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Ogrinho

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Posts posted by Ogrinho


  1. 3 hours ago, LoRo said:

    Congrats!!

    Thanks, hermano!
     

    On 9/13/2020 at 2:55 AM, RommelBr said:

    Excelente!!!
    I remember suggesting naively in the steam comments this possible coalition, it took a few years but it happened hehe, all the best Brazilian modders from the ArmA community portraying our ground forces. Q u a l i d a d e , thank you all for your work!

    Better late than never!

    • Like 1

  2. ij2a3Ay.png

     

    BRAF is a mod that includes the brazilian armed forces to the Arma 3 platform. Created in 2020 by Ulisses "@odyseus" Bento, @johnhansen@Araquem Ladislau and by me Rodrigo "@Ogrinho" Arantes, BRAF was born from a coalition of brazilian gamers already known for their previous mods, BRAF(Never released to public), Brazilian Armed Forces - BAF and Brazilian Defense forces - BDF, reuniting different areas of knowledge to plan, group and to develop a new mod, open to developers who contribute with deliverables, giving BRAF their creations and knowledge in order to create a solid mod, respecting the project guidelines. Although we have done previous projects, our goal with BRAF is to make the best of each project, respecting the rights of authors not present in the current work. This means that not all assets made specifically for BAF and BDF will be present in BRAF.

     


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    DOWNLOAD STEAM

    • Like 7
    • Thanks 1

  3. 14 minutes ago, Lerry_BR said:

    Some feedback.

    Don't know if you guys are already aware of this issues but anyway.

     

    1- When you turn out with the commander in the leopard 1a5 the camera is placed in a weird position.

    2- The Esquilo is having some problems with the AFM. For example after i turned on the engines it started to enter the ground and exploded.

    3- This one is a minor issue. The driver hands in the Marrua don't touch the steering wheel.

     

    Loving the mod so far, cant wait to see what you guys have planned. Keep up with the good work.


    1- We'll look at it.
    2- Define AFM, please!rs 
    3- We have custom animations for all marrua positions but it gets bugged after we binarize the file using addon builder! So, in order to release it we used some vanila animations...=/


  4. 5 hours ago, corporal_lib[br] said:

    Is that the HMS Ocean in WIP textures at the port? The HS-12 Esquilo is included or not released yet? (Edit: stupid question... the link above is for the whole Brazilian Armed Forces mod, so everything is included lol) Great work Ogrinho!

     

    Abração!

    UH-12 is released but it still needs a lot of work...

    That ship at the port without texture is the NDM Bahia. 

    ?


  5. WIP/BETA

    The last Brazilian Armed Forces update brought some naval units including:
    Three "Amazonas" class Ocean Patrol Vessels: P-120 Amazonas, P-121 APA and P-122 Araguari, each one with 2 organic RHIB's on each side.
    Those RHIB's are  a port from Arma 2 ones, with new textures and new panel instrumentation (WIP) and are capable to carry up to 8 soldiers plus driver.
    All OPV's are REAL VEHICLES, movables and capable to receive helicopters on its flight decks, which have deployable fences and NVG landind guide lights.
    They are armed with one Bushmaster II Mk-44 30 mm front canon and 2 Bushmaster Mk-242 25 mm gun located at starboard and port side respectively.
    Commander has a FLIR pod located at the main mast.
    The vessel can carry up to 10 soldiers plus it's own crew, i.e: Driver, Commander and 3 Gunners. We'll increase that number to maybe 25.

    To do:
    - Be able to walk on it even when the ship is moving.
    - Detailed interior Lods for gunners, commander, driver and Cargo.
    - Proper damage configuration.
    - Custom sounds for engines and alarms.
    - Usable deck crane with slingload capabilities.
    - Deployable salvatage boats, for SAR missions...

     

     

     

     

     

     

    BExs6Ui.jpg
    Exterior View
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    Front Cannon
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    Side Cannon
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    Deployable RHIBs
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    Functional Helipad


    One Brazilian version of Scorpène class submarine SBR S-40 Riachuelo.

    S-40 Riachuelo, is fully functional, capable of diving and "sail" around, it has two special features called: Emergency Dive and Emergency Blow, which you can dive or emerge more quickly.
    It is armed with SM-39 Exocet missiles, only capable to lock on targets and fire when surfaced, unfortunately. We'll implement in near future torpedo launch capabilities too.
    It can carry 22 soldiers as cargo plus its crew, and one mini sub or rubber boat on it's back for special operations insertions.
    To do:
    - Lock capabilities when submerged.
    - Disable water shader/effects when using internal lods, like I really would appreciate some help from Arma 3 GURUS on this feature!
    - Sonar for only subs or boats entities.
    - Acoustic countermeasures.
    - Torpedo launch script.
    - Recharge batteries snorkeling script

     

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    Exterior view

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    Interior view
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    Exocet SM-39

     


    As we always warn this is a WIP/BETA version and you can download it at: http://steamcommunity.com/sharedfiles/filedetails/?id=504306716 
    Please give us your feedback so we can improve it and correct bugs!
    :f:
     

    • Like 23
    • Thanks 3

  6. On 16/07/2017 at 10:49 AM, Darkhorse93 said:

    so far i got the scrollwheel option to work and the texture turns off and on, but my problem now is that the reflection itself dont follow with the texture when it turns on and off. So i tried to put the name of the reflectors in the souce option and it still wont work.
     

