kinda important. Perhaps can be done simply by walking up to create, scrolling and picking up, character model puts gun on back, and holds the crate with both hands. 

with you on this one.

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I cant seem to figure this out. How many people can fit in the generic van? Would be great for indesxcrpt raid scenarios, countersurvilence, etc. I'd hope if could fit 8 plus driver and passenger, so 10 total.

 

Thanks

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Please please please redo your low poly on the van and re-bake it from the high poly.  There is zero curvature on the wheels, the arches, the doors or the ladders/roof-racks  Quite frankly I have seen ripped content with better quality models.

All the following screenshots were taken with all video options set to Ultra.

Spoiler

Some more mesh geometry, smoothing groups and better normal maps would improve the overall look of this area, as well as the door in the next pic.

2xDz1j.jpg

1NVaO9.jpg

 

 

The textures on all of the vans are also super low quality/resolution, even if you have to split it across more sections to improve their overall fidelity please do it. 

For example you can make out individual pixels of a texture easily in-game on these models in all variants, also the rear light clusters and LED strobes on these vans look like they have been copy/pasted into the textures to get around the over-all low quality of the rest of the textures.

Spoiler

You can clearly see the difference in resolution and fidelity between the light cluster and the rest of the models textures here.

Qj1344.jpg

Where the bonnet riser meets the front grille, just what is going on here?

fduDVJ.jpg

If these rails are meant to be squared off by design, that's fair enough.  If they are supposed to be round, your gonna need some more mesh geometry there.  Also note the LED strobes in this pic.

lcBomR.jpg

 

 

I don't often crit on BI for their vehicles, while I am no expert modeler either, these vans are seriously sub-par for what is going to be paid content and while considering this has been in development for a year I would have expected far better quality of content and attention to detail, for what is a showpiece of this DLC.

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19 minutes ago, Uro said:

Please please please redo your low poly on the van and re-bake it from the high poly.  There is zero curvature on the wheels, the arches, the doors or the ladders/roof-racks  Quite frankly I have seen ripped content with better quality models.

All the following screenshots were taken with all video options set to Ultra.

  Reveal hidden contents

Some more mesh geometry, smoothing groups and better normal maps would improve the overall look of this area, as well as the door in the next pic.

2xDz1j.jpg

1NVaO9.jpg

 

 

The textures on all of the vans are also super low quality/resolution, even if you have to split it across more sections to improve their overall fidelity please do it. 

For example you can make out individual pixels of a texture easily in-game on these models in all variants, also the rear light clusters and LED strobes on these vans look like they have been copy/pasted into the textures to get around the over-all low quality of the rest of the textures.

  Reveal hidden contents

You can clearly see the difference in resolution and fidelity between the light cluster and the rest of the models textures here.

Qj1344.jpg

Where the bonnet riser meets the front grille, just what is going on here?

fduDVJ.jpg

If these rails are meant to be squared off by design, that's fair enough.  If they are supposed to be round, your gonna need some more mesh geometry there.  Also note the LED strobes in this pic.

lcBomR.jpg

 

 

I don't often crit on BI for their vehicles, while I am no expert modeler either, these vans are seriously sub-par for what is going to be paid content and while considering this has been in development for a year I would have expected far better quality of content and attention to detail, for what is a showpiece of this DLC.

Agreed, if this is what it looks like when it fully releases i'm going to get a refund, this just looks horrible!

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Agreed. Felt something was off with the design of the van. While i'm at it, i'd like to point out that the strobe lights are kinda dim even at night (don't actually effect the environment like it did back when Arma 3 was being showcased before the Pre-Alpha), and it could also use a handling tweak. 

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You guys are being hypercritical of the ambulance model. Sure, it's not perfection but it's not awful either. I had not even noticed the majority of the imperfections until you had pointed them out. I'm sure the vast majority of players will not notice those details nor will they be affected by them. I would happily pay the current price if the models were half as decent; the sheer amount of content being added in this DLC is remarkable for the price.

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I tend to agree with Uro and co, it doesn't look like it's been given a highpoly normal map to be honest, maybe one straight from Quixel but not from any sort of baked geometry. The texture work doesn't look fantastic, it looks like someone probably spent a couple of hours on it at most. 

Like Uro, I'm not an expert, I'm still a baby compared to some modders on here in terms of learning, but if asked, a modder probably could've done a better model for free, the fact that this is a showpiece for premium DLC does not give me a lot of confidence to the quality of the other assets. 

I could be entirely wrong, and I am happy to be corrected but this asset in particular needs work, to me it sticks out in comparison to the rest of the assets because of the inconsistency of the quality

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41 minutes ago, MrCopyright said:

You guys are being hypercritical of the ambulance model. Sure, it's not perfection but it's not awful either. I had not even noticed the majority of the imperfections until you had pointed them out. I'm sure the vast majority of players will not notice those details nor will they be affected by them. I would happily pay the current price if the models were half as decent; the sheer amount of content being added in this DLC is remarkable for the price.

Not perfect, not aweful, but far from the quality standard of the rest of Arma 3's assets from Vanilla and prior DLC's. This is not hypercritical, that's a straight up fact. Take the van, put it in a line with all then other vehicles and it stands out like a sore thumb.

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