DarkGiver 0 Posted March 14, 2007 Here a work in progress of a new SIG Family weapon pack for ARMA . The first sg552 is fully operationnal, with shadow, and iron sight.. Next versions will include grenade launcher, trijicon Acog and Reflex and of course all the others rifles of this great family.. SIG SG550, SG551, SG550 Sniper, ... Share this post Link to post Share on other sites
Skaven 0 Posted March 14, 2007 It's looking really great, congratulations. I would however try some invisibility on the iron sight to make it easier to spot the enemys when you have your sights up, but it's just my opinion. Nevertheless, great job, congrats. Share this post Link to post Share on other sites
Monkwarrior 0 Posted March 14, 2007 What Skaven said, I cann't imagine someone using IS like that. Keep up the good work nonetheless Monk. Share this post Link to post Share on other sites
Donnervogel 0 Posted March 14, 2007 it's nice to see someone doing some Swiss weaponry but when you aim the Stgw90 (I think SIG 550) with iron sights it will look somewhat like this (forgive my horrible photoshop skills). I tried to make pictures with my rifle but my camera can't be persuaded to focus on the right spot Share this post Link to post Share on other sites
DarkGiver 0 Posted March 14, 2007 Yes.. that's right.. but the iron sight view is in 3D and the barrel of sg552 is a lot shorter then sg550.. i m trying to change the eye position and the size of the iron sight Here my last try : Thank for your help. Share this post Link to post Share on other sites
Donnervogel 0 Posted March 14, 2007 try to make it so that there is some space between the diopter hole (the thingy close to the eye) and the ring around the "Korn" (the thing on the front part of the barrel). SO you can see both. Share this post Link to post Share on other sites
DarkGiver 0 Posted March 14, 2007 yes but i cannot add more space because the iron sight view is not a special iron sight item but really the irons sight view on the main model (it's very realistic). So i'm forced to play with eye position and the size of the diopter hole. This one on the 552 seems to be a lot better : Thank for yours precious advices Share this post Link to post Share on other sites
Donnervogel 0 Posted March 14, 2007 yeah it understand the problem. It looks much better now. Looking forward to try those weapons. EDIT: just for you information, there are 3 (or 4) settings for the diopter. One setting is thought for close range combat and it has a rather big diopter hole. giving you more field of view but making it harder to aim precisely on large distances. But we can't really simulate that in arma. but if you want you could make the hole bigger too as it would be realistic Share this post Link to post Share on other sites
wolfbite 8 Posted March 14, 2007 Couldnt you nick the rearsight from the mp5? they have the same rotating hole thingy... that might help you? looks great though lookin forward to it release Share this post Link to post Share on other sites
Jackal326 1181 Posted March 14, 2007 Couldnt you nick the rearsight from the mp5? they have the same rotating hole thingy... that might help you? looks great though lookin forward to it release Would be possible IF we could edit the models (they're Binarized, and all conventional methods of converting them (ODOL Explorer etc) don't convert them. The weapons are looking good so far, nice work. Its good to see someone else having 'fun' with trying to get ironsights looking right. Share this post Link to post Share on other sites
DarkGiver 0 Posted March 14, 2007 The mp5 included in game has the same problem than my first iron sight attempt. And the rotative diopter is slighty different because the mp5 is designed for short range. I think this one is the good one Share this post Link to post Share on other sites
Shashman 0 Posted March 15, 2007 Looking good, always nice to see new hardware You should consider joining the Switzerland Mod Their thread I'd hate to see another OFP M4 situation develope (Addon duplication) Share this post Link to post Share on other sites
Donnervogel 0 Posted March 15, 2007 I think this one is the good one Yeah this looks pretty cool now. Looking forward to try it ingame Share this post Link to post Share on other sites
Skaven 0 Posted March 15, 2007 I agree with the majority, now it's perfect, great work. Share this post Link to post Share on other sites
DarkGiver 0 Posted March 15, 2007 Okay the the lods are working... the shadow effects too... the iron sight ok... the shaders effects can wait but my only problem is actually the muzzle flash.. the old ofp method doesn't work.. so how to have a working muzzle flash in ARMA using the "zasleh" proxy or other ? Anyone has the solution? Share this post Link to post Share on other sites
tpM 478 Posted March 15, 2007 Look's nice Can't wait for release Share this post Link to post Share on other sites
Jackal326 1181 Posted March 15, 2007 What exactly doesn't work with the zasleh? If you're referring to it showing up as blakc, thats due to the face properties for it being set to 'Shining'. I changed it to "Half-Light", and that combined with the light-flash seems to work fine, and it seems to light it properly. If you're referring to the muzzle-flash always being 'on' then, you need to make a slight modification to the old OFP "CFGMODELS" section, as seen below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default {}; class Weapon: Default {}; class model1_proxy: Weapon { sections[] = {"zasleh"}; }; class model2_proxy: Weapon { sections[] = {"zasleh"}; }; }; Share this post Link to post Share on other sites
DarkGiver 0 Posted March 15, 2007 Here two others pix : And for the zasleh i will try.. but my goal is to insert an external muzzle flash from a proxy object included in arma. It works in game but always visible and hard to place. So I will try your cfgmodel trick. Big thank for your help. Share this post Link to post Share on other sites
Jackal326 1181 Posted March 15, 2007 If you do manage to get the PROXY method working, please let us (me! ) know, as this will really help with my weapons pack. Especially if you find out how to apply a different proxy to the same model using the same spot (i.e. have an optic proxy where you can apply an aimpoint, an ACOG, an ELCAN or whatever, using the same proxy). Share this post Link to post Share on other sites
DarkGiver 0 Posted March 16, 2007 The proxy method doesn't work very well.. the initial position change when i re-launch a game. So.. the traditional method works fine using the flash textures included in original ARMA game The basic sg551 is ready too : My template is ready.. the new ammunition too.. the Swiss 5,6x45 GP90 Share this post Link to post Share on other sites
mcnools 62 Posted March 16, 2007 Looks excellent What about the sounds? are you using custom ones or something out of the game? Share this post Link to post Share on other sites
DarkGiver 0 Posted March 16, 2007 For the sounds.. actually i'm using the included G36 ones.. but i will of course find more adapted sounds later. Here a first shot of the sg551 acog version : Share this post Link to post Share on other sites
DarkGiver 0 Posted March 18, 2007 Hi, some news I'm making use of the shaders technic revealed by Indy. And i've discovered that it's really the solution to make a correct use of light texture for the muzzle flash and red dot of the reflex. Here a shot : Share this post Link to post Share on other sites