|09-07-2012, 01:37 AM||#1 (permalink)|
[PR - #MC] Rapier SAM for Project Reality
The Award Winning Project Reality Modification for Battlefield 2 is looking for a modeller and/or texture artist to run under a "Mod Contractor" system. This is where basically people from outside of the mod can contribute to it in return for some experience in modelling and/or texturing, as well as getting your work into a successful modification where players can interact with it ingame, with full credit to the individual(s) who worked on it. This allows you to post ingame screenshots of your work along side renders into your portfolio which will seriously help to impress employers when trying to get a job in the gaming industry, as this not only proves your work was good enough to get into a good modification, but also shows that you can take direction, work as part of a team, your work doesn't have any underlying issues that would stop it from being used within a game and many other things which employers are looking for.
This system also allows individuals from outside of a mod team not to become tied down to a mod (unless they wish to be afterwards, if so then we can look at getting you into the team) so once the work is finished, you can move onto what ever you want without braking any commitments
You can also publicly show your progress to anyone you wish without having to worry about breaking any NDAs as we want to keep this as open as possible to allow anyone to learn from it
Here is an example of a previous "Mod Contractor" project we have done in the past on this site: [MC] Close Support Bridges for Project Reality
For this particular task we are looking for someone to model and/or texture the Rapier Surface to Air Missile (SAM) weapons system. This will be used as a Stationary Heavy Anti-Aircraft for the British Forces and possibly for the MEC, being able to lock targets at long ranges, engage them at extreme speeds and packing quite a punch when it hits.
To start off with, this is a very hard modelling task to undertake as there are many components and versions to this, so you need to understand how the weapon system works somewhat and you need to understand how it will work in BF2. As well as more importantly, being able to and preferably have experience in modelling in high poly, then baking down the normals from the high poly model to a low poly model, that is fit for use in PR:BF2 as this model has a lot of tiny details that can only really be archived though high poly modelling.
Basic History of the Weapon
The Rapier SAM has been in service with the British Armed Forces since 1971 and was first used in combat in 1982, in the Falklands War, where it was the main ground based air defence system covering the landing beaches.
The weapon has been in service ever since with the British Forces, constantly receiving upgrades along the way, making it now hardly recognizable from its orignal version, with it expected to server until at least 2020, most likely beyond with the British Armed Forces.
Recently the missile has been used on an exercise to protect the London 2012 Olympic Games, being stationed at three points in London.
The old version of this weapon system was also been exported to quite a few countries, mainly to Iran who still use it today, making it a possible addition to the MEC Forces Ingame. There is also a export version of the modern version called "Jernas" that has been exported to Malaysia (not relevant to PR but knowing this can help with refs/info for the Rapier 2000).
Rapier FSA / FSB
Rapier Field Standard A (FSA) and Field Standard B (FSB) are pretty much the same version, with the FSB being a slight upgrade of the FSA (Original Version), with the FSB adding a number of basic upgrades. Additionally, the search radar was upgraded to be easily shut down in case of an anti-radiation missile attack. We have so far found no major visual differences between these two versions, and are not entirely sure which of these two versions was actually used during the Falklands war, but it was either or. This version also always for some reason we are not quite sure, had its wheels removed when deployed for combat.
This version can hold up to 4 missiles at a time, with the main search radar being part of the Launcher Unit (big round dome on the top, centre). The operator would sit a few meters away from the launcher, looking though the optical unit which is linked up to the launcher by a long cable, and the operator looks though this optical unit, with his view being from just above it, and tracks the missile to the target using this optical unit.
A radar operator would also be sitting next to the optics tracker operator, with a box called the Selector Engagement Zone (SEZ), which is a box containing 32 orange lamps arranged in a circle, which tells the radar operator what direction the radar has picked up a target in, and then the optics tracker operator would then need to locate the target vertically on that baring.
The main launcher also had to rely on getting its power from a small, separate generator that would normally sit a little bit away from the launcher, and a long cable would connect them, and possibly the optics unit as well, giving them power. It could also be hitched up to the launcher for transport. These are normally field by a few Jerry Cans sitting next to it, normally connected directly though its lid as the fuel tank.
This version did also come with the optional, orignal "Blindfire Radar", which is a separate radar guidance unit to improve the missiles all weather capabilities, to help track and target the missile, helping the optics operator more accurately guide the missile to the target.
The Blindfire Radar wasn't really used during the Falklands, it only became operational very late into the war and was mostly used after the war to Protect the Falklands from further Argentine attack, but was sold to Iran which still use it today. This radar also carried its own generator unit, so it didn't need to rely on a separate one like the Launcher did. Also like the Launcher, this trailer also had its wheels removed when deployed for combat.
The missiles between the diffrent versions look pretty much the same, but this is the missile used on the FSA/FSB, the main thing is it has yellow stripes on it, which means its a live missile. Any blue stripes on the missile or the missile being totally blue means its a drill missile, the more modern versions actually have "DRILL" Written on the missile too.
The missiles came in very long and square ammo boxes like these which where sometimes used to crate a little hide for the crew: http://www.naval-history.net/FxDB10-Rapier.JPG
This is a version of the Rapier mounted on a modified M113, not required for PR but dose supply a few useful refs for the other systems.
