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[Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 13:02
by Rhino
Around a year ago we (the PR team) decided that we needed to replace the old Command Post, currently using the vBF2 UAV Trailer model with something a little more realistic, how ever this would be a low priority task.


But now we can present to you the replacement, our new Armoured Command Vehicles (ACV)!
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An Armoured Command Vehicle is basically a vehicle with lots of radio and communication equipment in it that can be used to coordinate a battle/operation from a relatively safe distance while still being in touch with the battle/operation.

Commonly you will see an ACV parked up with a tent pitched beside/onto it with lots of equipment setup in it.
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[R-DEV]Stigger has Modelled and Textured a generic tent for all our ACVs as well as modelling lots of interior objects and props, including the British Army Bowman Communication Equipment :)
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He has also created some nice little props for each faction :)
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Lets come back to our ACVs for a bit. Our main ACV for you today is the British Army FV105 Sultan CVR(T), which this whole project of replacing the old command post has revolved around. The Sultan was Modelled by [R-DEV]Undies and [R-DEV]Stigger, Textured by [R-DEV]Stigger and Exported by [R-DEV]Rhino.
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Our next ACV is the M1130 Stryker for the US Army, which uses the same model that is currently ingame with a few small adjustments.
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The USMC have got the old LAV-25 which is a place holder for the LAV-C2 or an AAVC7A1 in the future.
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The Canadian Forces will be using the ACV variant of the LAV-III, which is basically the same as the LAV-III with a few small internal differences (Still WIP).
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The IDF will be getting the M557 which is the ACV variant of the M113, model courtesy of EOD.
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The MEC will have to settle with the good old BTR-60 for now, which is a place holder for BTR-60PU.
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The PLA will be using the WZ551A as a place holder for the ACV variant of the WZ551.
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And the Russians will also have to settle with the BTR-60 which is a place holder for the BTR-80K
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This has been very much a team effort on working on getting this all done and many names who have helped work on this project have not been mentioned such as our MAs who have gathered up lots of useful info on these :)

We hope you like what's coming and we hope to develop this more in the future :mrgreen:

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 13:52
by CareBear
NICE! :D

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 13:55
by Rhino
Draakon wrote:Wohooo! But they will act as a normal command post aka they can't be moved nor shot from?

Edit: :O , first.
Nope, they are stationary and there weapons will be unusable since there wouldn't be any point since they will be hidden away in a protected spot in the team's main base pretty much :)

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 13:59
by Spuz36
Will make the Main bases feel all nice, cozy, and homey now :D At least the Co will not be glaring at us anymore. :p

*Edit: You know what would be neat, have the map and laptop display the actual map it is on, but I imagine that would be a larger task than thought, a separate map for each map...

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:13
by Adriaan
That's great!
I love the faction specific props :razz: .
I also noticed the stryker ACV is sand-coloured. Will the normal stryker get this paint as well?

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:15
by Burton
Spuz36 wrote:Will make the Main bases feel all nice, cozy, and homey now :D At least the Co will not be glaring at us anymore. :p

*Edit: You know what would be neat, have the map and laptop display the actual map it is on, but I imagine that would be a larger task than thought, a separate map for each map...
Attention to detail is what makes a good game great. That would be a nice touch :)


I was hoping the PR team would come up with something like this as the trailer is dump.

IMO - the commander should be vulnerable with this new implementation. I'm not sure where you intend to position the player when they "enter" the ACV but they should not have the god-like immortality that the current commanders have.

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:15
by *APG* <=130192=>
But it can be destroyed?

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:17
by Rhino
Adriaan wrote:That's great! :D
I noticed the stryker ACV is sand-coloured. Will the normal stryker get this paint as well?
yep, the US Army has had a budget increase so they can no afford to paint there Strykers in tan now ;)

http://i37.tinypic.com/33dh0qr.jpg
Burton wrote:Attention to detail is what makes a good game great. That would be a nice touch :)


I was hoping the PR team would come up with something like this as the trailer is dump.

