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LykosMactire

N-B U.S.M.C Project

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I'll be so happy if you get those Arma 2 helmets. Don't forget the goggle covers on some too! =)

we (more Atin) is working on a randomization script for the helmets between the following

LWH

LWH Goggled

LWH Goggled Covered

ECH (A2 ACH port)

ECH Goggled

ECH Goggled Covered

platoon commander and SF will be the only units in the USMC factions effected

---------- Post added at 23:30 ---------- Previous post was at 23:28 ----------

also our Facebook page helps keep track of progress ex. custom M4s to remove dependancies

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So I was reading some of your posts angel and noticed you said something about not using the USMC vests from arma 2 because no one but hotshotmike could rip them. I thought I would post because it made me laugh, mainly because I ripped the USMC vest for him. Anyways heres the p3d for it, its sized about right easy to change if needed. Texture and play with it as you see fit, heres the link

https://www.dropbox.com/s/3gb9q24tgn3ls6y/USMC_vest.p3d

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Your vest is incorrect as all of my attempts have. Don't even attempt to laugh and say its sized right. The Vest are not currently usable as they have no interior like the A3 vest, and the scale is impossible to get even 90% correct enough to keep it from clipping, that said I attempted your model and conclude even after my small tweaks it is not a valid option at this time.

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Im sorry I thought maybe you knew clipping was fixable if you knew how to model, also why would I attempt to laugh at the size being right when I clearly stated its around about the right size... hmm. Anyways my mistake in trying to give you a hand, not worth my time.

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I was meaning not to laugh at the fact about hotshotmike and such, Its worth your time if you want to work on them, though they aren't quite compatible with the way the figures in ArmA 3 are modeled, which is why the ports include the original troops usually, like richards.

---------- Post added at 05:24 ---------- Previous post was at 05:23 ----------

Sorry if it came off patronizing, I just got back from work and such. I wish I could port those vest but its just not possible at the current moment without to much modifications that would take to long. Be simpler to make our own model in the future.

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Its all good man I was just trying to help ya out and got a little frustrated, not a big deal.

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I was meaning not to laugh at the fact about hotshotmike and such, Its worth your time if you want to work on them, though they aren't quite compatible with the way the figures in ArmA 3 are modeled, which is why the ports include the original troops usually, like richards.

---------- Post added at 05:24 ---------- Previous post was at 05:23 ----------

Sorry if it came off patronizing, I just got back from work and such. I wish I could port those vest but its just not possible at the current moment without to much modifications that would take to long. Be simpler to make our own model in the future.

Rule #1 of the NB team, never take Atin's Criticism literally unless said so by me. He is kinda mad because i finally returned from vacation, with a lot of stuff for him to do

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we (more Atin) is working on a randomization script for the helmets between the following

LWH

LWH Goggled

LWH Goggled Covered

ECH (A2 ACH port)

ECH Goggled

ECH Goggled Covered

platoon commander and SF will be the only units in the USMC factions effected

---------- Post added at 23:30 ---------- Previous post was at 23:28 ----------

also our Facebook page helps keep track of progress ex. custom M4s to remove dependancies

So we won't be able to select the helmet that we want? Or are you gonna add an extra helmet that you can select (like Random Helmet) which will run the script? It's an awesome idea, but having the freedom to also select which one is as important IMO. =)

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You can can script that, so in a way yes, you can choose your helmet. :)

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So we won't be able to select the helmet that we want? Or are you gonna add an extra helmet that you can select (like Random Helmet) which will run the script? It's an awesome idea, but having the freedom to also select which one is as important IMO. =)

The helmets will be randomized for basic infantry, though the story characters will not be randomized. its all still in development script wise.

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this mod is on current standby, as we are fixing other mods and prioritizing the release of the ACR mod. But this will pick pace up within a month or two.

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Who made the M9 that all the units use as a sidearm? It has the no sound bug that all guns got when the game got updated. I'd like to see if someone put out a patch for it.

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If anyone NOT Part of the NB Team puts a patch out it will be against our Wishes, a Patch will be released when one is ready as we've been diverged attention wise, and the patch will include texture fixes as well.

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If anyone NOT Part of the NB Team puts a patch out it will be against our Wishes, a Patch will be released when one is ready as we've been diverged attention wise, and the patch will include texture fixes as well.

Oh I see. I didn't know it was an in-house creation and assumed it was integrated from another mod like the M4s. I have a lot of mods and it gets confusing at time haha.

I guess I'll just write a script to remove the sidearms or replace them with the 1911s if I make a mission that I like.

