smookie 11 Posted March 8, 2011 http://usarmy.vo.llnwd.net/e1/-images/2010/10/19/89082/size0-army.mil-89082-2010-11-01-111147.jpg http://smookie.org/arma2/sniper_sit1.jpg http://smookie.org/arma2/sniper_sit2.jpg http://smookie.org/arma2/sniper_sit3.jpg Was that the position you wanted? Share this post Link to post Share on other sites
sarge4267 16 Posted March 8, 2011 wow smookie..looking great! Share this post Link to post Share on other sites
AnimalMother92 10 Posted March 8, 2011 Very cool anim work! Share this post Link to post Share on other sites
noubernou 77 Posted March 8, 2011 I'm not talking about a shrapnel system for explosions, I meant a highly limited system supplementing the current damage radius of explosives, thereby extending their potential reach out to realistic distances.Even a lowly M67 can kill at 200m if you're really, really unlucky, and this is a factor in safety precautions. NouberNou mentioned that he has been killed by flying ricochets at distance even though the WiPs on his youtube account only create short-range fragments. So if you only modeled the most dangerous fragments, and gave them a flat trajectory, there would be an actual danger of being hit. If you are standing just outside the damage radius, ten fragments in a 360 degree arc would be nothing to sneeze at. It would make people run and hide from their satchels. I am currently re-evaluating the way I am doing shrapnel since it creates a lot of network load. It might come down to a statistical/pseudo-random implementation, or a combination there of (like statistically what chance do you have of being hit with shrapnel at this distance, how much, etc, then spawning a few bits of shrapnel pointed at that person/object to simulate the "statistically probable" pieces). Its going to be a bitch though either way, but yea, the damage sphere is just not that good of a solution for anything realistic. :p Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 8, 2011 smookie that's very very bad , i hate it ! ahah no it's a joke it's perfect i love it. One question of my friend , does it change the accuracy ? or it's just a replacement of the crouch position ? Share this post Link to post Share on other sites
smookie 11 Posted March 8, 2011 It's not a replacement, at the moment its assigned to ingame controls key combination. I set the accuracy to that of prone position. Share this post Link to post Share on other sites
m1n1d0u 29 Posted March 9, 2011 yeah really good ;) if you want any beta tester .... you know where i am ;) Share this post Link to post Share on other sites
Landmine 10 Posted March 9, 2011 Some stuff I am working on for the gaming group I'm in (we don't like to call ourselves a clan). http://i226.photobucket.com/albums/dd128/ICMDaKa/061509at_uniforms_800.jpg (I hope this is allowed) What do you guys think? Share this post Link to post Share on other sites
DaveP 66 Posted March 9, 2011 I am currently re-evaluating the way I am doing shrapnel since it creates a lot of network load. It might come down to a statistical/pseudo-random implementation, or a combination there of (like statistically what chance do you have of being hit with shrapnel at this distance, how much, etc, then spawning a few bits of shrapnel pointed at that person/object to simulate the "statistically probable" pieces).Its going to be a bitch though either way, but yea, the damage sphere is just not that good of a solution for anything realistic. :p Sounds like a good call, get the probability that a unit 'may' be hit, then shoot some shrapnel in the general direction of the guy and see what sticks, roll of the dice Share this post Link to post Share on other sites
[xdf]kanga 0 Posted March 9, 2011 landmine is the vest is looking ok, the normal maps you create for it will make it though. Question, is the vest model just sitting on the character or have you made cuts in to the model corresponding where the vest sits? Share this post Link to post Share on other sites
Landmine 10 Posted March 9, 2011 (edited) The cuts weren't made (yet). What I did is that I created the vest from scratch and placed it on the model (to see how it fits). The MLODs are done, and I am working on the normal maps. The creation process isn't what really concerns me, it's the implemention what is problematic in my eyes. You see, creating a model is OK until the part you have to put it in-game. There are a lot of new changes in ArmA 2 and they're pretty complicated. Now that is my major issue. Of course I will update these in the future. Thanks for the comment, any helping advices would be great (since I don't have any experiences concerning modelling - I am using the sample models configs, but I am having trouble with them too)! Some more links from my ArmA (I intend to port the ceremonial uniform to ArmA2): http://s226.photobucket.com/albums/dd128/ICMDaKa/?action=view¤t=gsfcer1.jpg http://s226.photobucket.com/albums/dd128/ICMDaKa/?action=view¤t=untitled.jpg P.S.: I know it is off-topic, but I'd like to ask you guys on how can I change my image size, so that I won't go above 100kb so that I won't have to link them, but post them instead. Edited March 9, 2011 by Landmine Share this post Link to post Share on other sites
pauliesss 2 Posted March 9, 2011 Landmine: very nice, keep it up! :) Share this post Link to post Share on other sites
Landmine 10 Posted March 9, 2011 Thank you! Only if we could have access to all of ArmA 2 models.... hmmm :)) Share this post Link to post Share on other sites
Black² 10 Posted March 9, 2011 The dude with the shirt on.. jizzed. the headmodel will be changable.. right? Share this post Link to post Share on other sites
Landmine 10 Posted March 9, 2011 Yep, I am not really used to ArmA2 non-headed modelling, so that is why it looks like that. :) Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 10, 2011 Looks like your pants leg normals are missing the kneepads... you can see the pocket outline through the diffuse kneepad. :) Keep it up! Share this post Link to post Share on other sites
Landmine 10 Posted March 10, 2011 Got it, thank you. Share this post Link to post Share on other sites
max power 21 Posted March 11, 2011 (edited) Nevermind! Forgot something. Edited March 11, 2011 by Max Power Share this post Link to post Share on other sites
ArmAriffic 10 Posted March 11, 2011 + a lot of more features;) 1. Love it and can't wait. The hop over animation is cool. 2. Is that fade? Share this post Link to post Share on other sites
icebreakr 3159 Posted March 13, 2011 I got this project donated several months ago. I'm looking now through the model and configs to make it work in A2. Share this post Link to post Share on other sites
cannonouscrash 12 Posted March 13, 2011 Very nice Icebreaker, The super tucano is quite an elegant aircraft. Its probably just the 'camera' angle, but it looks a little elongated Share this post Link to post Share on other sites
slatts 1978 Posted March 13, 2011 Very nice Icebreaker, The super tucano is quite an elegant aircraft. Its probably just the 'camera' angle, but it looks a little elongated PC-9M ;) looking good ice :) if you need help with her just ask, i got some time lately Share this post Link to post Share on other sites
wolfbite 8 Posted March 13, 2011 Damn super Tucano is the perfect aircraft for ArmAII I was thinking od making one myself... Its perfect for most sides in game... Share this post Link to post Share on other sites
icebreakr 3159 Posted March 13, 2011 As The_Blink already stated, its a PC9M Pilatus. Share this post Link to post Share on other sites