Binary 0 Posted June 18, 2008 About that custom texture feature... That.... Is.... Awesome ! Absolutely fantastic work guys ! Looks great with the added ERA blocks - I just hope that it won't be delayed for long because of this never-ending discussion, about model numbers, exact placement of ERA blocks and camoflage... Looking forward to next release Share this post Link to post Share on other sites
vilas 477 Posted June 18, 2008 Gedis than tell what version i did (sory for offtopic here), but as you are tank expert (looks like) than what version do i have ( http://ofp.gamepark.cz/_hosted/vilas/screens/gedask.jpg ) and i still think that "any" ERA placement is good, cause everyone of us used other pictures of REAL tank as references Share this post Link to post Share on other sites
Gedis 0 Posted June 19, 2008 seems like a rought B or S version on T-72M1, which never existed, exept  knowing that Iraqi tryed upgrading even T-72M with optict gunner sight(not even with laser sight) to T-72B standarts. Russian sources claims that it was a big failure... None manuefacturers upgrades are far behind tests and schemes... P.S. I'm drunk and i'm far behind "tank expert" cualification, i always thought i'm military analytic/inteligence. Share this post Link to post Share on other sites
Inkslinger 1 Posted June 19, 2008 http://www.inetres.com/gp/military/cv/index.html#tank Found this sight thought it might come in handy, and let me just say very nice work on the Abrams. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 19, 2008 ...will the standard SLA green still be included? Share this post Link to post Share on other sites
miles teg 1 Posted June 19, 2008 seems like a rought B or S version on T-72M1, which never existed, exept  knowing that Iraqi tryed upgrading even T-72M with optict gunner sight(not even with laser sight) to T-72B standarts. Russian sources claims that it was a big failure...None manuefacturers upgrades are far behing tests and schemes... P.S. I'm drunk and i'm far behind "tank expert" cualification, i always thought i'm military analytic/inteligence. Its funny...I'm drunk too...and oddly enough, I could understand what you were rambling about! That's awesome! lol! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Mateck 0 Posted June 19, 2008 ...will the standard SLA green still be included? Yes. Share this post Link to post Share on other sites
Shadow NX 1 Posted June 19, 2008 That custom texture is a very intresting thing, pretty nice and saves quite some MBs. Any details on how its done? Share this post Link to post Share on other sites
Mateck 0 Posted June 19, 2008 That custom texture is a very intresting thing, pretty nice and saves quite some MBs.Any details on how its done? Yes it saves MBs as we don't need to create .p3d models for every paint scheme in our addon. The way to do this is very simple. 1) select all faces that are using single texture 2) create new selection 3) in config.cpp under vehicle class put something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[] = {"01_co","02_co","03_co","04_co"}; where *_co are selections used by our T-72 4) now those selections will be invisible in game, to avoid this we need to use setObjectTexture command under Init EventHandlers of our addon or later in game For our T-72 we used following code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Extended_Init_EventHandlers { class CH_T72 { init = CH_Textures = [_this select 0, ""BIS""] execVM ""\ch_t72\scripts\textures.sqf"";"; }; }; and here is example code for textures.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tex = _this select 0; switch (_this select 1) do { case "BIS" : { _tex setObjectTexture [1,"\ch_t72\data\t72_1_co.paa"]; _tex setObjectTexture [2,"\ch_t72\data\t72_2_co.paa"]; _tex setObjectTexture [3,"\ch_t72\data\t72_3_co.paa"]; _tex setObjectTexture [4,"\ch_t72\data\t72_4_co.paa"]; }; }; And that will be all. Fell free to use this code or change it whatever you like We still need to test this feature to ensure that there is no negative impact on performance and it works fine in multiplayer. Need to say that this hole idea of custom textures is inspired by Dune Bugge addon by Sebastian Muller from OFP Share this post Link to post Share on other sites
modemmaik 53 Posted June 19, 2008 Veeery useful invention I will check this very soon on the T-72 ERA "style" Share this post Link to post Share on other sites
malick 0 Posted June 19, 2008 It's a very nice feature you have there... It would be nice that such an option could be integrated within the mission editor (in unit window, select texture). BIS, please get inspiration from this ! Malick Share this post Link to post Share on other sites
modemmaik 53 Posted June 26, 2008 I totally agree When reviewing the T-72 pics, I noticed that on the pic posted by T_bone on June 17 2008,17:14, the tanks seems to have a driver hatch included. I always missed this feature. Happy looking forward when released version will be available Best Regards and keep up your good work mike Share this post Link to post Share on other sites
