Daniel 0 Posted December 6, 2005 Wow, that looks sweet! Share this post Link to post Share on other sites
Blackblood 0 Posted December 7, 2005 swass! Insanely nice mapping, keep it up. Share this post Link to post Share on other sites
nx_illusion 0 Posted December 11, 2005 Please help! I cannot open file with Winrar what program do i need to open this *.cap file* ?? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted December 11, 2005 Cab files have much better compression rate then .rar, I think that's why Jackal used that format, I opened it up easely with WinRar 3.0, but if that isn't working you can also try Power Archiver. Share this post Link to post Share on other sites
nx_illusion 0 Posted December 11, 2005 Cab files have much better compression rate then .rar, I think that's why Jackal used that format, I opened it up easely with WinRar 3.0, but if that isn't working you can also try Power Archiver. Thank you for help! Share this post Link to post Share on other sites
Jackal326 1181 Posted December 11, 2005 Cab files have much better compression rate then .rar, I think that's why Jackal used that format... Indeed. Had I used a conventional .ZIP format archive instead, the pack would have been over 100mb. For reference a .RAR came to ~60MB. In other news, I decided to drop the old "box" suppressor on the new MK23 USSOCOM after I dsocvered it was the prototype suppressor, and instead switched to the style formerly adopted for it - screenshots to come. Share this post Link to post Share on other sites
Jackal326 1181 Posted December 17, 2005 Just a quick post to let you know the project IS NOT dead, I've just been side-tracked with other things - namely, helping Safetycatch out with the latest version of his US Marines, which use my weapons and are shaping up rather nicely. Anyway, what little progress I have made has been mainly on the MK23 SOCOM. The suppressor texture/model is still giving me some serious issues, with the fact it becomes VERY blurred, unless its right in your face - 30cm (as an estimate of ingame measurement based on a rough guess) away from the suppressor, and it looks so crap, its like the texture suddenly jumps into its lowest mipmap (any help on this issue and how I could possibly fix it is greatly appreciated). I'm fairly sure its not the texture itself, as I have tried 2 different textures, and they both suffered the same fate. I think it may be because the suppressor has a lot of faces, that are rather small, that it amplifies the mip-map process, and makes it look far worse - I'll keep investigating. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted December 18, 2005 Sounds good, mate. Keep up the excellent work. Share this post Link to post Share on other sites
fat_al 0 Posted December 18, 2005 I remember there being some discussion about how 'dark' the M16/M4 models were... Have you any plans to lighten them up a bit? Share this post Link to post Share on other sites
echo1 0 Posted December 18, 2005 I remember there being some discussion about how 'dark' the M16/M4 models were... Have you any plans to lighten them up a bit? Check out the screenies on page 35. Share this post Link to post Share on other sites
fat_al 0 Posted December 18, 2005 I remember there being some discussion about how 'dark' the M16/M4 models were... Have you any plans to lighten them up a bit? Â Check out the screenies on page 35. Nice, they look a lot better! Share this post Link to post Share on other sites
Jackal326 1181 Posted December 18, 2005 On the note of the M4A1 textures, all that remains is for me to lighten the back-up iron sight texture(s), as well as the textures for the M203 launcher, and they M4A1/M16A2/M16A4 variants are done. I even re-made the barrel on those weapon classes, to a higher-quality (i.e. higher-poly-count), so they do the rest of the weapon justice Screenshots to come later. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 18, 2005 Animated parts? Share this post Link to post Share on other sites
Jackal326 1181 Posted December 18, 2005 On a few weapons yes, such as the bolt on the AK47s, possibly the ejection port on other weapons too. At the end of the day, its not a high priority of mine, I just want to finish the pack before 2007 Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 18, 2005 Well I hope the handguns have fully animated slides (with disappearing closed slide), I tried editing the M9 to add this, but ODOL explorer screwed up the model as allways... Me want proper MLOD... Share this post Link to post Share on other sites
echo1 0 Posted December 18, 2005 Just a quick post to let you know the project IS NOT dead, I've just been side-tracked with other things - namely, helping Safetycatch out with the latest version of his US Marines, which use my weapons and are shaping up rather nicely. Dont worry, better late than never....from my experience, the more delayed an OFP addon/mod is, the better! Share this post Link to post Share on other sites
