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gms

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Everything posted by gms

  1. gms

    Reloading anims

    Try it Don't forget put down the bones to a skeleton. class ammobelt_hide { type="hide"; source="isEmpty"; selection="ammo_belt"; hideValue=1; };
  2. We are needing any photos, pictures or blueprints of old church. As you understand we don't use a modern church, because there is information about that the church of 1944 year is different than the modern one.
  3. @ARM2CAT The infantry develope from the outset. We show it when it will ready for demonstration. As well it means for other stuff. @Aelin The cities are Staszów and other near ones. ie Staszów is most biggest. @all We need photos of Staszów's Church of the Holy Spirit which was bombing in 44 (starej Obraz kościóła Św. Ducha w Staszówe). We would be very grateful if someone will provides it.
  4. I'm working on animations, now are ready a most needed animations in model.cfg such as ending bullets in an ammobelt, adjustment sights, blown wheels on cars, wreks. In process scripts and configs, parrallel we make addons of wehicles, weapons, infantry, make the island. A bolt action anim is a prior feature, but now we have not an animator who can to make rtm animations.
  5. Some grenades :) Crap screenshot :D:D
  6. gms

    Reloading anims

    non-BIS: Bone is the selection in a p3d model. Also must be an axis in memory lod named "feedtray_cover_axis". Add this to skeleton bones of the cfgSkeletons config "feedtray_cover", "" Add this to Animations of the cfgModels config class feedtray_cover_up { type="rotation"; source="reloadMagazine"; selection="feedtray_cover"; axis="feedtray_cover_axis"; minValue=0; maxValue=0.1; angle0="0"; angle1="rad 90"; }; class feedtray_cover_down: feedtray_cover_up { minValue=0.9; maxValue=1; angle0="0"; angle1="rad -90"; };
  7. I did not verify, but at first look it seems working, the settings are correct, you only need to specify the axis.
  8. I could not open the file. I try to tell as a multi uvw chennels works for me. 1. create an object. 2. create an UVW1 with a standart "unwrap uvw" modifier. 3. create a material and assign to the object. 4. use the "UVW Mapping add" modifier 5. use the "Unwrap UVW" modifier, change a channel map ID to 2, create an UVW2. 6. create material2 with Map Channel ID 2 in a texture coordinates parameters, assign and see as it works. Use a blend material to get two or more materials works together. In O2 just use 2 copy of the object with different uvw and merge uvws through the channels by copy-paste. Best regards. gms.
  9. Hey guys, I'm pleased to announce release of my addons, which I originally was making for ArmA 1. This little weapon pack consists of MP40 submachine gun and Mauser 98k carbine (available in several versions: standart, with bayonet knife, with Zeiss telescopic sight and version, which allow you to fire rifle grenades). All models feature ArmA 2 supershader effect (this delayed release a bit as old tools didn't allow this effect to be applied on binarized weapon. Hopefully, with freshly released new tools this is no more a problem) and were carefully modelled after real-world prototypes. Hope you'll like them. Versions : Kar98 version 0.6b MP40 version 2.0 Requirements: ArmA 2 v.1.01 or higher. Credits: 3D, 2D, config by: - gms Classes: Mauser K98k: - "gms_k98" - "gms_k98_mag" - magazine K98k with bayonet: - "gms_k98_knife" K98k with zf39 optic sight: - "gms_k98zf39" K98k with rifle grenade launcher: - "gms_k98_rg" - "panzergrenade" - grenade MP40: - "gms_mp40" - weapon - "gms_mp40_mag" - the magazine Thanks to: - BIS for excellent game without which there would be this addon :) - SMERSH for various***help - NSX for screenshots. - scubaman3d for help with models. The rest in the readme. Screenshots: Download: K98k http://www.filefront.com/14283831/gms_k98_v0.6b.7z http://www.megaupload.com/?d=OW2QZHNP MP40 http://www.megaupload.com/?d=7ZZJ8FDJ
  10. These weapons will include in Liberation Mod 1941-1945, a lot of weapons in plan :) A units in the Mod have no heavy armor like a units in Arma2 + a hit of ammo will change, I think that will OK. See an updates in Libmod thread for a2. This tread can close.
  11. gms

    Hand Animations

    Thanks, TheSun. It really worked. As I understood the anim does not affects to a position of weapon, does it?
  12. @W0lle Do not pay attention, my old grandfather from F.ru here, it had run out pills and he does not understand what he is talking about. :) @Dead_Kennedy want better, do it yourself.
  13. Good AUG, but M203 too small indeed. And I'd like to know a classes without viewing the config :)
  14. Hi is a member of Libmod from OFP. The infantry will change, not like that, we'll have big work yet.
  15. gms

    Cheytac M200

    I have pure white _dt too :) Also there are unnecessary files, It can be use a standart files from ca\. Ðnyway I love that addon. :)
  16. Well, may i update my content to Arma2 standarts? :)
  17. gms

    Cheytac M200

    USSRsniper, Congratulations with the release!
  18. It is interesting offer, i shall think about it. :) An ammo crates will be later. @-rF- Cultivator Thank you. A very good pictures. Now I changed a sounds (thanks to Sgt.Elias), and made a little change the config of kar. Does anybody knows how to make working bayonet?
  19. I'll see it. Grenade launcher cup and bayonet are not complete. I have need to make this thing: If anybody has a better photos of it, i'll be grateful for help
  20. @-rF- Cultivator The sound is a first in my todo list after modelling a new weapons :) Then everything else.
  21. Thx to all :) I'll make more weapons, for USSR, Allies and Axis. just i need time :) Now then Tools 2 are released and i have no barriers to work :)
  22. Anykey it is meaning what your Ak shoots in a rear...
  23. Anykey, rearrange the usti hlavne and konec hlavne.
  24. @EricM I think what the trouble linked with SMDI. Is the blue channel of SMDI white or dark (black)? If it is white then reflections shold work.
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