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Found 15 results

  1. I seem to go months between blog posts but it does give me time to generate things to talk about so maybe it’s not that bad? Regular followers will likely have seen my recent social media posts about the Bovington Test Area map we’ve been developing. It seems to have generated a lot of interest and associated demands (more on that later) but since Islands aren’t exactly what I’m known for I thought I’d explain what happened and why. Bovington came up one night when MikePheonix and I were talking about testing our respective vehicles. I’d made a comment about how none of the islands really have the terrain resolution to push the limits of the vehicles and it would be nice to have some sort of dedicated test area. Mike immediately said Bovington. I blame MikePheonix for the whole damn thing Now at the time I was considering making another area for pretty much this exact purpose. But something much larger and I was having problems getting DEM (Digital Elevation Map) data for the areas I wanted (Yes, I am being cagey about that so as not to commit to anything) But amazingly I managed to get 1m resolution maps of Bovington almost immediately. So just as an experiment I put it into L3DT and 24hours later I had the basic map in game and useable. It wasn’t pretty. But the data was clean and it was really interesting and fun to drive around so I decided to run with it. This is where I start to blame MikePheonix for the whole damn thing. Mike even said publically that if i made the island he would populate it. Sadly its not worked out quite that way. Mike is making objects for it. But the limiter is really the tools. Terrain Builder is really not collaboration friendly. There are some community made tools out there that make things easier eg Plopper (Really unfortuate name) but incredibly useful. But again add an extra layer of complexity to learn and adapt your workflow to. I'd love to know how the internal BIS team do it. I know they have a different toolset to the public ArmA tools but I am curious about how they manage and merge the work from several developers worth at the same time on the same maps. Anyway, enough preamble. Making Bovington may have been a happy accident. But using terrain build is not a happy experience!! Making the map wasn’t something I had planned and had the first version of the island I got in-game had it not been as much fun to drive around on and muck about we wouldn’t be talking about it now. The process of develeoping the island past that initial point really wasn’t easy or much fun… Terrain Builder crashes a lot. The tv4p files seem to become corrupt with depressingly regularity. The programme refuses to save files without any error boxes or warning. It crashes without explanation and one minute its fine the next it won’t save. But doesnt say why. Or something random happens and you are left wondering what the hell did I do? And the undo button doesnt seem to work. But in the long run it will be worth it...maybe...if i dont die of frustration first. I've had to rebuild from the WRP atleast twice now as the terrain builder files either wont open or save. Its frustrating as hell. My advice, take lots of backups. Bovington Test Area is a small map. Its 4.096kmx 4.096km. its got a 1m terrain resolution which may seem like overkill but I think its worth it as the terrain is interesting and fun to drive on. I recently watched Farsight spend nearly 3 hours driving various vehicles around it laughing his ass off most of the time. From day one, the Bovington map was all about testing the vehicles. Originally, I had no intention of releasing it to the public. It was supposed to be for MikePheonix and I to test on. Then a few other people asked for a copy. And as I started adding things, I watched their interest seeming to grow. And suggestions came in thich and fast. Now I usually don’t respond well when people start with “You need to add X, Y and Z” because 85% of the time its not something I want or think is realistic. Its my project after all. And if it expands the scope to be something I wont ever use then I dont tend to add it. But in this instance almost everyone that knew about the side project suggested something that made the idea better. Or at least I could see the logic in adding it. But suggestions like this, meant I added the 25m and 600m ranges. Including the need for some custom objects too. Then came the 1200m vehicle firing range in the north east. A late-night conversation with Farsight convinced me to make the map a bit more infantry friendly. Adding in some details and features that could be fun. Puddles and ponds appeared to be something that everyone expected to see and want. So I’ve added them. And it does add to the feel it. Several people suggested expanding the map to support coastline and full size airbases. I'm sorry but these were immediately dropped. Expanding the map meant reducing the terrain resolution which is the most important part of the map. And entire reason for me continuing with it. it needs to be rough and random to be able to test vehicles. Smoothing it out defeats the purpose of the terrain. Several British groups I know have said they would like to use it as their own home rotation map and made some very specific requests but I’ve said no to almost all of these. So many people want and continue to demand features outside of the things Mike and I want from the map I’ve decided to leave it fairly open so people can add their own compositions in the editor. I think its the best way to make sure it does get finished. Thanks to many people in this community making Islands in ArmA 3 is relatively easy; there are some really detailed tutorials on how to do it. But making good, credible, believable islands is gloriously hard to do convincingly. I take my hat off to the likes of Ivan Buchta of BIS, Blud and others from the community that specialise in this. It is amazingly hard to make something that feels credible and realistic. By the time you get to play on Bovington I'm hoping it with be believable. But I'm not sure it will be upto the standards of Livonia or some of the other BIS or premium community maps. But I do hope it will be fun to use. Rock (in isolation) May 2020
  2. Starting 2020