Jackal326 1181 Posted December 21, 2005 *runs off to incorporate the latest update to JAM in the config.cpp for the weapons pack* Share this post Link to post Share on other sites
twisted 128 Posted December 26, 2005 hi. i am trying to replace default BIS weapons with your ones. but i do not know how to access what the weapon optic names are. would you be able to tell me what they are called so i can put it in a modified ECP config? thanks Share this post Link to post Share on other sites
Jackal326 1181 Posted December 26, 2005 OK, here is a quick round-up: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"/SJB_Optics/optic_acog.p3d" = ACOG Optic, "/SJB_Optics/optic_acog_sd.p3d" = Suppressed ACOG Optic, "/SJB_Optics/optic_aimpoint.p3d" = Aimpoint Optic, "/SJB_Optics/optic_aimpoint_sd.p3d" = Suppressed Aimpoint Optic, "/SJB_Optics/optic_ak47.p3d" = AK47 Optic, "/SJB_Optics/optic_beretta.p3d" = Beretta 92/M9 Optic, "/SJB_Optics/optic_beretta_sd.p3d" = Suppressed Beretta 92/M9 Optic, "/SJB_Optics/optic_colt1911.p3d" = Colt 1911 Optic, "/SJB_Optics/optic_colt1911_sd.p3d" = Suppressed Colt 1911 Optic, "/SJB_Optics/optic_elcan.p3d" = ELCAN Optic, "/SJB_Optics/optic_elcan_sd.p3d" = Suppressed ELCAN Optic, "/SJB_Optics/optic_eotech.p3d" = EOTech Optic, "/SJB_Optics/optic_eotech_sd.p3d" = Suppressed EOTech Optic, "/SJB_Optics/optic_glock.p3d" = Glock 17/18/19 Optic, "/SJB_Optics/optic_glock_sd.p3d" = Suppressed Glock 17/18/19 Optic, "/SJB_Optics/optic_handgun_dots.p3d" = Misc. handgun optic with night-sights, "/SJB_Optics/optic_handgun_dots_sd.p3d" = Suppressed Misc. handgun optic with night-sights, "/SJB_Optics/optic_infinity.p3d" = SVI Infinity Optic, "/SJB_Optics/optic_infinity_sd.p3d" = Suppressed SVI Infinity Optic, "/SJB_Optics/optic_m14.p3d" = M14 Optic, "/SJB_Optics/optic_m14_sd.p3d" = Suppressed M14 Optic, "/SJB_Optics/optic_m16.p3d" = M16 Optic, "/SJB_Optics/optic_m16_sd.p3d" = Suppressed M16 Optic, "/SJB_Optics/optic_m82.p3d" = M82 Optic, "/SJB_Optics/optic_m82_sd.p3d" = Suppressed M82 Optic, "/SJB_Optics/optic_m145.p3d" = M145 Optic, "/SJB_Optics/optic_mp5.p3d" = MP5 Optic (with glowing night-sights), "/SJB_Optics/optic_mp5_sd.p3d" = Suppressed MP5 Optic (with glowing night-sights), "/SJB_Optics/optic_p90.p3d" = P90 Optic, "/SJB_Optics/optic_p90_sd.p3d" = Suppressed P90 Optic, "/SJB_Optics/optic_p228.p3d" = P228 Optic, "/SJB_Optics/optic_p228_sd.p3d" = Suppressed P228 Optic, "/SJB_Optics/optic_reflex.p3d" = Reflex Optic, "/SJB_Optics/optic_reflex_sd.p3d" = Suppressed Reflex Optic, "/SJB_Optics/optic_reflex_2.p3d" = Reflex 2 (Cobra) Optic, "/SJB_Optics/optic_reflex_2_sd.p3d" = Suppressed Reflex 2 (Cobra) Optic, "/SJB_Optics/optic_revolver.p3d" = Revolver Optic, "/SJB_Optics/optic_shotgun.p3d" = Shotgun Optic, "/SJB_Optics/optic_sniperw.p3d" = Misc. Sniper Optic, "/SJB_Optics/optic_sniperw_sd.p3d" = Suppressed Misc. Sniper Optic, "/SJB_Optics/optic_m24.p3d" = M24 Optic, "/SJB_Optics/optic_m24_sd.p3d" = Suppressed M24 Optic, "/SJB_Optics/optika_m60e3.p3d" = M60E3 Optic, "/SJB_Optics/optika_m249.p3d" = M249 Optic There may be more added to v2.0 for the new weapions, but that wont effect what you want them for anyway until v2.0 is out anyway. Share this post Link to post Share on other sites
Shinbusan 0 Posted December 26, 2005 Jackal326, are you planning to change m203 optics to make it more useful? I mean moving center point a bit down, so it will not cover a target during aiming. And thank you for great pack. Share this post Link to post Share on other sites
Jackal326 1181 Posted December 26, 2005 I am planning to (hopefully, depending on permissions etc) implement either the SFP or similar M203 optic into the pack. I am going to try out a few different ones and see which work the best with my M203 configuration. Share this post Link to post Share on other sites
twisted 128 Posted December 26, 2005 OK, here is a quick round-up:There may be more added to v2.0 for the new weapions, but that wont effect what you want them for anyway until v2.0 is out anyway. thank you. OFP is much better with this weapons pack. Share this post Link to post Share on other sites
gatordev 219 Posted January 13, 2006 Don't mean for this to be a "what's the status?" post, but.... What's the status? I hope the new machine is helping make a fantastic addon even better. Share this post Link to post Share on other sites
Jackal326 1181 Posted January 13, 2006 It is indeed. Sorry for not posting much in the way of status updates, but frankly I haven't been working on the pack all that much. I've been side-tracked with other projects (i.e. helping Safetycatch with his US Marines) and a few VBS1 projects. I have however had time to remake the aimpoint model (only a small thing I know, but the visual change is immense). Check out the screenshots below. A shot of the aimpoint mounted on a Cantilever extension ring (textures on the Cantilever are temporary). A shot of the aimpoint from the rear-right with a more standard mounting fixture. Share this post Link to post Share on other sites