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DetroitDieseL

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Everything posted by DetroitDieseL

  1. I had a slight issue with garbage piling up in the form of .50 CAL slugs. They were not being destroyed if they never hit anything and would just fly out of the map and once the velocity fell off they would just drop forever. Now, once any rounds of any kind fly out of the map area they are destroyed to keep the gameplay optimized.
  2. Changed camo to early 90's schema. Turret almost finished.
  3. Texturing process. This is the beginning stage of texturing the T-64. I have it UV mapped and now I will start working on making it seamless and adding all the other textures to it.
  4. As much as I would like to accept assets from outsiders, I can't. Only MC3D employees can work on this project. Although if you live in germany we would love to have a local give us feedback on the setup of everything like towns and other objects that will be placed in the level so it has an authentic look. Looking at pictures can only get us so far, we want to capture the feeling on the cold mornings with fog and feel the chill in the air and on armor..:) Thanks SD..:)
  5. Just doing what I love buddy. Thanks.
  6. I have written up a small detailed explaination of my next task here http://www.americasarmor.com/Forum/viewtopic.php?p=674#p674 DL it and share your opinion.
  7. Next programming task is to code the hit detection depending on the trajectory of the round and that will determine if you hit the target or your round deflected. Also I am going to start working on a state machine for the entire sim. From menus to it controlling variables in the sim.
  8. Hemtt testing. I did a quick modification on the refueler and changed it into the cargo Hemtt, which will be used for rearming.
  9. Hemtt in game. texturing in progress.
  10. Progress for the Hemtt refueling tanker.
  11. Fine tuning the hull and skirt shapes.
  12. You'd like that eh?....lol How bout we do gunnery at Hood then come to Grafenwoer, then the railhead to Hohenfels??
  13. I will more than likely build Ft. Hood first, because I may be doing a training mission first...then you get deployed. I am hoping to get Ft. Hoods Gunnery ranges in order to model them.
  14. I am modeling a T-64B first, then a T-80, then maybe a T-72. Then a Challenger....
  15. I have completed programming the LRF and CPU, just needs some more testing to assure it is working properly. Although I am now forced to programm the power system as as it is now the entire system is on all the time. I want to give the operators the option to start cold and have to start the power system up then start the engine/hydraulics. I know some may be put off by that, but I think it will give a sense of immersion, just like DCS. I have also been tweaking the Abrams model and texture maps and bump/normal maps. I have also revisitied the smoke grenade system for a bit, but I haven't given my full attention to the actual smoke effect yet, but the coding is almost wrapped up. I had a HDD failure so I lost the in WIP on the T-90, so I have started that over.....So if there is another OPFOR tank you guys think would be better...sound off. I am not sure historically when the T-90 was deployed, but the first mission will take place in a "Cold War" scenario, so not sure if the T-90 would be in play?? I am thinking West Germany....Hohenfels is where it will kick off..what do you guys think???
  16. I'm sure the reason DCS particle systems are the way they are because of the detailed models and the size of the DCS world. Particle effects have a pretty good size draw call on the system, so if there are a lot of them at once it will choke your system. If they are highly detailed effects you can imagine what that will do. They're at a happy medium now. Its how the particle effect artist does it, some are better then others. Besides 3D particle effects, or fluid effects....video game particle systems all use sprites....there is no way a video game would be able to use a 3d paticle system..........it would crash the engine. Its how you do it...animating the size of the sprites and transparency/alpha channel.
  17. I have the CPU and LRF implemented now. If you lase and the LRF reads undder 4000 meters the ballistic solution will be automatic. If you lase and the LRF reads over 4000 meters you will have to enter the range into the CPU to solve the ballistic solution. You will have to goto the CPU, open the door, enter the range with the number keypad and hit the numpad enter button. If the range is correct the display on the CPU will go to all "0000" and then you can engage. If you do not enter the correct range the round will not find its target unless you super elevate. If you lase over 4000 meters the round will not be on target unless you do the CPU tasks. Images and videos coming soon.....:)
  18. This CPU implementation is the gateway to me doing the turrets. The first release will not feature interiors besides looking through the GPS, CPU and maybe a few other things. I appreciate your interest.
  19. This is how the player will interact with the CPU. This isn't finished yet, still needs the door, and finished textures applied and adjusted.
  20. I just successfully finished programming a major part in the FCS. Now when lasing the reticle and projectile aim at the appropriate target. If you lase at a target at 3500 meters and fire and then move to a target 1500 meters closer with out lasing, you will miss that target. I am now connecting the FCS and CPU together.
  21. I have the CPU in, but not sure what I am going to do with it yet. It isn't finished yet. I have a good reference image to make it look realistic. Not sure if I am going to make the gunner turn away from the GPS to operate the CPU...I may blur the GPS a bit. I am fine tuning the dynamic lead and LRF to be as accurate as possible. I have also done some SFX work, getting the exterior sounds to sound outside the tank when in the gunners position. I also removed the TCs independent sight....:| Refueling and rearming work perfectly, although some of you will not agree with the length of time it takes to do either of them. I need to figure out why the "F" shows up in crazy places when the LRF fails also. The 50 CAL when firing it glitches up the GPS camera also. I will have to figure that one out as well. I also made the tracers for the 50 and 240 bigger. They should be seen from a pretty good distance and they are not...... Its coming along.
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