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Still loving Operation Flashpoint / Arma CWA ? Modding or only playing it ? Come and join the most vintage club of the forum.

  1. What's new in this club
  2. https://drive.google.com/open?id=1DfXySP5iWeRZz_j20ubcSvhaEZY41aO_ Got permission of Denorc for using their icp_weapon pack "in any way i want". Firearms zero switching with +/- keys as usual, even ironsights. No missions within, sometimes MP sessions (prev. topic here contains Discord contacts for that). Way of use: dl the mod, set new face, get in the editor, place an ammoboxes and targets, shoot, make MP mission and contact me.
  3. In case anyone is interested, I've progressed this project with help from Nerv. He'd already ported many of the A2 anims and made them compatible with OFP. I've made a lot of tweaks and even added some of my own animations. And thanks to Faguss too. His coding skills made a particular part of the work go much faster. Long story short, it's sorted.
  4. https://discord.gg/qsd4RCm
  5. Hi all Does anybody know of any voice actors? I'm on the verge of finishing a mission based on a scenario from a Cold War wargaming book and I'd like to add some voice acting to it. I'm pretty sure with the old forum software there was a group or thread with willing voice actors, but I can't seem to find it anymore. There are only a few lines. I'd need three voice actors, preferably Americans. Does anybody know if there's a thread or group with voice actors or know of people who would be willing to spare some time to record a few lines?
  6. Hey. Never spotted your reply until now. I have all the necessary tools and resources to get the job done. It's not only possible, it's not very hard. You just need two rigs. One of which your OFP models are bound to. The other to import the A2 anims. It's possible you would get some slow down with a lot of units on screen. But that's likely anyway where you have a large number of AI on a map. I've considered scaling the animations down. But I've enough to do just getting them ready without an extra step. It's mostly about time and motivation.
  7. Some people from flashpoint.ru forum was worked on this. There must be bones and T-pose in models to A2anims work. So you need a new base model OR you should insert a bones or redefine selections for common OFP models to work. Also there was a conversation about to "translate" A2 anims into ofp.rtm's with the special software, but it seems to be a hard way to achieve. BTW there are slightly more animation phases in new anims so it can slow down the game.
  8. Got Arma, still have some RL stuff, but I hope, I'll dig into it next week. Starting with prone anims, and I'll see how far I could induldge in the animations insanity!
  9. Yes. That's exactly what I'm after. I don't expect you or anyone else to go further than you're interested in doing though. It's not the most exciting of tasks. Example: AmovPercMrunSrasWrflDf in A2 would be the equivalent of CombatrunF. That's running in combat mode, with a rifle in the raised position. There's a bit more info, if you're interested. I don't know if anyone cares, but the reason I'm not just doing a straight conversion is simple. For the Star wars project,the snowtrooper obviously has that "skirting". Weighting it to the legs is not something I like the look of. The clipping is uncontrollable and just looks awful. So I'm adding bones for that specifically, and animating them. I'm doing this instead of creating a separate set of anims. This obviously has to be done for each individual animation. Visually it's worth the effort.
  10. OK, so just for the sake of clarity: what you would want is a list of movements/poses/anims which are in OFP and A2, with classnames to specific anims in both games, yes? Imagine a spreadsheet/table with three columns: Anim name, OFP classname, A2 classname. Something like that?
  11. Anything you can do would be appreciated. Even a small block. Like say the prone anims . Just the class names would take a little weight off.
  12. Allright. I do own A2 on Gaben's little moneymaker, but never installed it. This may be a good occasion to finally check it out.
  13. Affirmative sir. Ownership of the game at least. But it wouldn't require any ninja level modding skills though. There's an animation viewer over on armaholic .I'd been using it up until my hardware decided to say goodbye. I haven't completely sorted out the aftermath. So A2 isn't installed yet. I'll get around to it myself, once I have some more assets done. But identifying suitable replacements can be time consuming. I'm not expecting anything. But I decided to take a shot and post about it.
  14. I guess this would require ownership/knowledge of Arma 2?
  15. Ok. I'm posting this here, as most of you have some experience. So at least I know it's more likely you'd have the skills needed . And it's relative to OFP. I'm still converting animations from A2 to be used in OFP for a couple of projects. But it's fairly time consuming identifying which ones are suitable equivalents. Then finding the move values. Making "corrections" and finally exporting. My time is being divided between this and creating assets. So it's going very slowly. If anyone feels like lending a hand, just identifying the relevant class names would make a difference. For example, the classname for combat walk or throw grenade, in OFP and the equivalent classname in A2. That kind of thing. I'll be continuing anyway. But it would help. Thanks..
  16. krzychuzokecia

    Tutorials, share them !

    A blast from the past of tutorials: Colonel_Klink's tutorials on modelling in Oxygen and WrpTool Fab's faboulus website with several tutorials (still alive after all these years!) A collection of tutorials on PMC Wiki, including Brsseb's legendary Oxygen modelling school, and Ebud's gizmo mapping tutorial OFP Preprocessor Explained by Faguss (a little different thing, but understanding this stuff really helps with making more efficient configs) Fab's and Brsseb's stuff can be also found on OFPEC.
  17. Hi Guys, share your tutorials so that you can gather them here : One i've been working on today, and which is great, is Sanctuary' tutorial on how to merge textures with Oxygen and PANtool (how to create one single big texture replacing several small ones, for performance sake) : https://forums.bistudio.com/forums/topic/69510-ww4-anims-beta/?page=2&tab=comments#comment-1234939
  18. Ok. I'll add that to the heap. I used to be a stickler for economising . For years. So I suppose I've gotten tired of holding back. Although having said that, I still don't like to go bananas. I generally don't go above 4 or 5 k in faces unless I feel it's warranted. These days the stuff I'm doing is somewhere between OFP and Armed assault. So nothing too extravagant. But enough maybe to catch the light and take the flatness or "boxiness" out of the models.
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