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Nice donkey, now we definitely going to need a Mooby's fast food restaurant.

Regards,

Sander

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It seems a little excessive to me (too much volume, and too dark)... confused_o.gif

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isn't that an oil well fire? - a tad different to a bit of kerosine going up

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isn't that an oil well fire? - a tad different to a bit of kerosine going up

Indeed, the smoke would be perfect for industrial fires, but for it's present purpose of vehicle destruction it is a little too much.

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Aircraft fire, of the sort the addon will be emulating. Tanks, fuel trucks, helicopters etc will also burn this way. FDF mod had good smoke plumes that lasted & lasted, good for DAC based missions where the action could kick off anywhere:

203.jpg

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Yeah, I aim for the face

wip01.jpg

kickem' while they're down

wip02.jpg

^effect/tracer addon I'm working on. also:

wip03.jpg

Inside of a building from an object/industry mod I'm working on. Hopefully get some CQB action going on.

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@DMarkwick Looks good mate!

One of the first things that impressed me about the mods in OFP were the improved smoke and explosion effects. In that second picture, all the smoke columns looks exactly the same. Is there a way to add a slightly more random element? Perhaps reduce the speed(?) that the smoke goes from being dense and black to totally disapated too?

Keep up the good work!

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Guest

in ofp or Arma if you can do scripts you can almost do everything

so you can have radom smoke

what could be greate is a smoke script linked to the remaining fuel ...

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Yeah, I aim for the face

[im]http://i179.photobucket.com/albums/w312/lethalSakura/wip01.jpg[/img]

kickem' while they're down

[im]http://i179.photobucket.com/albums/w312/lethalSakura/wip02.jpg[/img]

^effect/tracer addon I'm working on. also:

[im]http://i179.photobucket.com/albums/w312/lethalSakura/wip03.jpg[/img]

Inside of a building from an object/industry mod I'm working on. Hopefully get some CQB action going on.

Awesome! I'm looking forward to this one! biggrin_o.gif

Abs

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Yeah, I aim for the face

[im]http://i179.photobucket.com/albums/w312/lethalSakura/wip01.jpg[/im]

kickem' while they're down

[im]http://i179.photobucket.com/albums/w312/lethalSakura/wip02.jpg[/im]

^effect/tracer addon I'm working on. also:

[im]http://i179.photobucket.com/albums/w312/lethalSakura/wip03.jpg[/im]

Inside of a building from an object/industry mod I'm working on. Hopefully get some CQB action going on.

thats sick biggrin_o.gif they are gonna have to put a rating on these soon lol

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nice donkey cart now with textures too smile_o.gif love the colors!

Also nice industrial building and objects there even if i cant see so much Sakura-chan biggrin_o.gif

yeah would be cool with a default smoke and then maybe some smoke that stays as long time as the fuel burns or something. smile_o.gif

made me thinking if its possible to create fire trucks and have them fire water that could be used to kill fire, smoke and to make soldiers to fall down by the force of the water.. tounge2.gif

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@DMarkwick Looks good mate!

One of the first things that impressed me about the mods in OFP were the improved smoke and explosion effects. In that second picture, all the smoke columns looks exactly the same. Is there a way to add a slightly more random element? Perhaps reduce the speed(?) that the smoke goes from being dense and black to totally disapated too?

Keep up the good work!

For the purpose of testing & working on it (my first time really) I disabled animated smoke sprites so all those billboards are the same. I probably will make some nice new ones which animate rather better than the default ones. I had to turn off animation as the "popping" between images was distracting. There's a few random things you can do as well to get it looking more chaotic.

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in ofp or Arma if you can do scripts you can almost do everything

so you can have radom smoke

what could be greate is a smoke script linked to the remaining fuel ...

You know I was thinking exactly the same thing. As it stands I'm just going to apply it to a few classes, one of which will be a fuel truck, but it might be nice to link the volume & longevity to the amount of fuel on any vehicle.

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I like that donkey cart frogstar. The whole Digital Iraq projects looks very promising. Looking forward to more of it in the future.

Some other thing I've been working on (again):

ch47_hc2_01_S.jpg

ch47_hc2_02_S.jpg

ch47_hc2_03_S.jpg

Reworked the whole modell, especially the cockpit and cargo area.

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all thats missing is gibbing.

i want to see players come apart when hit by large caliber rounds.

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Death effects could easily be taken 'to far' in Arma, its ok to make it more realistic but you might not want to see organs\guts\brains sprayed and squished all over the battlefield.

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Quote[/b] ]i want to see players come apart when hit by large caliber rounds

It was done as i remember in the FFUR mod for OFP but it was amusing for like 5 minutes. Then it just seemed like overkill.

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