EliasComando 10 Posted December 6, 2009 (edited) So, how can improve the texture with the moddler ressources? for explame change from 256x256 to 1024x1024 Edited December 6, 2009 by Sgt. Elias Pinto Share this post Link to post Share on other sites
sanctuary 19 Posted December 6, 2009 Well, don't expect something quick and easy, because it is not. You need to create a 1024 sided texture, keeping the exact proportion of the 512 sided one. Example for the one i was mentionning in the link from my previous post : 512 sided texture : reworked into a 1024 sided one : Then once you have finished reworking the texture you want convert it to the same format the original 512 sided texture was (paa or pac), you replace the original 512 sided one by your new 1024 sided version, keeping the exact name, and voila. If it does not make sense to you, you will need to pratice a lot in a picture edition tool like Gimp by example for free, or anything similar not free you may have. Share this post Link to post Share on other sites
EliasComando 10 Posted December 6, 2009 (edited) you can give me permision for change the texture of bis units of the mod(ww4) from 256x256 to 512x512? i like change the texture of bis units of the your mod (ww4) to 256x256 to 512x512 Edited December 6, 2009 by Sgt. Elias Pinto Share this post Link to post Share on other sites
sanctuary 19 Posted December 6, 2009 No problem. But i don't see what you are talking about, the textures are 512 sided, not 256 sided. Share this post Link to post Share on other sites
EliasComando 10 Posted December 6, 2009 :p sorry i not see but thanks for your answer... and wait the upgrade for this mod Share this post Link to post Share on other sites
rellikki 7 Posted December 7, 2009 To avoid a lot of damned annoying limitations to the BIS wheeled class (funny physics, bad collisions detections, gunner view use no sight etc..) , i made the btr as a tracked class. Wouldn't that make the BTR behave unrealistically for a wheeled vehicle? Anyway, looks nice. Share this post Link to post Share on other sites
sanctuary 19 Posted December 7, 2009 The BTR-899 behaves as realistically as a BTR-899 is expected to be. :) Imagine the BTR-899 system being the same one as the motion system from an Share this post Link to post Share on other sites
ddeo 10 Posted December 8, 2009 (edited) Hi! I would like to know if it's possible to use both ww4 mod and GRAA combined with ECP? If aswer is yes, it is possible to have hudge smoke effect's from GRAA (those when you blow up cars/tanks etc.) while using ECP? In one of the first posts you said: "It is incompatible with GRAA, but hopefully i should release soon enough an ECP version of the config." Is this config finished/released already? btw I'm new here on the forum so I guess I should say hello to everyone! :D so... Hello all! edit: Whatever, I think I've found answer for my question on page 65 (uff!) of this topic. Edited December 8, 2009 by ddeo Share this post Link to post Share on other sites
domokun 515 Posted December 12, 2009 From what I've read that WW4 can be, with a bit of work, made to work with the ECP mod. Is it possible, to get WW4 to work with the FFUR mod, e.g. FFUR 85? Share this post Link to post Share on other sites
sanctuary 19 Posted December 12, 2009 You should be able to use the soldiers (and their weapons) inside of any ffur mod. Take the following file from your @ww4test4\Addons WW4_Magazines.pbo WW4_Sounds.pbo ww4_wpn.pbo ww4_trp.pbo ww4_earmy.pbo ww4_ect.pbo ww4_enav.pbo ww4_epara.pbo ww4_eshad.pbo ww4_evit.pbo ww4_rever.pbo ww4_revpa.pbo ww4_revsf.pbo ww4_warmy.pbo ww4_wct.pbo ww4_wdel.pbo ww4_wmar.pbo ww4_wpara.pbo ww4_wshad.pbo ww4_zrguer.pbo ww4_zrinsu.pbo ww4_zrmerc.pbo ww4_zrmili.pbo And put them into the Addons folder of your ffur mod. You should then have access to the ww4 troopers for each side. For the animations, as ffur features not only its own, but several driver/gunner/cargo animation for their additional vehicles, it would be a lot of comparison work to see what to add or not to add. Something i can't do as i have not followed exactly what has been added in the ffur own class cfgmovesmc. Share this post Link to post Share on other sites
EliasComando 10 Posted December 12, 2009 (edited) sanctuary,you in an video do you use the STGN ww4 textures?,when try destroy an enemy UAZ with one shoot Edited December 13, 2009 by Sgt. Elias Pinto Share this post Link to post Share on other sites
