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Joint Operations Anything about the Joint Operations series of games. |
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#1
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Tank go boom
New sound for the Abrams.
Distance sound demonstration for the BTR and Stryker. Tanks Also available with a remote 50.CAL |
#2
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Tank commanders the NovaWorld over appreciate your efforts!
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#3
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Decided to just revise the tank altogether. So, I found this beautiful low poly M1 Abrams model on TurboSquid for 10 bucks. I've never processed a new vehicle in SOED, so it was a challenge. The main thing was trying to get the tracks to react to the suspension in a realistic way. IDK how novalogic did it with their model, but if anyone knows, please share.
Anyway, got a full video coming soon. here's a gif in the mean time. Last edited by Oscarmike247; 03-23-2022 at 06:14 PM. |
#4
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Here's a full video.
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#5
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Do you have 3dsMax? I have some files that might help... DT801 Tank from DFX2, it show all the CB's and code Novalogic used to made the model.
(Actually it is most of the dfx2 3di files converted) https://df-mods.com/index.php/downlo...2-3dmax-files/ It doesn't have the SOED code unfortunately, that one we got to workout our self. There are a few good pointers on DFReload Forums about Tanks http://www.dfreload.com/forum/viewthread.php?tid=2066 http://www.dfreload.com/forum/viewthread.php?tid=2063 But i assuming you have most of it figured out by now, looking good there buddy. |
#6
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Quote:
I used the obj files from the 3di to obj converted files here on novahq. but I still had to basically rework everything. I'll check out the DFreload forums for anything about tracks. If you look at the stock JO M1 model, the tracks seem to bend and conform to the suspension of the wheels. it looks great for the original. So far the best I can replicate it is to set them to control_register for changing the Y axis scale. then just adjust the rate to match the wheels. it looks decent so far but not as seamless as the original. There's still some clipping into the ground, but you won't notice unless you're paying close attention. |
#7
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Got to messing around with the antennas on the turret and set them to rotate with the suspension.
now they react to the tank movement or when firing. |
#8
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Try looking at the spring and shock rate in the items def
spring 1 spring_comp 35 shock 1 Not sure if it will help.... |
#9
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I did not even think of that. Right now they are set to move with tire02 (left front wheel) and right track is on tire12 (front right tire) so the tracks do move with the suspension, but only with the front wheels. The other wheels will go up and down independently of the track.
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#10
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Too little too late but...
Found this file, an M1 turret and Tank with the SOED files so you know what to change, EE (Eagle Eye) did it yrs ago but i just found it in my files... |
#11
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Thanks!
I took a look at it. Looks like the wheels and track movements are animated using UVGen for movement, but there's nothing set in part animations for wheel suspension movement. Also the wheels and track are all one piece with the hull, so i don't see how suspension could be configured. Nova must have done it some other way. Maybe with a bone animation? Oh well, i think the object scaling method im using does the trick well enough. |
#12
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Trying to find a way to use the machinegun on the turret a long with the main gun. This is what I have so far, but there's a few bugs I'm trying to work out. If anyone knows a good way to do this, let me know...
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#13
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My progress so far on the M1A2 Abrams. Changed the muzzled flash effects a bit. Such as decreasing the time the flash is seen, adding some heat distortion/pressure wave, and the smoke puff after firing seen on the real tank.
You can now operate the Coaxial M240B from the main gun position, mostly bug free now. only a few minor quirks. |
#14
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Because why shouldn't you be able to ride on the side of the tank? Any objections?
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#15
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Turret swings around and bats you out of the stadium?
Tank behind cover parked too close to an armory, you try to access this and mount the tank, the RPG that's been aiming at the tank and waiting for it to leave cover sees you pop up, throws the rocket at you. Question: Does an RPG/Javelin/tank round hitting a passenger count as a direct hit on the tank? How much extra armor on the tank do passengers count as? "I'M HEADING TO POINT B AND I NEED SOME MEAT SHIELDS! VOLUNTEERS!?" I'm a highly practiced amateur catastrophist. I may not always come up with the worst case scenario, but, [DEITY OF YOUR CHOICE], do I try.
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#16
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You've got some valid points there .. lol
Buuut.... If you just need a quick ride to the objective, i think its a cool option. You bring up a good point about damage from hitting the player, though. Im definitely going to test that. I did not think about that. I suppose, if it does, it's not a big deal. Because its not really putting the tank at a hugh disadvantage other than making it a slightly bigger target. |
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