This week it is Zsalhedens turn to show off a little something that he’s been working on for quite a while. Definitely one of the the most wanted Swedish vehicles for Arma. We’re talking about Combat Vehicle 90, in full glorious high poly!
Check out the full preview on our forums by clicking the image below
Today is the day that we finally stop this awkward silence around here. There are a lot of things going on, and have been for a while, so now we (I ) feel that things have matured enough to be presented, while also making a good flow of news.
To make things a bit more interesting, both for you and for us, we’re initially going to give you a wall of text about each new object in question, going through a lot more details than previous news, why we’re remaking things from scratch, what’s so special about it and what our plans are with it. See it as some kind of dev-blog or whatever. Read it or just watch the pictures, your choice! I hope there will be at least one “article” of this size every second week, until it is all revealed (More or less ), and we’ll continue with minor updates after that to keep you more posted on what’s going on as we get closer to the A3 release.
Also, since we’re not in-game with everything yet, take the opportunity to come with more ideas and criticism on the forums while we’re still able to make changes fairly easy on base-models.
So to kick this off, I thought that RG32M “Galten” would be the right choice to begin with Click dat sexy image below to reach a glorious wall of rambling and pictures!
So the long awaited Arma 3 Alpha finally arrived about 2 weeks ago, which turned out to be just epically awesome in almost any way possible. Not just more stable than anything in BIS history, but also supporting many of the old modding-tools and got some new VERY useful plugins and sample-models for modders to work with. The community is currently on a crazy modding spree and even BIS developers are actively being very helpful on the forums. Kind of a modders dream coming true here!
Arma3 also comes with much improved graphics, which is awkwardly awesomely also running much smoother compared to what we have in Arma2. Unfortunately the polygon limit per object seems to be the same as before, but on the other hand BIS has seriously cranked up their texture standards and is working more effectively with proxies. This, along with PhysX, proper animations, Render To Texture, water awesomeness and hopefully TOH flight-model, will be very interesting to work with and opens up so many new possibilities.
So as for SAM, it’s definitely going to show up for Arma3 in the future. We are however not aiming for a release until the full game is released. Many things can still change in A3 during development, so the decision is to explore and experiment with the Alpha/Beta and see how things finally turns out with the full release.
During that time we’re also concentrating on working with brand new content. SAM will not be a simple port from A2, but instead we’re leaving anything that we feel just doesn’t fit with this new generation of Arma. This currently includes all vehicles, most parts of our soldiers, and anything from A1. The things that we keep will be further improved and optimized to fit the looks and systems of A3.
“HERPDERP ANOTHER 3 YEARS UNTIL SAM RELEASE”. Not this time We’ve learned a lot since 2009 and have a much better workflow these days, which will soon be revealed. When A3 is scheduled to release, we’ve been developing our new content for a year already and should have a bunch of great material ingame. We will soon begin our development updates, so stick around
SSG Clan member Washout made a new demo of how to use some parts of our GRG system in the current public Beta, from a loaders perspective. This is one of several unique features in SAM, where the loader can use the ACE2 interaction menu to load his buddy’s weapon with any compatible ammunition he’s carrying himself, just as it’s operated in reality. Hopefully it will bring that extra level of realistic teamplay in multiplayer Just don’t forget to wear earplugs
The updated and added versions of Combatbag 2000 never got a proper introduction, simply because it was a last-minute thing before we had to pack the mod and start testing. Originally we only had one standard version that was supposed to have its own accessories. Since we never got around to do that properly, we did take the time to make some quick minor addons in order to at least have some form of variation.
From the left we first have the standard model, able to carry a regular load of around 22kg. Next up we have made a version for radio operators, which is supposed to carry a RA180 and has some minor room left for additional equipment. The heavy version has additional external pockets and can carry about 50% more than the standard version, suitable for assistant machine gunners. Finally we added a standard model dedicated to medics, where players are mainly supposed to store medical equipment available in ACE2, clearly marked on the back for easy notice in the field.
