Mines, traps and stuff

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NeF
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Mines, traps and stuff

Post by NeF » 2008-01-04 17:48:33

The most needed thing for vte now are some traps and mines, I think..
Here is a brand new claymore mine, maybe it could be used?
http://www.armaholic.com/index.php?m=single&id=2625
Cya soon.
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traps

Post by Stlkrash » 2008-01-19 19:06:58

how about a map based surprise like a pungie pit buit into the map with a death/mame script. And a swing back boobie. Like in the Green Berets for a visual memory jogging.

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Post by Hata Killa » 2008-01-20 19:49:15

http://www.armaholic.com/page.php?id=2298

Look at the carpet bombs, They drop little red things that explode when they hit the ground... But some dont explode and act as mines, could you use that in any way?

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Post by NeF » 2008-01-20 20:12:19

those red bombies only explode when a vehicle rides on it and I doubt mk20 was used in nam. Also they are too visible.
We need a panel of mines and trap'd objects like "russiamines.pbo" for ofp
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Post by NeF » 2008-08-14 17:41:59

K... as there are no AP mines addons atm, I decide to try something.. I don't know if I will have the strenght to fulfill my ambition but here I go..
I downloaded Blender, it's a freeware 3D program and I already learned the very VERY basics. I would like to model some anti personal mines as they mostly have kinda simple shapes, and are just a part of vietnam war.
The thing is I will need all help you guys can give because I have to learn quite everything. I also dont have a clue how to make a 3D model actually work on arma, but for that part I'll ask to someone when modeling will be over.
So,I got a lot of work ahead but I cant tolerate nam without mines, and for once I decided to do something else then complaining :shock:
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Post by anzacsas » 2008-08-14 18:18:22

Good stuff m8,

I'll help with anything i can with the cfg.

:)

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Post by Frantz » 2008-08-14 18:52:38

Yay good luck mate ! I bet my booby traps idea pushed you on that way, right ? :P

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Post by Snake Man » 2008-08-14 18:54:26

NeF, great to see you're interested of doing some models.

First, forget about blender or any other 3d modeling software, for simple and small objects such as mines just use O2PE. I'll surely walk you through anything you need help with and the same time I'll capture our discussions so I can create PMC Editing Wiki pages out of them for others to see. But of course if you think you could continue modeling after this mine project, then by all means grab a real 3d modeling software, you can use blender or my recommendation would be Modo 302 which is excellent modeling software.

Please contact me on IRC so we can chat other than in VTE terrains MP sidechat heh. I'm on irc.quakenet.org in #VTE channel. If you never used IRC, download mirc for example and connect to quakenet.org.

Anyways to keep on topic... I guess the most basic thing we can do is the claymore for US and those pomz or whatever for the NVA. We should start small, just one mine per side and when we get those running we can all all sorts of other mines, tripwires and whatever our skills allow us to do.
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Post by The-Architect » 2008-08-14 18:56:58

There are claymores, there used to be a punji trap in OFP days (it was just a set of spikes that came up via a trigger, should be reallly easy to convert.), and for the AP mines, couldn't we just use the scripting for the normal BIS AT mines but modify it a bit?

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Post by NeF » 2008-08-14 19:37:00

@ snake: is it a problem if I make the mines with blender? I nearly finished a pomz mine already. I mean why should O2PE be better? If it's just easier, np..
Modo is not a freeware and I dont like cr'ked software.
And I dont have irc but msn, dont you want to install msn ? :D
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Post by Daytripper » 2008-08-14 21:01:12

Nam without traps and mines isn't Nam :D

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Post by Snake Man » 2008-08-14 23:04:06

NeF wrote:is it a problem if I make the mines with blender?
No. I thought I was pretty clear with the software.
I mean why should O2PE be better?
For the small mine object O2 is definitely better because its editing directly the p3d what ArmA reads. With blender you need to export and import it to O2, then setup the mine for ArmA standards with O2. Just extra work.

Its like taking ferrari testarossa to grocery shopping while you could just quickly hop with your everyday car. If you get what I mean.
And I dont have irc but msn, dont you want to install msn ?
That day will never come. I'm oldschool, IRC is the way to chat.
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Post by NeF » 2008-08-15 09:59:02

downloaded o2, learning...
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Post by Daytripper » 2008-08-15 10:19:23

I'll try to make a Bouncing Betty it's seems quite simple
http://www.45thdivision.org/Veterans/Wi ... Mine35.jpg

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Post by NeF » 2008-08-15 10:43:13

that's all I wanted to hear trippy :)
Dont forget to model it with one or two wires ;)
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Post by NeF » 2008-08-15 11:21:03

Anybody knows a good video tutorial for o2?
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Post by NeF » 2008-08-15 13:05:41

how can I scale down the whole mine so I can see it at good size in buldozer? (atm it's waay to big, I cant see the whole object even when dezooming)
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Post by Snake Man » 2008-08-15 13:14:15

I dont know any video tutorials, I guess there are some but I dont have any links sorry.