    I had a bit of a bad few months before xmas. Lot of hospital time But I'm getting back on track now. The promised updates are coming along and will escape soon. New stuff is making it ingame together with some new stuff too. #backtobusiness #rksl #arma3 Going to be a fun year ? NEW - WAH-64E Well, its less 'new' but and more a case of here's one I made earlier. its an older model im just bringing upto a3 spec with new uv map and textures. Straight away let me just say its the British Version, the Westland AH-64 Apache. hence the WAH-64. There's some extra lumps and bumps that other versions don't have. It will be uprated to the new E-Guardian spec. With the new M-TADS etc. And at first at least I DO NOT plan on doing any other versions. It may come later but for now I'm focused on British Kit. NEW - Chinook HC5 and 6 After helping a couple of people try and wrangle the BIS Chinook model into the air for their own mods I decided to give up frustrating myself and just go and make my own. This is a new model made from genuine Boeing General Assembly drawings. All the proper dimensions and British lumpy bits. The plan is to create the HC5 and 6 versions. The 'normal' version of the modern British Chinook HC2/2A/4 appears as the HC6 and the 'Fat Tank' HC3 appears as the HC5. All the previous incarnations of the British Chinook have since vanished having been upgraded to provide a standard avionics and cockpit layout across the fleet. I prefer to keep my life simple and don't plan on doing any retro Cold War versions so please don't ask. Anyway, as usual: "Its done when its done." Please don't ask for release dates as a poke in the eye tends to offend and I don't enjoy hurting people that often. Rock
  3. Queen Elizabeth Class - Finally finished cleaning up the hull. It's been a real pain. @MikePhoeniX's forward Island is now situated too. Still much more to work to do. #rksl #wip #Arma3
  4. These seem to be appearing in the waters off Altis recently. #rksl #wip #Arma3 Small parts, all building to a greater whole. ?
  5. Queen Elizabeth Class - We've been asked about the interior of the carriers so I've done a quick render. The key areas are supported: Hangers, Boat bays, Briefing rooms and a few others. #rksl #wip #Arma3
  6. A nice afternoon's work. Custom anims for the boat commander and driver positions. Still to sort the cargo seats out. #rksl #wip #Arma3
  7. Wildcat Progress

    Making some progress on the Wildcat interior. About half way through the High Res interior texturing now. Still some reworks to go and some more detailing.
  8. Wildcat: Hairy Seat Covers

    Anyone want a bathmat seat cover? The joy of procedural materials. You really do have to check your settings.
  9. Pretty Puma in Pink.

