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danelectro_dc

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Everything posted by danelectro_dc

  1. Well, here's just a little demo I cooked up. The addon includes several new weapons from the star wars universe(DL44, Defender, DH17, Scout blaster, DH17S, IR-5, DL18, EE3, DLT20, E11, laser carbine, laser rifle, nyms carbine, LD-1, Beam rifle, disruptor rifle, T21.), Â 2 new character skins (swoop bike gangster and corsec agent). The weapons models, textures and sounds all came from starwars galaxies, the character skins were made by me, the muzzle flashes and laser effects came from skaven and sickboy. On just a side note, I've just starting making addons for ArmA, there are several things I still need to improve on. Â One, trying in incorperate sickboys tracers into my mod so the two addons don't conflict. As of right now, in order to get the laser effects to work, you would have to override sickboys tracers with my modified version. This is kind of an early pre-release seek peek of what I've been working on. download Armaholic mirror
  2. Thanks to the recent release of oxygen2 we can make soldier models!!! hooray! This one was made off of the BIsoldier model, hopefully I'll have some time to add more before i deploy back to iraq.
  3. danelectro_dc

    Conflict on Corellia update

    yup Parts of Star Wars
  4. danelectro_dc

    Oxygen 2

    Sure that'll be great, just copy and paste me a pm. Also, what else did you do to the model besides copy and paste the memory LOD from the BI skeleton file(and visual modifications)? From what i can tell the BIsoldier model is already weighted, and i weighted the new helmet to the head in all the distance LODs.
  5. danelectro_dc

    People inside buildings?

    Well, the simple way to do it is place the guy just outside the door, and place a waypoint onto the building, you should get a "house position" option.
  6. danelectro_dc

    Got animations working!

    Oww oww, i know this one. I had the same problem too. What you need to do is use the mass texture path tool in O2, then you need to open up all of the rvmat files in MatEditor(found in the O2 folder) and change the texture paths there too. now if someone can help me with the soldier animations? What I tried to do now is make a separate addon folder of the people files from the weapon files. But I'm still having the same problem, the textures and shaders appear fine ingame, but the model stays at the default position. I copied the memory lod from the BISkeleton file to my modified BIsoldier model in O2, and added the skeleton cfg to my config file, but its still not animating ingame.
  7. danelectro_dc

    Oxygen 2

    I've been working on this guy as part of my conflict of corellia mod, however, I'm having some problems configing the skeleton. I tried that tutorial post, however it still sits in the default position in game.
  8. danelectro_dc

    Got animations working!

    hmmm, doesn't seem to be working for me, here's a copy of my config file: *updated below*
  9. Which program are people using to swap textures for the BIS models in ArmA? TxtPathSwap doesn't seems to work on them, and hex editors, it seems that the file directory has to be the same length as the original.
  10. danelectro_dc

    StarWars mod demo release

    There's 2 new units, CorSec(west\soldiers) and Swoop Gang(east\soldiers), each one uses everyweapon. If you unpack the gd.pbo you can look in the config for the weapon and ammo class names. Most are pretty simplely named. Weapon Class name Ammo Class name dh17 pistol_pack t21 lightrepeater_pack scout holdout_pack ee3 blaster_pack e11 blaster_pack ld1 sniper_pack d18 holdout_pack ir5 repeaterpistol_pack dh17s pistol_pack defender holdout_pack dl44 pistol_pack dlt20a sniper_pack laser_carbine blaster_pack laser_rifle sniper_pack dxr6 disruptor_pack beam_rifle energy_pack slug_carbine slug_pack
  11. danelectro_dc

    StarWars mod demo release

    And for future reference, this mod's new name is Conflict on Corellia mod. Due to copyright conflictions. Plus I planned on it being set on Corellia anyway.
  12. danelectro_dc

    StarWars mod demo release

    probably not for awhile. I still have a lot to learn about addon making, photoshop, and 3ds max. Also, tools to make character models have not been released yet, so i can't really make stormtroopers, or any infantry unit that requires a new model. Mapping is another thing. I want to do a coriella map, but as of right now, I know nothing about it, or even really have a clue as to get started with that.
  13. danelectro_dc

