Jump to content

hcpookie

Member
  • Content Count

    3116
  • Joined

  • Last visited

  • Medals

Everything posted by hcpookie

  1. hcpookie

    SOC-R Special Ops Boat

    This was tested with OA/CO 1.60. Can't vouch for any other versions.
  2. I use this command to place objects in an absolute position in the map: Previous 1.59 Behavior: Object height (Z-axis) would remain fixed in the 3D world. Current 1.60 Behavior: Object will fall to the ground. Z-Axis is not remaining fixed in the absolute position. Is there a new way to use "modelToWorld" or fix Z-axis location? Or is this a bug?
  3. hcpookie

    SOC-R Special Ops Boat

    Just uploaded v1.1 - same location. All fixes are present... ALSO - discovered and fixed a problem with the Fire Geometry LOD that made the boat 'unsinkable'. ;)
  4. hcpookie

    SOC-R Special Ops Boat

    @ Old Bear; Miller - Thank You for the mirrors! @Blackfox - indeed you are correct, I copied the wrong LOD to the Cargo View. I just fixed it :) @ Scarecrow - fixed! Forgot to remove the shortcut key from the User Action. @ Rhodesy - I'm not against using a new hull model! I simply used what was on hand and it kind of grew into the final product. The issue (as already discussed) is the placement of the gunner positions to keep their feet from sticking through the hull when they are fully traversed. The "cheat" is to move the gunner positions off of the gunwales and on to the deck. Doesn't look like the RL boat but it works with the gunner animations. What is needed is a better, more detailed texture. I can make so-so camo colors, but without all the little details it does look rather bland. Nitpicking I know :) I'll give the v1.1 a good once-over before I release it later today to make sure I didn't overlook anything else! If they look good then I'll also release the MLODs like I always do.
  5. hcpookie

    SOC-R Special Ops Boat

    Foxhound thanks for hte mirror! :D
  6. My wife is Filippino, and I'm sure I can convince her to "be famous" to let her voice be used. She speaks Japanese as well - meaning I always get yelled at in at least 3 different languages! :) So if you need a female voice...
  7. hcpookie

    SOC-R Special Ops Boat

    This is a heavily modified Arma1 RHIB model from the BIS sampl models. HEAVILY modified :)
  8. Agreed, I think this would work.
  9. hcpookie

    SOC-R Special Ops Boat

    V1 release! See first post! Not sure if I will do anything with OPFOR for now
  10. hcpookie

    SOC-R Special Ops Boat

    7-man crew; 8-man passenger. As per RL there should only be 4-man crew, but that was not doable. Tholozor, I'm not keen on making the animations for gunners just sit there. I believe the compromise of the "inboard" mounted guns (vs mounting on the gunwales) is a fair trade-off. All of the people will not clip - EVEN WITH BACKPACKS - and there are no "cheats" to make that happen. The full range of turret motions is there and it honestly doesn't look that bad! At this point, there would be too much to do to narrow the hull so I believe it will stay as-is for now. Really the only way to make it "right" would be new animations for the gunners, which I won't be doing. A little something I'm playing around with for those times where the boat needs to hide out while the team is away:
  11. hcpookie

    Tight camo netting

    Could the weight thing be clarified? Are you saying that to animate the "bounce" in the antenna you would make the antenna "heavy"? Would the antenna bone need to be made a child of the damper bone?
  12. hcpookie

    Diving Under Water

    Latest video looking awesome! A question - I was thinking about the underwater views and how to improve them. After doing some search on the Biki, I ran across this: http://community.bistudio.com/wiki/ppEffectAdjust It seems that you can alter the effects of the "wetDistortion" setting. I'm thinking using this can improve the quality of the underwater views without removing them completely. I'm thinking along the lines that if you have a mask on, your underwater views should be improved vs. swimming w/o a mask. I think this would also be useful to make the cargo views while inside the submarine look "not" flooded :)
  13. I am trying to figure out how to change the direction of a vehicle's smokelauncher. For my SOC-R boat, the boat has rear-firing smoke dispensers. The default direction is of course straight ahead of the vehicle. I need to change this to 180 degrees behind the vehicle. There doesn't seem to be a way to alter the default direction of the smokelauncher. The best I can figure on a workaround is to alter the arc of the smokeshells via "SmokeLauncherVelocity" and "SmokeLauncherAngle" to small amounts so that the smoke drops relatively close to the vehicle. Are there any other ways to do this? I'm considering scripting a solution but I would prefer to use the BIS smokeshell functionality if possible.
  14. D.A. a new turret was something I was considering but didn't think about making it un-enterable... that may be the easiest way to do it! I got the smoke to launch in a circle around the boat by setting the angle to 360 which to be honest doesn't acutally look bad, albeit not entirely "correct". ETA - well THAT didn't work. Flares are ejecting only when you enter THAT turret. I think due to the fact I have 5 gunner turrets and 1 commander turret I don't konw how to tell it to use "the other" turret for smoke direction. For now, I have it set up so the driver ejects the flares (it is a boat after all) and the commander turret is there only for the FLIR (actually an Observer turret). 5 Gunner turrets and the dummy smoke turret means I have to set "commanding=8" for the commander :) I will live with the 360 degree arc of smoke for now.
  15. hcpookie