As for scaling, first select all CTRL-A then use Points -> Transform 2D -> Scale.

Also you should read the great Brsseb tutorial, check it out in PMC Editing Wiki: OFP Modeling Tutorials.
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Post by NeF » 2008-08-15 13:27:28

thank you, here is the shape of the pomz, as you can see there are no "fragmentation squares" on the body of the explosive part, could you give me some advice to do it easily ?
Image
Last edited by NeF on 2008-08-15 19:47:57, edited 1 time in total.
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Post by NeF » 2008-08-15 14:58:45

other question, should I put a good portion of the pole under ground level as we wont aways put the mine on a flat terrain?
Last edited by NeF on 2008-09-12 12:33:50, edited 1 time in total.
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Post by Snake Man » 2008-08-15 16:38:33

there are no fragmentation squares on the body
Difficult to say without real life reference pic, but if I'm following you, then that can be done with normal maps.

As for the elevated terrain, yeah I guess it wont hurt if the pole is bit longer.
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Post by Frantz » 2008-08-15 16:46:29

WOW can't wait to add them to my missions ! :P
Keep up the good work mate ! :)
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Post by NeF » 2008-08-15 19:19:19

Question was how to make the explosive part look as a waffle iron :D
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Post by Snake Man » 2008-08-15 21:44:36

Oh that kind of grid... thats bit extreme for normal map. So I'd say on the high res LOD it should be modeled. How to model... heh I have no clue. Maybe just make the cylinder with many umm faces and then move around the vertices to create that grid thing. Like I said, no idea :)
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Post by NeF » 2008-08-15 23:50:27

ok. I wont be at home this W-E but monday I continue this piece of crap:)
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Post by Daytripper » 2008-08-16 13:24:27

the mesh of my Bouncing Betty is done, I need to texture it but i don't know how to create a .paa file for texture

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Post by Frantz » 2008-08-16 15:04:14

Daytripper wrote:the mesh of my Bouncing Betty is done, I need to texture it but i don't know how to create a .paa file for texture
My mate [MCF] Harissa told me you can find a plugin for photoshop for .PAA & .PAC files in Kegetys' ArmA Tools.
Image

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Post by Daytripper » 2008-08-16 18:54:34

Frantz wrote:
Daytripper wrote:the mesh of my Bouncing Betty is done, I need to texture it but i don't know how to create a .paa file for texture
My mate [MCF] Harissa told me you can find a plugin for photoshop for .PAA & .PAC files in Kegetys' ArmA Tools.
Thanks for the tips, I use gimp it's free and i solve the problem using texview to covert file tga to paa

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Post by Daytripper » 2008-08-16 19:26:56

That's my first Bouncing betty :?
I made in Blender then export to o2
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Post by Frantz » 2008-08-17 01:19:30

Already impressive for someone like me that doesn't know anything about 3D modelling, good job ! :)
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Post by NeF » 2008-08-19 10:25:50

News:
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Post by Daytripper » 2008-08-19 10:27:04

good job m8, now it's time to texture it :D
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Post by NeF » 2008-08-19 10:30:33

yes trippy, the fun is only starting lol..
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Post by Daytripper » 2008-08-19 10:37:36

How to know which is the right width and height for a Bouncing betty in game? I know it has just 7 Inch = 17 centimeters

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Post by Snake Man » 2008-08-19 11:00:53

O2 grid is 1 meter. You just have to adjust it by eye, dunno if o2pe has any measurement tools for more precise work.
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Post by NeF » 2008-08-19 12:53:46

I finished the model but I dont have a clue how to texture it now ..
can someone show me an EASY way ?
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Post by Daytripper » 2008-08-19 16:22:16

Bouncing Betty is ready to test !!! :D

Image

Plese test it because i don't know how to test :?
Download here http://www.webalice.it/brazofora/BouncingBetty.rar
Let me know what you think! Thanks
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Post by Snake Man » 2008-08-19 18:07:59

Looks very nice, good job. Now we might start to think how to configure the mines etc.
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Post by NeF » 2008-08-19 18:33:15

Awesome 8-)
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Post by Daytripper » 2008-08-19 18:38:42

Snake Man wrote:Now we might start to think how to configure the mines etc.
I think that's the hardest thing to do
The smell, you know that gasoline smell, the whole hill. Smelled like … victory.

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