    @Ogrinho You said your lights where working could you please give me a hint on what you did put inside the model in order to get your reflectors to turn on and off?. It would be really nice if you could because im still stuck on this part of the vehicle.


    The only way I could make all the lights work was placing it as subclasses inside the "class reflectors", then it worked properly both reflections and the glowing textures. But when I retract the F-5's landing gear all the lights just shut down...

    I'm facing the same problem with a separate scroll wheel option, my glowing textures turns on and off, but no reflections neither flares are showed...


  7. Hey guys,  I'm facing the same problem!
     

    On 11/07/2017 at 5:51 AM, Darkhorse93 said:

    allright thank you :). Btw does the lights im trying to set up look allright? i mean beside the problems you commented on? :)

    Did it worked for you?


    I'm trying to set up some auxiliary lights at my F-5EM Tiger II model.
    I've already tested grouping all the Auxiliary light sources as a subclass inside the main "Reflectors Group", it worked out, but when I put the landing gear up, all the lights are gone!
    So I decided to include a "useraction" menu enter like this:
     

    Quote

                class Auxiliary_lights_on
                {
                    displayName = "<t color='#fffa00'>Auxiliary Lights On</t>";
                    position = "zamerny";
                    showWindow = 0;
                    radius = 6;
                    priority = 8;
                    onlyForPlayer = 0;
                    condition = "this animationphase 'Auxiliary' > 0.9";
                    statement = "this animate ['Auxiliary',0]";
                };
                class Auxiliary_lights_off
                {
                    displayName = "<t color='#fffa00'>Auxiliary Lights Off</t>";
                    position = "zamerny";
                    showWindow = 0;
                    radius = 6;
                    priority = 8;
                    onlyForPlayer = 0;
                    condition = "this animationphase 'Auxiliary' < 0.1";
                    statement = "this animate ['Auxiliary',1]";
                };

    And separate the "Auxiliary Lights" class from the main Reflector class like this:
     

    Quote

            class Auxiliary_lights
            {
                class Fuel
                {
                    color[] = {7000, 7500, 10000, 1};
                    ambient[] = {100, 100, 100};
                    position = "light_fuel_pos";
                    direction = "light_fuel_end";
                    hitpoint = "Light_fuel";
                    selection = "Refuel_light";
                    innerAngle = 10;
                    outerAngle = 60;
                    coneFadeCoef = 10;
                    intensity = 50;
                    useFlare = true;
                    dayLight = false;
                    FlareSize = 4;
                    size = 1;
                    class Attenuation
                    {
                        start = 1;
                        constant = 0;
                        linear = 0;
                        quadratic = 4;
                        hardLimitStart = 75;
                        hardLimitEnd = 150;
                    };
                };
                class Interception: Fuel
                {
                    position = "Light_interception_pos";
                    direction = "Light_interception_end";
                    hitpoint = "Light_interception";
                    selection = "Interception_light";
                };
                class Fuselage_R: Fuel
                {
                    position = "Light_fuse_r_pos";
                    direction = "Light_fuse_r_end";
                    hitpoint = "Light_fuse_r";
                    selection = "Fuselage_light";
                };
                class Fuselage_L: Fuel
                {
                    position = "Light_fuse_l_pos";
                    direction = "Light_fuse_l_end";
                    hitpoint = "Light_fuse_l";
                    selection = "Fuselage_light";
                };
            };

    Since I put them all inside a single "Auxiliary Light" class, just in order to test, I decided to put all the glowing material selections inside a new "Auxiliary Lights" selection. I did it both in Lod 1 for selections and for the memory points in it's lod.
    I had to add this selection name in the skeletonbones sections and setup a animation for this selection.
    All the selections hide and reappear as it should using the action menu, except by the ray of light... =/

    I really don't know how to make it working properly!
    Can you please help me?


  8. On 18/02/2017 at 11:48 PM, McQuade said:

    Can we get also something like this :

     

    Iomax Archangel

     

    Since we got the Cessna with the Apex update it would be awesome to get some propeller engined Planes which are armed ;)

     

    The Super Tucano would also do it:

     

    9359muol.jpg

     

    Some 2 Prop Armed Variants inside the JET DLC would be awesome.

     

     

     

     

    EMB-134 Super Tucano is one of the next models we'll bring to Arma with our Brazilian Armed Forces project.
    =D

     


  9. On 14/02/2017 at 6:31 AM, chortles said:

    @Ogrinho Great look! Have you been following the Jets DLC/platform update? With some of the stuff that's on dev branch now I can see big things for your Tiger II... everything from simulating the Grifo-F and other sensors to 'PiP targeting pod view' support -- even a 'missile cam' -- to locational damage, the ability to transmit/receive detected contacts and own position (i.e. if you're going to make a R-99), even customizing loadouts via pylons... it's all on dev branch now!

    I didn't know about this new Jets DLC, definitely we'll take a look!  Thanks for update me @chortles! =D


     

    On 13/02/2017 at 4:56 AM, qazqwer said:

    Awesome i know this is for Brazilian Mod ? i just wanted to ask can you add this to CSAT

    Yes @qazqwer, of course we could make a CSAT cammo!

     

    On 13/02/2017 at 10:49 PM, john1 said:

    Pracs Mod may want one ....This is great stuff.

    Thanks @john1

    • Like 1
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