IMO - the commander should be vulnerable with this new implementation. I'm not sure where you intend to position the player when they "enter" the ACV but they should not have the god-like immortality that the current commanders have.
Would be a lot of work and would increase the file size of the mod a lot, let alone would be difficult to pull off epically on woodland maps where there texture suffix is generic.

and ye the commander is in a slightly venerable positions, but still him being in the main base will make it hard for any one to shoot him.
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*APG* <=130192=> wrote:But it can be destroyed?
Nope.

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:20
by Adriaan
[R-DEV]Rhino wrote:yep, the US Army has had a budget increase so they can no afford to paint there Strykers in tan now ;)
Ah, nice
I've always wondered why there were only olive-drab strykers :smile:

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:29
by Expendable Grunt
\o/

Now for to command!

M.

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:30
by Outlawz7
Adriaan wrote:Ah, nice
I've always wondered why there were only olive-drab strykers :smile:
Because it was said before the 0.8 release (last year) that they don't use desert camo... :/

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:33
by Zrix
Pretty... pretty badass.

Too bad you can't take it for a trip to check out the front, but this will do fine to bring even more atmosphere to PR.

GJ Devs :)

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:36
by Adriaan
[R-CON]Outlawz wrote:Because it was said before the 0.8 release (last year) that they don't use desert camo... :/
Nvm, i misread.. :razz:

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:43
by Rhino
[quote=""'[R-CON"]Outlawz;1175323']Because it was said before the 0.8 release (last year) that they don't use desert camo... :/[/quote]

ye, it was also said that the Strykers would never have a tan camo for classified reasons but now they seem to be popping out.


[quote="Zrix""]Pretty... pretty badass.

Too bad you can't take it for a trip to check out the front, but this will do fine to bring even more atmosphere to PR.

GJ Devs :) [/quote]

ye, main reason for it is it would be unrealistic for them to move during commanding a battle and not very good for gameplay if the commander was going on a joy ride when he was meant to be commanding :p

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 14:59
by UncleSmek
Awesomeness.

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 15:08
by MCI
I bet the CO tent will be filled with soldiers when you put that magazine in ^^

Seriously great job!

Re: [Statics] The ACVs (Armoured Command Vehicles)

Posted: 2009-11-04 15:12
by Rhino
Jonny wrote:Bollocks, rhino.

Make the actual map a seperate texture, but DONT put it in any generic object zip file. To get a unique texture for each map you then need to load the texture via map-specific client file.

Also, sinse the texture will be the same name for each map, you can simply edit the batch file you use to pack the maps so that the texture needed is generated from the minimap directly. It can simply be a copy of the smallest minimap.

Looking at Qinling, I see the smallest is a 1024x1024 pixel, 406kB image. An extra 20 of those would add a tiny 8MB to the DL size. Compare that with a levels folder size of OVER 2000MB, and a total DL size which is probably over 3GB and the levels folder size is increased by 0.4%, probably less in reality because a 1024px image is very big for a small map that few people will see.


EDIT:
If for some retarded reason you need a generic texture loaded gnerally for this to work, thats no problem. You simply need appropriate texture suffixes on the map-loaded texture. Its really not hard on maps that already have a suffix, and you can very easily add a dummy suffix for other maps so that default textures are used except for this map texture. Simple.
yes you can include the textures into each map but its a lot of work to start off with without even thinking of making each texture.

All the textures that contain the map put together upto 3.5mbs, times that by 25 and it comes to 87mbs, that's around the size of a map, and while not even 20mbs wouldn't seem small its much bigger than it sounds as if you keep on making little things like that go by the mod ends up being 20gbs.

If you make each of the textures for every map then I might consider it, keep in mind they need to be in full ISO map format.
MCI wrote:I bet the CO tent will be filled with soldiers when you put that magazine in ^^

Seriously great job!
it's already in the USMC tent since its that faction's prop :p

Just have to hope the other team dont wonder into the USMC main to try and nick it! :p