Rapier FSB2, aka Rapier 90, aka Rapier Darkfire
Rapier Field Standard B2 (FSB2) aka, Rapier 90, aka Rapier Darkfire is an upgraded version of the FSB2, that started in 1985 which included a new tracker that replaced the original optical system with a new IR thermal imager system to improve its abilities, especially at night. Cooling for the imager was provided by bottles of compressed gas.
FSB2 also introduced a number of improvements that greatly improved Rapier capabilities. First and foremost was the Tactical Control Console that allowed four Rapier launchers to be controlled from a central location. The launchers themselves were upgraded to carry six missiles instead of four (simplest way of visually identifying it), improving battery capacity. Finally, the search radar was updated to use a new planar array antenna, although its capabilities remained generally the same as the earlier model.
Rapier FSC, aka Rapier 2000, aka Jernas FSC
Rapier Field Standard C (FSC), aka Rapier 2000, aka Jernas Field Standard C (FSC - Export version) is the most modern version of the Rapier which is in use today. This version is massively different from the old in many ways. For starters, it has been split into three main trailer units, the Launcher unit with optics, the updated Blindfire radar and the new Dagger search radar.All of these are based on the same trailer, each with there own generator built in to each unit to provide power for each unit. The generator apears to get its fuel from a Jerry can attached to the back of the trailer. The launcher unit can work on its own without the other units, but they do help significantly with its targeting capabilities.
The main launcher no longer has a radar, instead a much more modern optics unit is now part of the Launcher, situated in at the very top in the centre of the launcher with full IR capabilities. This optics unit is what the operator see though, remotely. The new optics tracker uses a Stirling-cycle cooler instead of compressed gas bottles. This version is also equipped with 8 missiles, up from 6 from the FSB2 and up from 4 from the FSA/FSB.
The new Blindfire radar is pretty much the same as the old one, dose the same job and looks pretty much the same but is now sitting on the new trailer and slightly different surrounding to it.
The Dagger 3D Pulse-Doppler Search Radar, replaces the old radar that was part of the original Rapier Launcher. This radar unit constantly searches out possible threats and tells the radar operator about them, so the optics tracking operator can then have an early warning of the target and find it. It uses the same trailer as the modern launcher and blindfire radar.
The Optics and Radar Operators are still detached from the launcher, controlling it from a remote location like in the old versions, but now the optics are not part off there work station, as they are not part of the launcher, so these can be situated in a bunker, out of view from targets and the launchers. There are two positions, the Optics operator, and the radar operator, although the radar operator has had a significant upgrade from before, getting his own little work station, and char
These are linked to the launchers with a cable and the the Optics operator sees the view though the optics on the launcher when he looks into his screen.
Missiles look the same as the old ones, only been changed internally quite a lot since the old version. Note this ref one is a drill version with a blue stripe.
Ammo Boxes are pretty much the same as the old ones, best to use the same model/textures for both.
Project Reality Requirements
First of all the main version PR needs is the FSA/FSB for The Falklands mini-mod/map, as the Argentinians are getting the Tigercat SAM being made and its the best kind of map for this type of AA system right now in PR. Also this version can be potentially used for the MEC as these where originally sold to Iran and they still use this version today.
After that then its the Rapier FSC, aka Rapier 2000, for normal PR to be used as the Heavy AA for the Brits.
Layout of each unit and cabling between the units will be done in the export stage, just make sure there are plugs fro the cabling to go into etc.
Factions: British Armed Forces (1982 & Modern), MEC (desert skin required)
Factions: British Armed Forces (1982 - Falklands), MEC (desert skin required)
Low Poly Tri Count: Around 6k to 8k tris for the lot ideally, lower if possible.
Textures: Launcher, Optical Tacker Unit, SEZ box and Generator needs to all be together on one sheet, missile on its own, small sheet and blindfire radar on its own sheet. Main sheet will probably be 1024x1024, but worth skinning/baking in 4096x4096 for future proofing. This keep in mind is subject to change at any point, will need to review before UVs are done.
Rapier FSC aka, Rapier 2000
Factions: British Armed Forces (Modern)
Low Poly Tri Count: Around 6k to 8k tris for the lot ideally, lower if possible.
Textures: Launcher, Trailer, Operator Station, Blindfire radar and Dagger all on the same sheet. Main sheet will probably be around 2048x1024 maximum, but worth skinning/baking in around 8192x4096 for future proofing. This keep in mind is subject to change at any point, will need to review before UVs are done.
We have plenty of first hand, high resolution reference images and information straight from personal in the British Army. The above pictures/information is only a tiny sample of what we have to offer in terms of references and information so you will not have to look around for it yourself.
We are looking for someone with knowledge and experience of high poly modelling (aka sub-division modelling, aka next generation modelling), UVing and texturing to take on this task. If multiple people want to work on this, with one doing the high poly modelling and UVing and another doing the texturing or w/e, that is fine, providing the job gets done to a high standard .
Please note, the high poly model will only be used to bake the normals off for the low poly model, which goes ingame.
If anyone is interested in this please post below or PM me on these forums with a few examples of previous work if possible and I will fill you in with the rest of the details on exactly what we need, and we will take it from there
- The Project Reality Team.
Last edited by Rhino; 09-07-2012 at 01:49 AM.