Fab. 0 Posted September 15, 2006 Thanks ! one more for the road : and this one has nothing to do with mortars but i took this screenshot and particularly liked it so i thought hey why not post it... Share this post Link to post Share on other sites
-RuN- 0 Posted September 15, 2006 Amazing! Hard to believe this is Ofp. Share this post Link to post Share on other sites
Winters! 0 Posted September 15, 2006 damn those models are so nice ! i need those soldiers Share this post Link to post Share on other sites
gunterlund 0 Posted September 15, 2006 Hi allthanks for the nice comments  Here is a serie of screenshots of our british 3 inch mortar made by GUY (i'm not the author, i just did some minor work like geometry and puting it ingame - he did everything else) i'll pass it on to sengir who will make some nice anims for it... in the  final version of what we hope to achieve, the loader will have a loading animation and as you can already see the mortar shell shows in his hands. i hope you like it. PS : once again the screenshots have NOT been enhanced or edited, but are in fact directly from OFP with the environment replaced by a black background  Alright Fab now you have finally peeked my interest. Are you going to make these mortars function like the WGL or CoC ones. If so Im definitely going to download this mod. Share this post Link to post Share on other sites
Fab. 0 Posted September 15, 2006 yeah all artillery will be scripted for indirect fire and radio system using our own dialogs and scripts... as a matter of fact i've started building a new eventhandler system allowing to create new scripted "eventhandlers"... using artillery like calling any other kind of support is part of this new system. these scripted eventhandlers are not as fast as the BIS ones (since they're not hardcoded) it allows for great control over script performance and particularly avoiding to have 2 different scripts doing 2 different things but checking for the same information... also the whole thing is controled by a main loop etc... (there isnt one loop per unit but only one looped script running at all time) so its very easy to turn off options or effects that are not so performance friendly. we allow 2 kinds of controls, user control and mission maker control. basically whatever the mission maker turns off or on cannot be changed by the player and he also can allow certain options to be changed by the player if he decides that will not have much influence on the outcome of the mission. for example our units now have a "underfire" and "enemyspoted" eventhandler which are now used for live voice but sooner or later we'll use them for AI enhancement... allowing AI to call artillery or reinforcement whenever the right eventhandler is triggered... or run away like hell if they dont stand a chance and are not insane SS units so far what i've coded seems to work very nicely and smoothly... well enough talking about the new eventhandlers, and back to work ---> o2 Share this post Link to post Share on other sites
OFPCAT 0 Posted September 16, 2006 Sounds nice, FAB, keeping work for that... Just a query, will your Mod be Armed Assault compatible? Share this post Link to post Share on other sites
Fab. 0 Posted September 16, 2006 when arma comes out, we'll start taking a look at what changes need to be made to make it compatible... (and release 2 versions) but thats none of our concern at the moment Share this post Link to post Share on other sites
Sennacherib 0 Posted September 17, 2006 wip: a french pub Share this post Link to post Share on other sites
Winters! 0 Posted September 17, 2006 wow D@nte it look's kinda realistic Great job Share this post Link to post Share on other sites
Sennacherib 0 Posted September 19, 2006 thx, for the interior i will use some BIS proxies, only for the tables and the chairs. but i must my own table, because, i want to make an other version, with marks of bullet on the walls, and a place in the pub to put an mg. Share this post Link to post Share on other sites
Battling 0 Posted October 4, 2006 hello, here is a new pic from the caen44 front,beside the helmets and faces im working on i found some motivation to create some objects again on the pic you can see my newest objects a woodpile and a heap of hay Share this post Link to post Share on other sites
Deathstruck 375 Posted October 4, 2006 wow guys! Iam still amazed (Like 1 year ago )and nice dynamic anims BTW:I know that is much things to do,but if ArmA comes out,the MOD will be still relased for ofp? thank you for answer Share this post Link to post Share on other sites
Deathstruck 375 Posted October 4, 2006 and is there any pic ofp allies smgs(Sten gun,thompson)?beacuz I have seen only their Lee-enfield rifles Share this post Link to post Share on other sites
Winters! 0 Posted October 24, 2006 Yeah i have the same question, it will be relased for OFP ? Excelente work Battling Share this post Link to post Share on other sites
belgerot 33 Posted October 24, 2006 One I am really looking forward to is the Bren Share this post Link to post Share on other sites
Fab. 0 Posted October 25, 2006 yeah release will be for OFP no matter if it comes before or after arma, and in any case we'll do an arma version of it too - just so you can enjoy the same mod with better rendering (shouldnt be much work according to BIS...). so in other words we arent stressing about arma, we'll see what its like when it comes out and if BIS have kept their promise regarding easiness of converting our existing work. Meaning arma version will probably just be a matter of adding a few extra properties here and there in the p3ds and changing the config and scripts a bit. there wont be ultra detailed models for the arma version either as this doesnt make any sence - i doubt arma is a magical engine where whatever lags in OFP wont lag in arma... we'll prolly start making more detailed models in a few years when the average PCs will be much more powerful. in other word arma being released isnt such a big deal to us: so no biggie = no worries. work has started on the bren, the sten smgs are much more advanced but since none of us really like to show untextured models to the public you'll have to wait a little for screenshots regarding these... Share this post Link to post Share on other sites
Abs_01 0 Posted October 25, 2006 It's a shame that the anims will be different in ArmA than Flashpoint. I'll still play your mod for OFP even if it's out a few months after ArmA. Abs Share this post Link to post Share on other sites
AKM 0 Posted October 25, 2006 I agree with Abs entirely. I will be keeping Flashpoint installed, and chances are Caen '44 will be among the mods I keep in the inventory. Looking forward to it, I've seen only good work from you guys thus far. My appreciation and thanks for the effort. Share this post Link to post Share on other sites
Fab. 0 Posted October 25, 2006 It's a shame that the anims will be different in ArmA than Flashpoint. I'll still play your mod for OFP even if it's out a few months after ArmA. Abs i thought BIS would keep the rtm format ? if i remember correctly, some BIS guy told sengir arma didnt have like a skeleton engine for the anims so the good old rtm would still work... and since we'll keep using our models, and all the animated selections that come with it, if rtm is supported then i dont see how our anims wouldnt work on our soldiers in arma so no worries guys... arma version shouldnt be that big of a deal to produce Share this post Link to post Share on other sites
JdB 151 Posted October 25, 2006 Look at [this page]. It seems to suggest otherwise. Share this post Link to post Share on other sites
Fab. 0 Posted October 25, 2006 looks like its only for vehicles. the so called "skeleton" probably links the rotation of the turret MG to teh turret of a tank... just like the component tree in ofp anim links the components to one another. so if you call a rose "poo" instead of "rose" it wont make it smell bad if u get what i mean... and even if they do use a skeleton and change the rtm format i'm quite skilled in visual basic and i can still make a tool to convert from rtm to the new system if bis doesnt provide a tool to do that. once again its pure speculations, no need to sweat it untill the actual stuff comes out Share this post Link to post Share on other sites
Battling 0 Posted November 18, 2006 hi at all,today i can show you 2 new objects i have made in the last days.the first is an monument for the soldier of WW1 and the second an wallspring but see yourself Share this post Link to post Share on other sites