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sanctuary

WW4 Modpack 1

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So, how can improve the texture with the moddler ressources?

for explame change from 256x256 to 1024x1024

Edited by Sgt. Elias Pinto

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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 :

austra3.th.jpg

reworked into a 1024 sided one :

australbig.th.jpg

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.

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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 by Sgt. Elias Pinto

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No problem.

But i don't see what you are talking about, the textures are 512 sided, not 256 sided.

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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.

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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

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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 by ddeo

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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?

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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.

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sanctuary,you in an video do you use the STGN ww4 textures?,when try destroy an enemy UAZ with one shoot

Edited by Sgt. Elias Pinto

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clipboard01dz.jpg

Say hello to the fictional "BTR-899"

Hello BTR-899 ;)

I love this mod, I'd already said that but that's true !

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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 by Sanctuary

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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?

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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

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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 by BronzeEagle
finished testing

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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.

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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.

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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.

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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!

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