EricM 0 Posted June 26, 2008 How is your custom texture working in MP ? I'm very interested to say the least... I have various skins for a Hind model and would love to know your experience in that matter. Quoting Suma speaking of hiddenselections for multiple texture swapping : Quote[/b] ] (Suma @ June 05 2008,07:38)That was really the original purpose, but with ArmA you can also change textures on "hiddenSelections" using "hiddenSelectionsTextures". Share this post Link to post Share on other sites
Defunkt 431 Posted June 26, 2008 It's a very nice feature you have there... It would be nice that such an option could be integrated within the mission editor (in unit window, select texture). I haven't yet delved into ArmA scripting, but is there no way a script could read a unit's name (as entered in the editor) and the information be embedded in that field by the mission maker? So a name "wood1_010" would select the "wood1" skin and apply the number of "010" as a skin decal. Share this post Link to post Share on other sites
Inkompetent 0 Posted June 26, 2008 I haven't yet delved into ArmA scripting, but is there no way a script could read a unit's name (as entered in the editor) and the information be embedded in that field by the mission maker? Â So a name "wood1_010" would select the "wood1" skin and apply the number of "010" as a skin decal. That could be done. Or one could have a logic per map (and side?) that identifies the kind of camouflage to be applied. Depending on the exact features wanted it can be done in many ways. Could also be set in the init-field of the vehicle with for example [this,"DESERT"] execVM "TankTexture.sqf" or however one feels is best. Really, really nice to see proper camouflage-switching, and I hope that BIS makes it standard on their vehicles in one way or another for ArmA2, so that they are all easily reskinned! Share this post Link to post Share on other sites
modemmaik 53 Posted June 27, 2008 How is your custom texture working in MP ?I'm very interested to say the least... I have various skins for a Hind model and would love to know your experience in that matter. Quoting Suma speaking of hiddenselections for multiple texture swapping : Quote[/b] ] (Suma @ June 05 2008,07:38)That was really the original purpose, but with ArmA you can also change textures on "hiddenSelections" using "hiddenSelectionsTextures". I tried to implement this style of skin-selection into the T-72 ERA "style" project for testing and blueprint purposes. It is included in the RC 1D Custom Texture Pack. I hope that I have figured it out the right way, according to the info Mateck has given some days ago and the improved version, Mateck sent me. Share this post Link to post Share on other sites
T_bone 0 Posted July 5, 2008 Time for small W.I.P update Today we have M1A1 (HA) revisited. Mateck made an EAPU model and CWS, also frontal IFF panel has been added. Share this post Link to post Share on other sites
Kristian 47 Posted July 5, 2008 Nice update! why isnt the commander holding his m2 wth hands, or is it like CROWS? Also, you should add some helmets hanging from those backbags, a crewhelmet, or a MICH or PASGTs or something like that. Just awesome.. Share this post Link to post Share on other sites
miles teg 1 Posted July 5, 2008 Nah, you don't want to hang helmets on the outside of your backpacks on a tank...if they fall off you'd be liable for a few hundred bucks to Uncle Sam that would be docked out of your paycheck. But yeah, it would be good for the commander to have the same animation as the loader even if he can't reach the M2 as its up higher then the M240 that the loader is using. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 5, 2008 They've given the commander that animation because the M2 on an M1A1 can only be operated from inside the turret using a solenoid switch. If you look, the mount has been completely remodelled so that it is accurate for the M1A1, as such there are no external controls for the M2. The manually operated one on BIS's M1A1 is in reality, only found on M1A2. Share this post Link to post Share on other sites
miles teg 1 Posted July 5, 2008 Ah..righto. Didn't realize they removed the manual ability to fire the M2. Must be why in Iraq I see some commander's with their M4's at the ready as they stand in the hatch. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
T_bone 0 Posted July 25, 2008 Its been a while... Work on config is very, very boring and slow ;p I decided to make new movie: http://uk.youtube.com/watch?v=w153rzls_G4 Yes, FLIR is pretty cool and its working in multiplayer day and night. Its based on XAM mods FLIR. Share this post Link to post Share on other sites
MsgtPain 0 Posted July 25, 2008 Did the government mothball the M1 .... Been quiet here for a while ?? Share this post Link to post Share on other sites
DerRelienT 0 Posted July 25, 2008 Why should they replace something that's not broken? The M1A2 is still a very competent MBT. EDIT: oops, I didn't scroll down all the way to see the smileys, disregard all I said above Share this post Link to post Share on other sites
modemmaik 53 Posted July 25, 2008 T_Bone & Mateck, that is fabulous The FLIR looks great Looking forward to your release, mike Share this post Link to post Share on other sites