karax 0 Posted December 12, 2009 Say hello to the fictional "BTR-899" Hello BTR-899 ;) I love this mod, I'd already said that but that's true ! Share this post Link to post Share on other sites
sanctuary 19 Posted December 20, 2009 (edited) An alpha test of the latest version of the WW4 vehicles : http://www.mediafire.com/?ggzknmzjkd4 http://www.megaupload.com/?d=MCA3QFE4 http://depositfiles.com/files/76fic72ol http://rapidshare.com/files/323244913/alphaww4veh2.rar.html http://www.badongo.com/file/19158713 http://www.zshare.net/download/701127194d1a2000/ Just put ww4_veh.pbo and ww4_veh_cfg.pbo in a ....\whatevermod\Addons\ folder Does not require WW4, but will do as they are intended to fit the WW4 theme (fictional vehicles for fictional conflict). content of this alpha test : -a West vehicle that looks like an AAVP (based originally on the OPGWC AAVP) available in West -> WW4 Armor in woodland and desert version. -an East vehicle that looks like a BTR (based originally on the DKMM VitBTR) available in East -> WW4 Armor in woodland and desert version. -an Everon vehicle that looks like ...something... available in Resistance -> WW4 Armor in woodland and desert version. *Each vehicles is equipped with a some kind of grenade launcher and some kind of machinegun, and all are balanced in term of armor and damage. *Should be able to resist to a direct hit from a LAW/RPG but currently not from 2 *Each vehicle is amphibious. *They can all carry 14 soldiers in cargo, the first 8 will be inside the vehicle, the other 6 will be riding on top of it. All the models are in MLOD format for this alpha test, so you can look around in O2 if you wish. In the release with the WW4 upgrade they will all be binarized for more performance and OFP overall engine friendliness. Obviously as "alpha" it means some parts of them are always under work Toy around with them and report bugs if you see any. Edited December 20, 2009 by Sanctuary Share this post Link to post Share on other sites
USMC NEEDER 0 Posted December 20, 2009 The vehicles look great, I'm having my fun with them lol. Only problem is the Grenades have no explosion. Is this supposed to be happening? Share this post Link to post Share on other sites
sanctuary 19 Posted December 20, 2009 You don't see things like this : or that : ? Share this post Link to post Share on other sites
USMC NEEDER 0 Posted December 20, 2009 I see it now, i just had to restart OFP to get the target line working thanks. Share this post Link to post Share on other sites
Sennacherib 0 Posted December 20, 2009 @Sanct, thx for this new release :) Share this post Link to post Share on other sites
Vultar 0 Posted December 20, 2009 Hoho I am back. Can't belive it's been a year since first release. Sanctuary, you are my master and yes, I am still playing OFP with your GRAA mod :D Share this post Link to post Share on other sites
BronzeEagle 2 Posted December 20, 2009 (edited) downloading alpha test now.... okay after testing i think that the biggest deal was the grey textures where they should have been green on the top of the vehicle as far as bug reports go. like on the scopes on the top. but aside from that it was very burly. id like to see a stryker in your vehicle additions as well, for the army. i think you could just reskin the vix stryker to match the shades of the aav and walah. but uhhh the only guy who i know has a part in ownership of the vix stryker is macser so talk to him. speaking of the vix stryker, it has alot of radio effects on it which i think would be cool for these vehicles to have as well. it'd really be nice to have the same radio chatter the vix stryker has on it on these vehicles. Edited December 20, 2009 by BronzeEagle finished testing Share this post Link to post Share on other sites
Addonis 10 Posted December 20, 2009 Can you improve textures on the AAVP in the next relases? Share this post Link to post Share on other sites
