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Lego.

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About Lego.

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  1. Hey, the DEGA Parachutes is an awesome mod, my community is using a lot since the release, but I have a few questions about it. First, the Jump Master option is not working properly, I mean, when is activated, it ejects some people, not everyone, and those who are ejected don't have parachutes on their backs... so they just fall and die. But with the normal option (the blue one), everything works fine. Do you already notice that? Is there a fix for it? The second thing is, sometimes when jumping with the mod, my character falls sideways, like horizontally, and even falls upside down, all of this with the parachute deployed, is that normal? The third thing, is kind a request, if is possible. Could you make the parachute a little steerable? I mean, in real life, if you see the videos from the Airborne, they sometimes, pull the string to avoid colliding with each other. It doesn't need to be as steerable as the vanilla, but it would be nice to have some control of the fall. Once more, thank you very much for your work. Cheers.
  2. I was wondering, if was possible, to make AI respond to voices nearby. Like when you play a PvP, you need to be careful when talking, it would be really nice for coop to have a feature like that, certainly that would increase immersion a lot. Thanks for this awesome mod, my community uses everyday and we couldn't be more happy with it.
  3. Lego.

    Awkward poly/vertex limit.

    Today I notice that, when I export my model from 3ds Max as a TXT file, into obj builder, I can merge the M2 without any problems. The preview works normally, but as soons as I save that as a p3d file, everything stops working... UPDATE: When I export in "P3d Old Version" the model preview works, but when I save using the normal method "Ctrl+s" the preview stops working. This can't be vertex/poly limit, because the p3d old version supports the preview, but the current version of p3d files don't. Does anyone had a similar problem before?
  4. Lego.

    Awkward poly/vertex limit.

    I was messing with the model and I realize that when I use "sharp edges" in the obj builder, the preview stops working... even without the M2
  5. Lego.

    Awkward poly/vertex limit.

    precisely 17888 points
  6. I'm having a really awkward issue in object builder. I have a tank model with 14k faces that I made, and I imported to obj builder, and that works perfectly. The problem starts when I add the M2 p3d from the A2 samples into my model, already in obj builder, and when I try to preview in bulldozer, the model just doesn't show up. When I remove (delete) the M2 gun from it, it shows back again in the preview. With the M2 on it it has 17k faces, way below the limit. But other strange thing happens. When I leave the ported gun, on the model, and delete half of the faces of it (tank), so I ended up with around 8k, the model show up again in the bulldozer. I'm really lost here and I don't have a clue what is happening. I don't know, my model seems to be incompatible with the M2 p3d model, is that possible? I really need some help here because I want to finish this tank so bad, but this keeps me from doing it. Thank you all for the attention.
  7. I'm having the same issue too. Everything is right, sizes and suffixes. Even the JPEGs are not converting. I used this tool a lot before, and I don't know what is happening now. I re-installed several times, and the same error keeps happening. My OS is 64 bits. EDIT: I found the problem. The image on the PSD file must have 8bit channels not 16 or 32.
  8. Lego.

    3CB BAF Equipment

    All the 3CB BAF addons are awesome! Are you planning to do a compilation of all 4 3CB mods and release it as one? That would be great and easier for the community to use the full potential of the addons.
  9. ir0n that is a problem wth the RHS not ACE3
  10. Lego.

    Leights OPFOR Pack

    I don't know if anyone notice, but the LOP_AM and the LOP_AFR are working only with the CQB ALIVE module. They both spawn without problems. I don't undertand a thing about working on modules, but I though that this information might help someone finding the problems with the others ALIVE modules. cheers!
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