    I'm still at it. Dual & Single GPMG versions. 9x Paint schemes. Just having a nightmare with anims right now. #rksl #arma3official #stillworkingeventhoughifeellikecrap
  10. Back to work on the Pumas today Making progress. And I've added some fictional skins for variety. #rksl #arma3 #rkslxmas
  11. Sorry folks, life has intervened and caused a delay for a few days. I was planning on releasing the Puma today but the real world screwed that up. Pics instead, release in a few days #rksl #arma3 #notmyfault
  12. Its many, many, weeks since I started this project and now it’s finally starting to move over to Object Builder. But honestly, it’s still not even close to getting in game. I can’t tell you how much of a struggle it’s been to get this far. But the biggest problem is with time and motivation. People complain about being teased and “oh why don’t you complete X”. And all I can assume is that they’ve never tried to make anything more than a box. If they even tried at all. Try committing 20-30+ hours a week ontop of a job, household chores and some level of (none internet enabled) social life. When you sit down and start to work on something like this it doesn’t actually hit you just how big a job it is until you get into it. Once the basic structure is done you start to look at what you are missing. Its then that the detail that you need to add that actually jumps out at you. Especially when you look at the real thing then look at your own model. Its odd things like pipes, light fittings, cabinets. All the things you ignore in daily life just because they are always there. Remove them and you suddenly notice and it makes a space feel empty and dead without them. Then suddenly you keep finding some little detail that you need to make then another and another. It does get repetative and kind of depressing. At some point you have to find something else to do to bring yourself out of the cycle of grinding out UV maps and textures. Moving the big stuff into Object builder is that for me. Textures arent final! The textures shown are just place holders. Don't judge yet. I've not really attempted to paint everything at this stage since the UV layout and texel count are changing all the time. My 'normal' work flow on this job has been thrown out of the window many weeks ago. After I made the basic hull I began focusing on features as shown in earlier updates, the CWIS and the Deck crane etc. But then i realised I was going to have to re-visit them to make sure they all fitted in to the hull's scaling and colours etc. So I've decided to go big first and then return to features. This will mean I get the Hull and interior done and unwrapped. Then I will detail it. Then return to make hi-poly/res models to properly texture, bake and create decent materials for the final product. It has been a completely messed up process so far but I am learning new things. And re-learning more than a few things I had forgotten over time. Go Big or Go Home! As of last night, there is 133,696 faces on the model in OB. This does not include the interior and more than half the detailing. The final figure is probably going to pass 280,000. Which is a lot but if you assume a lot of the recent planes when loaded up are 28,000-32,000 faces each is really only 10 planes. The killer, which shouldnt be a surprise to any addon maker, is the anchor chains. They are too big to use a texture trick, and too much of a feature to ignore them. But they do take nearly 17,000 faces. When you add over a kilometer of railings, post as well these things do add up really quickly. Now might be a good time to invest in that new GPU you've been thinking about... It’s at this point you realise that an obsession with detail may not be the best path to take. Before anyone panics too much I will LoD the hell out of this too to ensure the best performance I can. I really do miss the Ducks. So simple by comparison. The Albion class will be: Static – its just too big to be anything else given the limitations of the game engine. Made up of 4 blocks, each configured as “class house” to enable ladders lights etc Armed with 2x CWIS (more on that in a bit) 2x 30mm Cannon Numerous 7.62mm GPMG mounts Carrying: 4x LCVP mk 5 – two configured for ViV and 2 for personnel only. 2x LCU mk10 – ViV with some personnel capacity 2x RHIBs Mexefloat rafts Curse of the Real World In nearly every project I've ever worked on, in this community or in the real world the requirements change. One thing that is guarenteed to happen is that at the moment you think you have a good accurate model. And I do mean the exact moment you sit back and say to yourself, "I'm proud of that". Some b@#$%£* points out that its isnt actually correct anymore. In this case, a really nice person (yes that is sarcasm), told me that the Royal Navy in Albion's recent refit had replaced the Goalkeeper CWIS with the Phalanx. I really liked my Goalkeeper model. They also swapped out the main radar and a whole raft of other changes. You can imagine, I'm thrilled. Not only does it replace the CWIS but parts of the super structure have to be remade! WAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH! Okay so its not that bad. More additions than huge alterations but it was a pain in the arse. I will probably release the Bulwark with the Goal keeper and and the Albion with the Phalanx. But the in-game reality isnt that different. Command & Control, Logistics I’ve not really attempted to do much regarding the config yet, but I do intend on making the ship as practical as the game engine will allow. This includes leveraging the radar capabilities and attempting to make the LPD a floating command post for all the Milsimers out there. The model does feature a C&C compartment. Which If I can get my head around the radar and some scripting should morph into something usefull ingame. I am also planning to create a series of resupply objects, material and weapons/ammo crate that can be loaded onto the HAM Trucks, LCU and LCVPs, even moved onto the deck and sling loaded, that will allow you to move your stores ashore to establish a base and re-supply from the ship as an when needed. Progress of a sort. Right at the start I said this was going to be a long job. I didn’t realise how difficult it would be either. The technical side isn’t too hard. But the LPD is pushing the limit of what the game engine can handle. It turns out its pushing my patience too. I’ve had to re-build and re-map the Hull three times. I don’t actually have decent hull reference so everything is guesstimated. Which the Engineer in me hates. I have photos and a really low res drawing but no proper drawings so not everything wanted to fit together. Eg the LCVs on the davits. The deck was too narrow on the first build. Meaning you couldn’t get to the LCVP to deploy them let alone get in. So, after a few weeks of frustration and no social life at all; I’m just focused on getting the external structure complete and then I’ll return to the interior spaces. But there is still a long way to go and a lot of detail to make. Wish me good luck. I am going to need it. Rock
  13. I've chosen to be a bit quieter about what i'm doing because I seem to be getting shit no matter what i do. If i explain whats going on - "hes just bragging and teasing us...he'll never release anything." If I stay quiet - "RKSL is dead i told you he'd never release anything." Both of these just remove any motivation to do anything public again. And lets face it its not like you bought anything from me. You've never contributed to me and mine for the time we invested. So my own opinion/theory about whiners/whingers and abusive critics...you must have absolutely no life and probably very small genitalia to get so angry about a computer game mod. Just saying... The reality here can be represented quite simple formula: (Hours in the week) - (Work + Commute/Travel time + Social Life + Sleeping + Household chores) = Free Time. So we then need to factor in the the esoteric variable of Motivation. (Abuse / 2) * ((interest in ArmA3) / Fatigue)) = Motivation You can also express this another way: Abuse / (F@#%s given) = Motivation Combining the two derived values we come down to the simplified expression: Free time * Motivation = "Free Time to Mod" So the bottom line is When Free Time to Mod is a lower value, very little gets done. No amount of abuse and little dicked people screaming and making up BS stories and fantasies about what i am doing right now only impacts motivation of public releases. So in one last attempt at being open... Here is an honest statement of what i'm thinking right now. General Issues: Hold everything and release an RAF Faction? Then an Army Faction Then an RN Faction Or Release individual addons? Make everything and release a complete Mod Pack? Possible release in tiers? More on this as a blog post coming soon. Why don't beer bottles self replenish? Can I design a beer delivery system to my chair? Photoshop on my main system seems to be having a bit of a wobble and quits working at inconvenient times. I've learnt a tonne of new tricks and techniques which make some of the other models seem too complicated/ugly/clumsy. I really don't seem to be able to write some of the scripts I want to. Looking for other solutions soon. I'm spending a lot of time travelling and working again so baking textures on a Surface Pro4 isn't always practical. Technical Issues: Planes - I've run into a the issue of the upcoming planes DLC. I've been playing with the Dev build and I'm tempted to hold back until the DLC to release so i don't have to do everything twice. Helos & PhysX - I've ported all the helos into A3 now. Some with retractable landing gear seem to have an issue with placement in Eden. The wheels are retracted on placement so it takes damage instantly. I haven't found a solution yet. Hidden Selections/Texture swaps seem to work fine on the first or second lods then revert to what ever the base colour is... on the upside I might have accidentally found a way to make adaptive camouflage...:P Testing - My own Dedicated server isn't really up tot he task or testing for large numbers. need to address that too. And finally because I believe that if you cant change someone's perception of you by explanation you should just treat them exactly how they expect you too. Here is the prebake model for the HAM aka MAN Trucks I've been working on since i got back from the UAE this earlier week. So is RKSL dead? No. Is Rock motivated? To make things I want to make and how & when I want to make them? Then Yes. Does Rock care about the petty abuse/insults/demands/lies/BS being spread by certain people in the ArmA3 community? F@#k no, but I am tired of hearing about it. Are we all Happy now?
  14. Ilha Marrom