sanctuary 19 Posted December 20, 2009 sanctuary,you in an video do you use the STGN ww4 textures?,when try destroy an enemy UAZ with one shoot Yes, STGN texture will be used for the 85' troops, to make a bigger camo difference with the ww4 west army. okay after testing i think that the biggest deal was the grey textures where they should have been green on the top of the vehicle as far as bug reports go. like on the scopes on the top. but aside from that it was very burly. id like to see a stryker in your vehicle additions as well, for the army. i think you could just reskin the vix stryker to match the shades of the aav and walah. but uhhh the only guy who i know has a part in ownership of the vix stryker is macser so talk to him. speaking of the vix stryker, it has alot of radio effects on it which i think would be cool for these vehicles to have as well. it'd really be nice to have the same radio chatter the vix stryker has on it on these vehicles The stryker was already planned and permission gained long time ago from Macser. But additional vehicles like the Stryker will not be in the next upgrade, it will be for later expansion that main focus will be vehicles. thank for the bug report, i should be able to fix that. Can you improve textures on the AAVP in the next relases? Not being a texture artist, i will not be able to. Share this post Link to post Share on other sites
rellikki 7 Posted December 21, 2009 The vehicles look good. For even better balance, maybe you should change the PKT on the BTR to NSV, Kord, KPVT or any other Russian heavy machinegun to be a better equivalent for the AAVP's M2 browning? BTR-80 which you've based your BTR on does have a heavy machinegun as its primary weapon in real life anyway. I don't know how you've configed the weapons, if the weapons have already been balanced, but if so, maybe you could just rename the PKT to either of the Russian heavy machineguns for authenticity? ;) Would it also be possible to give the grenade launchers full auto firing mode for better fire power, since they do have a pretty high rate of fire in real life anyway? Otherwise good job. I like it how the passengers disembark on both sides of the vehicle. It makes them more efficient under attack. I also like the destruction effect, how the vehicles don't deform when destroyed. Could you maybe create some damage textures for it too? Maybe some burn texture and bullet holes on top of the original textures. Share this post Link to post Share on other sites
BronzeEagle 2 Posted December 21, 2009 would you say you're better at vehicles than units? Share this post Link to post Share on other sites
sanctuary 19 Posted December 21, 2009 The vehicles look good. For even better balance, maybe you should change the PKT on the BTR to NSV, Kord, KPVT or any other Russian heavy machinegun to be a better equivalent for the AAVP's M2 browning? BTR-80 which you've based your BTR on does have a heavy machinegun as its primary weapon in real life anyway. I don't know how you've configed the weapons, if the weapons have already been balanced, but if so, maybe you could just rename the PKT to either of the Russian heavy machineguns for authenticity?Would it also be possible to give the grenade launchers full auto firing mode for better fire power, since they do have a pretty high rate of fire in real life anyway? Damages are the same for each vehicles MG (and grenades), so it would be just a name change anyways. For the rate of fire, i'll see how the AI react to such change. Could you maybe create some damage textures for it too? Maybe some burn texture and bullet holes on top of the original textures.Yesterday 11:21 PM It is not possible unfortunately, the damage textures (dammageHalf and dammageFull) for vehicle in OFP works only for helicopter and car classes. A workaround from what i heard would be some eventhandlers linked to setobjtexture changes with some hiddenselections, but i don't want to use more eventhandlers (as they inherit already from the WW4 config explosion+burning eventhandler). would you say you're better at vehicles than units? I am no specialist at all for both. Share this post Link to post Share on other sites
rellikki 7 Posted December 21, 2009 It is not possible unfortunately, the damage textures (dammageHalf and dammageFull) for vehicle in OFP works only for helicopter and car classes.A workaround from what i heard would be some eventhandlers linked to setobjtexture changes with some hiddenselections, but i don't want to use more eventhandlers (as they inherit already from the WW4 config explosion+burning eventhandler). That's very unfortunate. The setObjectTexture command wouldn't have been a perfect solution either, as it is a little bugged aswell and the textures would be reset back to the original after loading the game from a save point, when the command has already been performed before. Sometimes there even might be some flickering between the original and the new texture while playing. Anyway, looking forward to any further updates! Share this post Link to post Share on other sites