    SOC-R Special Ops Boat

    Size dictated by the desire to minimize clipping of the units. No I didn't follow a blueprint, eyeball 1.0 to get the size from a bunch of pics. It may be bigger, but it is out of necessity and it is really close. If anything the boat is wider than it should be. I think I set the length to the correct measurement when I started. The range of the gunner turrets are modelled to reduce clipping. The only clipping is the rear turret when he aims to the side. Based on RL pics it seems that guy just steps one leg over the transom so it is "appropriate" for him to clip. I managed to get the weapons working w/o proxies by reducing poly counts where possible, so no proxies necessary! Meaning all the animations for all the guns work properly. I would like to add a switchable sunroof but I may be out of poly's on the M2 model :)
  16. hcpookie

    SOC-R Special Ops Boat

    progress report - LOD1 done... figured out how to put multiple guns of the same type on the boat! Shadow LODs - done. Cargo view - done. Driver view - dashboard pending. In additoin to the gauges, the remaining items are the hitpoints, geom, fire geom, view geom, and of course the texture mapping. I need to monkey around with the textures because it is using the RHIB texture now. Need to camo that and remap it. Yep, that's a commander view's FLIR optic on top just like the real thing :) To get it working with all the guns and the commander, I have to add more crew than the real thing has, but at least all the things actually work and are not just eye candy. There should be a crew of 4, but I had to make a crew of 7 !!! ... and it carries 8 passengers. 2 models with armaments: M134 model with the M134 front-left, front-right; Mk19 side-left, side-right; M2 REAR gunner. M2 model with the M2 front-left, front-right; M240 side-left, side-right; Mk19 REAR gunner. I was going to model the dual-mount M240's but the poly count is too high. I actually had to remove some of the detail on the M240's due to too high a poly count.
  17. Hrm that's interesting. I have done more testing and still get the same behavior. I even edited out the startup parameters I normally start with - from this: to this: and no change. I updated the CIT bug with a sample mission as requested. I also made absolutely certain I'm not running any mods. I just installed a clean install for a friend who got A2 for Christmas... I can see if he has the same behavior on his install.
  18. hcpookie

    UGV's

    I managed to find a good pic of the tracks. Needs some work on the color. I think I have discovered enough black bits on the USMC textures like radio antennas, etc. to map the rest. Progress! :) model.cfg isn't started yet so it doesn't sit correctly. I need to find an M145 elcan scope to put on the top rail in front of the camera. Edit to add- it looks like the AA12 proxy will work after all! :) Problems will be no ejected cases and no shadow. I can probably fix the shadow, but no ejected cases is something I think we will have to live with.
  19. hcpookie

    UGV's

    Yeah I don't plan to do anything other than the SWORD and Russian UGV for now. I watched an interesting thing on the military channel recently that featured a "large" UGV that was being built, called the "buzzsaw". I think that is intended to hold larger weapons like the M134 but it is in the prototype stages so who knows. There are several UGV ideas out there that would provide interesting game play like a larger UGVs that can carry extra backpacks. That would be an interesting addon if someone were willing to do the work for it.
  20. hcpookie

    SOC-R Special Ops Boat

    M134 LOD1 is done. I might make one more with an M134 and GL on front. I need to get textures. Lots of pics, so I guess I'll just trudge through getting the textures done. I am no good with RVMAT stuff so it won't have much detail. Then again it is just a boat so the hull doesn't reall have much detail on it anyway. Close-up view of the M-240 w/spade grips (and edge-hardened hull). I'm pleased with how they look! :)
  21. hcpookie

    SOC-R Special Ops Boat

    Any ideas on what kind of patrol boats the Russians use? Seems like they only have huge boats and rubber craft. I was thinking about using the PBR sample model to build a basic OPFOR patrol boat. Also thinking about making a PBR for the CDF :)
  22. hcpookie

    UGV's

    I think that's called the "Call of Duty" UGV ;)
  23. hcpookie

    Improved BRDM2 units

    That's really strange... I simply cannot repro this behavior so I'm not sure if something needs to be tweaked or not. The latest version did change the Malyutka's that were not aiming correctly due to an improperly placed aim point. That was fixed by moving the aim point. The only other thing was a cosmetic issue with part of the model moving as the turret that was not supposed to move. The config is the same... uses BIS aiming reticle. I can't think of anything else to suggest? Do any other AT launchers (mine or other mods) give you this behavior?
  24. I think I am running into a poly limit for my SOC-R boat. I am over 20k on the first model (SOCR boat has 5 gun positions) and I'm probably trying to put too detailed of gun models on LOD1. I read in a few old threads that you can animate proxies. This would be *PERFECT* for my situation. Is there any explanation or example of how to do this? Searching isn't yielding any leads for me. Apparently the Chinook miniguns are proxies, but from the config it isn't clear exactly how to map this out. The config shows: class RightDoorGun: MainTurret { body = "Turret2"; gun = "Gun_2"; class BackDoorGun: MainTurret { body = "Turret3"; gun = "Gun_3"; ... etc. per turret. So how does this map to a proxy? Is the proxy named "Turret2"? Does that animate the gun's features (muzzle flash, etc)?
  25. hcpookie

    Animate Proxy?

    Thanks for that explanation! I ended up finding over 6k faces to (!!!) remove from the different parts of the guns and it works now! Still I'm interested in the parts of the turret to animate. Could (b) for example be used to animate the ejected shells? I have yet to figure out the ejected shell animations and that sounds like it would do the trick.
×