MehMan 0 Posted October 31, 2008 Those are some nice looking soldiers StalkerGB. Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 31, 2008 Yes, nice work Footmunch ..... that would have to be one of the more "universal" aircraft for a combat game ever .... nice call. Share this post Link to post Share on other sites
[cede]aushilfe 2 Posted November 1, 2008 I had a look into my older ofp F-5E but it looks horrible in arma. :/ Nice to see that you are working on it. F-5E and F-5C version should be good for the 1960s and early 1970s. Share this post Link to post Share on other sites
straubinger82 3 Posted November 1, 2008 Oh, yeah! Nice to see Footmunch again with a nice promissing pic. Will stay tuned^^. Share this post Link to post Share on other sites
MehMan 0 Posted November 1, 2008 The F-5 would be a perfect candidate for the RACS, if the island were a bit bigger. Share this post Link to post Share on other sites
BadBenson 0 Posted November 4, 2008 k guys...since i now work with real data i had to start from scratch. that's why the progress on my Afghanistan map was going slow. those are some pics of the current stage. it's all still WIP but constructive critizism is always appreciated. right now i'm still working on the general concept on how the farmland will look like. that means that i'm gonna practise on the shown area until i'm happy with the result and then afterwards will fill up the rest of the map in that way. so i in the end i hope it'll be still detailed despite the amount of space to be filled. pics 1 2 3 4 5 6 7 8 9 Share this post Link to post Share on other sites
Average Joe 0 Posted November 4, 2008 Its coming along Benson, but for the sake of screenshots are you maxing out your graphics? It seems somewhat low-detail? Share this post Link to post Share on other sites
cheritto 0 Posted November 4, 2008 Nice screens benson but i m not sure peasants have roundballers in afghanistan Share this post Link to post Share on other sites
BadBenson 0 Posted November 4, 2008 Quote[/b] ]It seems somewhat low-detail it is. as i said before my pc is not THAT good. Â Quote[/b] ]but i m not sure peasants have roundballers in afghanistan if i knew what roundballers are i'd maybe get what u mean. Share this post Link to post Share on other sites
DaSquade 0 Posted November 4, 2008 Quote[/b] ]if i knew what roundbailers Share this post Link to post Share on other sites
BadBenson 0 Posted November 4, 2008 haha...there aren't any roundballers. it's just one kind of hut i saw on reference pics. the buildings are all very basic for now. just the walls. i'm gonna add details so it doesn't look like bunches if straw anymore Share this post Link to post Share on other sites
bravo 6 0 Posted November 4, 2008 i know that in Iraq they have, so they should have them too Share this post Link to post Share on other sites
BadBenson 0 Posted November 4, 2008 Quote[/b] ]i know that in Iraq they have, so they should have them too i don't get the logic. but anyways...all i saw on fotos were heaps of straw and cut wheat Share this post Link to post Share on other sites
december 0 Posted November 5, 2008 I think poppy fields would be a good addon for farmland, certainly realistic. Share this post Link to post Share on other sites
BadBenson 0 Posted November 5, 2008 i already showed some poppyplants i made for this map. so it'll include poppyfields...of course...we're talking about afghanistan Share this post Link to post Share on other sites
sabre 244 Posted November 5, 2008 i like it. keep it up, my pc isnt very good anymore either Share this post Link to post Share on other sites
sparks50 0 Posted November 5, 2008 I do take it they harvest their wheat in Afghanistan too? Great pictures Benson, reminds me a lot of that series with Ross Kemp. Share this post Link to post Share on other sites
BadBenson 0 Posted November 5, 2008 Quote[/b] ]reminds me a lot of that series with Ross Kemp. yeah that's exactly were the idea for an afghanistan map with both farmland and stoney desert came from there're also videos of dutch troops fighting in the oruzgan/uruzgan province which is where the data i use is from. Share this post Link to post Share on other sites
icebreakr 3159 Posted November 5, 2008 BadBenson: please don't forget to put in narrow valleys with roads. These roads should connect two towns or maybe a FOB and a village. Love this muddy walls, there should be bunch of them. Usually UK troops had to blow the up to be passable by their LRP vehicles. A couple of factories on the map should be cool too, surrounded with trees around little ponds. Otherwise, outstanding job, can't wait to put my team to the test on this map Share this post Link to post Share on other sites
bravo 6 0 Posted November 5, 2008 don't forget Ais don't like much these muddy walls. Share this post Link to post Share on other sites
BadBenson 0 Posted November 5, 2008 Quote[/b] ]don't forget Ais don't like much these muddy walls. don't know what u mean...with FFN or other AI enhancements they actually USE them. and without they might ignore them but u can't say "don't like" cuz this would mean they're effected in a negative way by them. so what's your point? Quote[/b] ]please don't forget to put in narrow valleys with roads. These roads should connect two towns or maybe a FOB and a village.Love this muddy walls, there should be bunch of them. Usually UK troops had to blow the up to be passable by their LRP vehicles. A couple of factories on the map should be cool too, surrounded with trees around little ponds. since i'm using real data there already are some valley paths (for ambushes ) i'll stick to. about the factories: well i'll stick to what i see in the reference i use. and i can tell u that there isn't something like a factory out there in that farmland. it's like agriculture from 100 years ago. but i plan to add a lil city. gonna have to cheat a bit since there is none on my satellite footage. we'll see. lemme first get the basics done... Share this post Link to post Share on other sites
bravo 6 0 Posted November 5, 2008 my point is exactly the same what happens in Avgani 1.2. The issue was mentioned before, you should be aware Share this post Link to post Share on other sites
BadBenson 0 Posted November 5, 2008 just make your point pls. what exactly happens there. i don't wanna discuss i just wanna know . if u mean missing AI paths then well i'm gonna include that as good as i can (never done it before). other then that i can just say that i had incredible experiences using FFN. once there was enemy contact through a hole in the mudwall. as the enemy began to shoot everybody was suddenly moving sidewards to the wall away from the hole. so the AI (atleast when using FFN) seems to notice and use the walls. so pls explain what u mean. Share this post Link to post Share on other sites
RM Snipe 0 Posted November 6, 2008 WIP pictures of a small update to my british units, dont know when i will be able to finish them as i am very busy at the moment.Have added: radio wires to headset, glasses, a plce type thing, redone the knee pads, changed the trousers so they are not tucked in, added a black band round the helmet (known as a paraband i think) Redone units who have rolled up sleeves. think that is everything... Larger Larger Might add a few more things but it depends how much time i will have. 1 problem we have found since moving from TDMG's units to yours was that the AI couldnt see us anymore. Redefining the units camo value has basically disabled True Range Mod that we use, where we would receive fire from 500-1000m+ with TDMG units there is none with Britcom units. After editing the configs to define camo from standard bis men like the TDMG units all is sweet again. //camouflage = 0.7; btw. new units looking smicko. Â *edit; damn I forgot to mention I dont like kneepads,leave the plastic armour to Batman & crusty demon wannabe's. Share this post Link to post Share on other sites
bravo 6 0 Posted November 6, 2008 BadBenson the issue was exactly with the AI path, they become and act strange when they bump with these mentioned walls. I'm glad that you are trying to add path to these walls. Just hope AIs behave with more realist using them. Share this post Link to post Share on other sites