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just a little roadmap for the NB teams progress, in order

1. Finish NB_ACR

2. Finish NB_US Army

3. Start and finish NB_UKAF (or NB_BAF)

4. Work and finish NB_CHArmy (Chernarussian Army)

5. Start work on OPFOR series of mods

6. Start and Finish NB_RUSArmy (russian army)

7. (not confirmed) Start and Finish NB_NKMilitary (north Korean military)

8. (not confirmed) Start and finish NB_ChinaArmy

9. (talking about, not yet confirmed) Release a mod pack with all mods in it

usmc, as an already released mod, is not listed as this is the WIP list, the USMC will recieve updates still like fixes and new weapons

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just a little roadmap for the NB teams progress, in order

1. Finish NB_ACR

2. Finish NB_US Army

3. Start and finish NB_UKAF (or NB_BAF)

4. Work and finish NB_CHArmy (Chernarussian Army)

5. Start work on OPFOR series of mods

6. Start and Finish NB_RUSArmy (russian army)

7. (not confirmed) Start and Finish NB_NKMilitary (north Korean military)

8. (not confirmed) Start and finish NB_ChinaArmy

9. (talking about, not yet confirmed) Release a mod pack with all mods in it

usmc, as an already released mod, is not listed as this is the WIP list, the USMC will recieve updates still like fixes and new weapons

Good luck and have fun in your 3-4 year journey making your dreams come true! :thumbsup:

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Good luck and have fun in your 3-4 year journey making your dreams come true! :thumbsup:

ACR is almost done for first release,

US army is nearing alpha once we get the bradley and a new vest

i've started making UK textures

the chernarussians is probably going to take the longest

the Russians may be a little hard

NK and China are not confirmed yet

and the modpack will be a PWS collection

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Ok I admit I haven't read the entire 45 pages, yet, but I've encountered this rather strange problem when placing down the HH-60G in the editor. The model looks like it's spooling up, and the guns are firing, however the model placed is in idle state. If I try to jump in, and start the chopper, there's no animation other than some dust on the ground. So the torblades stay like they are on the picture no matter what.

Tried to see if the same error showed up on the Seahawk, and luckily it did not.

Any suggestions to why that is?

Pictures below shows idle unit on the ground

http://i.imgur.com/F8CFmwK.jpg (224 kB)

http://i.imgur.com/RNVrRwJ.jpg (264 kB)

I actually wanted to hear you guys about the possibility of me being allowed to do a reskin of your HH-60G for the group I'm in. No plans on any forms of releases of any kind, strictly for use in group with our own missions.

Other than that, great work on the mod, and good luck with the plans for the future, looks exciting.

Edited by MFG4Ever

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Its a known bug that Is fixed, but the patch hasn't been pushed out yet, as we are going to push 1 with as many fixes as possible, sorry for the inconvenience!

---------- Post added at 13:43 ---------- Previous post was at 13:25 ----------

**Also aware some of the USAF guys are bugged..Not quite sure why but I'm working on it!

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Its a known bug that Is fixed, but the patch hasn't been pushed out yet, as we are going to push 1 with as many fixes as possible, sorry for the inconvenience!

---------- Post added at 13:43 ---------- Previous post was at 13:25 ----------

**Also aware some of the USAF guys are bugged..Not quite sure why but I'm working on it!

Ah ok :-)

When it is fixed, would it be ok if I made the before mentioned re-skin of the HH-60G for the milsim group I'm in? Naturally with credits to you guys, even if it's only for internal use within our group. We would just like to have a standalone HH-60G, and not all of the other units, planes etc that come with the, otherwise, great mod.

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Ah ok :-)

When it is fixed, would it be ok if I made the before mentioned re-skin of the HH-60G for the milsim group I'm in? Naturally with credits to you guys, even if it's only for internal use within our group. We would just like to have a standalone HH-60G, and not all of the other units, planes etc that come with the, otherwise, great mod.

I'm more than willing to modify the HH-60G's pbo and push you guys a version with only BLU_F pilots.

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I'm more than willing to modify the HH-60G's pbo and push you guys a version with only BLU_F pilots.

Thanks that sounds great! Any chance you have the same files lying around for an A2 version as well?

Oh, and I see I forgot to mention in my earlier post, that the plan with the re-skin deal was to add some custom insignia for our group. But I guess you already figured that out ;-)

PM me the details etc.?

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Hey AtinAkiri.

Just played around some more with your mod, and discovered a couple of errors that you might already be aware of. First there's an error when loading the HH something about being unable to load UH60M_dust_filter.rvmat and then there's the classic update error, which makes the heli slide if it is situated on a bank or just any type of elevation. Don't even try to land on a hillside, on less you're into chopper-sleding down the hill :-)

Well just wanted to give you a heads up. Let me know if you need any help, I might not be skilled in 3d modelling or gifted in coding, but I've started to get the hang of it when it comes to sorting through configs.

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Hey AtinAkiri.

Just played around some more with your mod, and discovered a couple of errors that you might already be aware of. First there's an error when loading the HH something about being unable to load UH60M_dust_filter.rvmat and then there's the classic update error, which makes the heli slide if it is situated on a bank or just any type of elevation. Don't even try to land on a hillside, on less you're into chopper-sleding down the hill :-)

Well just wanted to give you a heads up. Let me know if you need any help, I might not be skilled in 3d modelling or gifted in coding, but I've started to get the hang of it when it comes to sorting through configs.

that would be the ArmA 2 flight model, which he claims isnt there, but thats one of the effects the a2 flight model has in A3

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