    Version 0.0.1


    This is the "Large WIP" I promised a few days ago. Its part of a larger project that has been kicking around the RKSL team and our friends for a long time. (Possibly the worst kept secret in community history since its been leaked so many times.) Its something that has evolved (read as oozed, crawled and eventually walked) over an extened period of time from the primordial ooze that is my office. (Anyone up for a bit of cleaning?)It is: * 40.9km x 40.9km Island for ArmA2: Combined Operations * an ALPHA release and in no way represents anything even closely near finished. * being released because so many people have asked for it even in its current state. * completely fictional and completely hand made. No DEMs or other geo data were used in its creation. * incredibly sparse. * 20m cell size to help MP performance. * It has a basic but extensive road network * 7x working air strips. * 2 of which are large air bases. * Large port and docks * 2km long runways for large jet operations. * Only one ground texture. * Lots and lots of issues and require a lot more work. * some white place holders * Several Large reservoirs Ilha Marrom is intended to be the centre stage for a larger community project called Ilhas Africanos. Once I get settled in the new year I'll post more about that. For right now, this is just a taster. Oh and a tip... try flying the canyons in the Typhoon at speed.Installation:As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems.For different ways to set up your modfolders and use them please visit our FAQ.Included .pbo files:rksl-ilhamarrom.pborksl-ia-structures.pboNotes:- This addon is WORK IN PROGRESS. As such don't expect too much.- There are several issues with the addon. Mostly Cosmetic in nature. You'll have to live with it in the short term.Credits:Project Coordinators: RKSL RockModeling: RKSL RockTextures: RKSL RockCpp File: RKSL RockScripting: n/aBeta Testers: DAR-V,AAC Team,SPAFF,Vinz,OFP Revival,Lisque.Documentation: RKSL RockProducer: RKSL Studios