    SW weapons mod WIP

    Here's a little demo vid of what I'm working on: clicky and a pic of all the weapons I have in game so far: clicky So far weapons include, but not limited to D18 DL44 Scout blaster Defender IR-5 Repeater pistol DH17 DH17S E-11 EE-3 DLT20a LD-1 T-21 *Edit* I guess i should of mentioned that this is a star wars weapons mod.
  14. danelectro_dc

    SW weapons mod WIP

    together, once i finish up a few things.
  15. danelectro_dc

    SW weapons mod WIP

    Well, i finially figured out how to swap textures using hexing. My first reskin is supposed to be a CorSec officer, with a twist. Here's what i used for reference:
  16. danelectro_dc

    texture swap for arma

    Not exactly sure which program people are using. txtpathswap.exe doesn't seem to be working for me.
  17. danelectro_dc

    Model Capture

    My god it works..... I'm speechless.
  18. danelectro_dc

    SW weapons mod WIP

    For private use I don't see why not. People port stuff all the time into HL2 from other games.
  19. danelectro_dc

    SW weapons mod WIP

    yes, actually. slug thrower and the DXR6 disruptor. Lava cannon, probably not. I still need to make optics and tweak the sounds. Then I'l be working on getting speeders and buildings in game as well.
  20. danelectro_dc

    SW weapons mod WIP

    Here's another little video, this one has the bullet deflections turned off, plus its a bit more close quarters. Watch
  21. danelectro_dc

    SW weapons mod WIP

    As of right now, they all have visable red lasers. For effects i've used re-texured and modified version of six's tracer addon and a re-textured and modified version of RACS muzzle flashes. All of the weapons have been ported from Star Wars Galaxies.
  22. danelectro_dc

    Texture mystery

    This one is kind of wierd, i'm not really sure how to explain it. I've been working on my star wars weapons mod (which is going fairly nice) and I've been tinkering with the muzzle fashes. I decided to use the textures from ska's RACS mod for the muzzle flashes, so i recolored them in photoshop from orange to red, saved them as paa to my mods folder, used texswap to change to texture dir to my mod folder, and added the texture and material config to my config file. When i went to test it out, the muzzle flashes were just solid red polygons. I tinkered with the config file to try and fix it, but nothing worked. So I took the RACS original texures, placed them in my mod folder, modified my config file to match the RACS config to debug and see if maybe I had messed it up in O2, and when i repacked my mod folder and started up the game, the muzzle flashes were re-rendered red and working perfect. Confused, i checked a RACS character and it still used the original orange muzzle texture. i exited the game, unpacked my mod folder to look at the textures and they were the original orange. I re-checked the p3d files and the muzzle flash textures still pointed to my mod folder to the original RACS orange muzzle flashes, despite them showing up as my re-colored red ones in game(which i deleted). So I repacked my mod folder, started up the game and my recolored textures still show up, even though i deleted them before repacking. pic pic
  23. danelectro_dc

    Texture mystery

    Depends. In the movies, the weapon that the stormtroopers used (E-11) could be shot like a pistol, or it also had a folding stock to be shot like a carbine. *edit* Also, I'm using a modified version of six's tracers, since the color can be changed through the config file, I can make them red and transparenty so I'll be working on that tonight.
  24. danelectro_dc

    Texture mystery

    wait, never mind..... I figured it out. Lol, I messed up in the config... I guess i missed that. Looks like to change the muzzle flash color, there's no need to re-color in photoshop. class CfgMaterials { class gd_MuzzleFlash{ ambient[] = {0.0, 0.0, 0.0, 5.0};diffuse[] = {5.0, 0.0, 0.0, 1.0};forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};emmisive[] = {0.5, 0.5, 0.5, 1.0}; specular[] = {0.0, 0.0, 0.0, 0.0};specularPower = 0.0;renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};PixelShaderID = "Normal";VertexShaderID = "Basic";}; };
  25. danelectro_dc

    StarWars mod

    Hey, I've been working on a starwars project for armed assualt, does anyone know how to add lasers effects? I've never done an addon before, but i got my first model in game, so I guess I'll continue on. i was thinking about modifying one of the tracer scripts, but i'm not sure how to change the size of the tracer, anyone know?
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