For multiplayer there’s an ACRE-version of the radio backpack available (Require ACRE & Teamspeak 3 installed). Since we haven’t made an interface for RA180, this is currently replaced by AN/PRC-117F directly from ACRE, which has similar functionality. See ACRE instructions on how to use this.
Here’s a fun quick look and tutorial on how it’s used ingame, 117f starting at 12.02
Zsalheden apparently got a thing for spoiling his work for Arma3 already, and so he’s been showing off a picture of Stridsvagn 122 on the forums, the Swedish version of Leopard 2(S). Very early work but promising. Considered the best MBT in the world, which naturally means that our model has to become the best Leopard available in Arma3 Feel the pressure!
The day is finally here, we’re releasing our Beta to the public This is more or less the complete package of our current ingame material, all fully functionable and playable. Keep in mind though that this is still much unfinished, and will never be finished for Arma2. We will keep it updated with bug-fixes and maybe some experimental systems, but other than that I can not say that our eyes are focused on anything else but Arma3 and new exiting content for a new awesome generation.
Remember that SAM require Combined Operations, as well as ACE2, ACEX and CBA, which can easily be downloaded all together through SIX Updater. For an awesome experience we also recommend you to download JSRS sound-mod, which is also available through SIX.
For serious people we have also put an experimental ACRE “Combatbag 2000″ in an optional folder within @SAM\Addons\Optional, which contains two files that will have to be copied into your @SAM\Addons-folder in order to be available ingame. Use this ONLY if you are using ACRE!
Also, documentation is available in your @SAM-folder, which contains a PDF-document for how to use Falken SUAV and KSP58 buddyreload. Credits-file contain a list of content, classnames, credits and contact, anything you should need.
Direct download and current mirrors are available at our Download section Have fun!
Just so you know, we haven’t ignored all the PM’s on various forums about the release of SAM for Arma2. As I have answered to many of them, we are working on a public version of our current build for A2. Eventhough we’re not intending to finalize it, we have put a lot of work into this mod over the years, and so it would feel like a huge waste to just throw it all away. This will also probably serve as a build for us to test and experiment different systems and content on over the next couple of months. So there might be more updates to come.
But because we want everything to function properly, and still be good enough to play seriously with, we’ve been making a final effort into fixing and tweaking things before releasing it to the public. So about 2 weeks ago, SSG Clan received a final internal Beta for testing all of our current ingame content, including HKP10b, m90 soldiers, new pilots, new combatbags, and tons of both minor and bigger updates. So far things are looking very good, and we only have a few more tweaks to make before we go public with it, hopefully within a couple of days.
So stay tuned and have a look at SSG Clan messing around with the internal version below. PvP filmed by SSG member Jorma.
Oh wow, what is this place? Seems familiar. So much old crap laying around, and why are there huge locks and chains hanging around those awesome virtual studio doors?
Well, truth is that we’ve been completely ignoring public attention for about half a year now simply because the Arma 2 version of SAM has been more or less discontinued. Not because we don’t want to work on this project anymore, but because we’ve naturally decided to focus on the future of Arma 3 instead.
One of the main reasons to why SAM was started in the first place was because we wanted to add new and fresh content to the game. Last year I realized how much time we spent on modifying and improving old content (The quick & easy way) instead of working on the new awesome stuff we initially started the mod with (Dafuq happened to Galten?). And so our current ingame material was simply dropped, and focus went back to dusting off and continuing our original content and ideas.
Why not show that new stuff instead then? Because hype and expectations make things stressful, and when it get stressful it’s not fun anymore. We’re all working on this in our sparetime, while also constantly learning and improving our skills. Shit takes time, and we will present things more publicly whenever we feel it is ready for it. SAM for A3 will NOT be another port of old and graphically outdated content for desperate MÖPare. But more about this later.
Today you’re lucky though, because team member Zsalheden is just too hyped to be quiet about his work. He’s been working on a Remington 870 (Förstärkningsvapen 870), here with the ingame model, highpoly bake and a so far very basic diffusemap. A taste of what is to come