9/18/2011 - M109A6 Demonstration Video
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9/18/2011 - M109A6 Demonstration Video
Hey guys here is some sneak peek at the M109A6 . I figured Instead of typing an essay long paragraph showing you the technical side, I could just show you the result.
Note if the video doesn't work yet youtube is processing it, I just uploaded it 10 minutes ago.
This took days to code and the model itself took a whole week on and off. I'm still currently improving the simulation. I'm going to add a weapon swapping style module which would allow players to select ammunition types/ round types ranging from the following:
WP - M825A1 "Willy Pete" also known as White Phosphorus. It's an incendiary type round which is able to significantly suppress enemies in the game by 'confusing' them. In other words it will cause the affected area to be in-accessible for combat. This can significantly slow down advancing enemies. It's also a smoke shell. Just like all smoke shells in TAOW, It will basically shield/block the enemy's line of sight. The good part about using an artillery system to deliver smoke is that it gives you the ability to deploy smoke practically anywhere/anytime on the map (within the weapon's range). Smoke will literally 'block' the enemy's LOS. The way I'm coding it is that it will spawn an invisible 'building' which will cause AI/Units not be able to see through it. All smoke type weapons will behave this way
HE - High Explosive as you saw in the video. High Explosive shells, although devastating, they are inaccurate and have a large margin of error. Good for inflicting damage on large enemy area.
Illumination -M485 is an Illumination round. How illumination rounds will work in TAOW is very experimental. As in I haven't checked all the consistencies/possibilities. the plan is to have a multiple flares hovering high above the target area suspended by parachutes. Since CNC3 doesn't support direct lighting to give that "flashlight" effect, The only way to properly simulate the illumination round is it will be able to detect 'stealth' units and will reveal/unshroud the map. It's all possible till the second part. Part 2 Is only eye candy and probably not possible, I want the illumination round to literally light the terrain up with light. Without direct lighting I'm going to have to come up with a clever way to do so. Maybe using a crater type effect which will wrap around the terrain. The texture will be a simple opacit' circular yellow/white texture in photoshop. Like I said, very exprimental visually, but code-wise 100% possible.
DPICM - Dual-Purpose Improved Conventional Munition. This is a special round that is extremely effective in clearing out buildings and sabotaging enemy static equipment. Before hitting it's target, the round will detonate above it and send hundreds of fragments disabling the equipment. There are 2 Modes of this round in the game. "High opening" "Low opening". High Opening will detonate high above it's target, and behave like a standard cluster munition. Low Opening will detonate directly above It's target sending a concentrated amount of fragments into it's target point. This is the most devestating version and will penetrate walls of buildings and effectively clear them with a "shotgun" effect.
Excalibur - The XM982 Excalibur Projectile will be the m109a6's special ability. Excalibur is a GPS guided munition. It is the most accurate round the m109a6 can deploy. The down side is it lacks in explosive dammage and radius. It is meant for single targets and will hit with 99% accurate precision.
The m109a6 does not automatically engage targets in TAoW. It relies on the player to input target coordinates by selecting the unit holding control+right click at a location. This will give the m109a6 a fire mission, there is a delay before the round can be fired as the m109a6 crew must calculate the position etc. Once the round is sent impact times will vary on distance.
Note if the video doesn't work yet youtube is processing it, I just uploaded it 10 minutes ago.
This took days to code and the model itself took a whole week on and off. I'm still currently improving the simulation. I'm going to add a weapon swapping style module which would allow players to select ammunition types/ round types ranging from the following:
WP - M825A1 "Willy Pete" also known as White Phosphorus. It's an incendiary type round which is able to significantly suppress enemies in the game by 'confusing' them. In other words it will cause the affected area to be in-accessible for combat. This can significantly slow down advancing enemies. It's also a smoke shell. Just like all smoke shells in TAOW, It will basically shield/block the enemy's line of sight. The good part about using an artillery system to deliver smoke is that it gives you the ability to deploy smoke practically anywhere/anytime on the map (within the weapon's range). Smoke will literally 'block' the enemy's LOS. The way I'm coding it is that it will spawn an invisible 'building' which will cause AI/Units not be able to see through it. All smoke type weapons will behave this way
HE - High Explosive as you saw in the video. High Explosive shells, although devastating, they are inaccurate and have a large margin of error. Good for inflicting damage on large enemy area.
Illumination -M485 is an Illumination round. How illumination rounds will work in TAOW is very experimental. As in I haven't checked all the consistencies/possibilities. the plan is to have a multiple flares hovering high above the target area suspended by parachutes. Since CNC3 doesn't support direct lighting to give that "flashlight" effect, The only way to properly simulate the illumination round is it will be able to detect 'stealth' units and will reveal/unshroud the map. It's all possible till the second part. Part 2 Is only eye candy and probably not possible, I want the illumination round to literally light the terrain up with light. Without direct lighting I'm going to have to come up with a clever way to do so. Maybe using a crater type effect which will wrap around the terrain. The texture will be a simple opacit' circular yellow/white texture in photoshop. Like I said, very exprimental visually, but code-wise 100% possible.
DPICM - Dual-Purpose Improved Conventional Munition. This is a special round that is extremely effective in clearing out buildings and sabotaging enemy static equipment. Before hitting it's target, the round will detonate above it and send hundreds of fragments disabling the equipment. There are 2 Modes of this round in the game. "High opening" "Low opening". High Opening will detonate high above it's target, and behave like a standard cluster munition. Low Opening will detonate directly above It's target sending a concentrated amount of fragments into it's target point. This is the most devestating version and will penetrate walls of buildings and effectively clear them with a "shotgun" effect.
Excalibur - The XM982 Excalibur Projectile will be the m109a6's special ability. Excalibur is a GPS guided munition. It is the most accurate round the m109a6 can deploy. The down side is it lacks in explosive dammage and radius. It is meant for single targets and will hit with 99% accurate precision.
The m109a6 does not automatically engage targets in TAoW. It relies on the player to input target coordinates by selecting the unit holding control+right click at a location. This will give the m109a6 a fire mission, there is a delay before the round can be fired as the m109a6 crew must calculate the position etc. Once the round is sent impact times will vary on distance.
Re: 9/18/2011 - M109A6 Demonstration Video
wow nice to see this mod is back, diggin the M109 video. Good graphics and smooth animations, I finally have a mod I can look forward to again.
JNT11593- Sergeant
- Posts : 24
Join date : 2010-01-03
Re: 9/18/2011 - M109A6 Demonstration Video
cool movie yaay TAOW is back
AgustaBE- 2nd Lieutenant
- Posts : 317
Join date : 2008-11-15
Age : 31
Location : Belgium
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