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kllrt

BI Developer
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About kllrt

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    Sergeant

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    Nogova

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  1. This is because of occluder, if this happened in solid wall, where is no hole or window, then it's correct.
  2. kllrt

    OFPr.info / ofp.gamepark.cz

    Not sure if this is "too late" now, since there is new website already working. But I finally got response from Gamepark team and they will try to revive the original website, if it will be possible. (They have backups of the site apparently.)
  3. Thanks for reminder, consider it done ;)
  4. Sure, here you go. This is variant is for people with both their own head models and uniforms in mod In head model Create empty View Pilot (you should also add "LODNoShadow=1" property). Create ShadowVolume 0.000 LOD and leave Object Builder open. In character model In first Shadow LOD (ShadowVolume 0.000), you can cut and paste whole head mesh and put it head model. "Head" mesh in character model looks usually like this. Head shadow mesh in head model should look like this then. Then you can take "bysta" proxy from e.g. first visual LOD and paste it into View Pilot. Result should look like this. And this is variant for people with just uniforms in mod In character model In first Shadow LOD (ShadowVolume 0.000), you have to delete "head" mesh - usually it's even with neck, you should delete that too. Make sure that your geometry is closed. "Head" mesh in character model looks usually like this. Then you can take "bysta" proxy from e.g. first visual LOD and paste it into View Pilot. Result should look like this. You are now done.
  5. Mod is definitely not dead, but team members are just busy with other stuff
  6. I just made them use able, that's all. You'll be able to retexture them now
  7. Also I looked into those "placeholder" models and made some little tweaks
  8. Shemag is not part of the uniform for the some time already. (Also no vest on model, just belt).
  9. Please do that, he really deserves it
  10. kllrt

    Bohemia Interactive Mníšek Studio

    Nice work! Just small note, we have different fence around property for some while :P
  11. There is no need for new documentation, we used Vehicle Customization (VhC).
  12. In today's Dev-Branch we've added an ability to customize the appearance of all vanilla armored vehicles. It is possible to do it via the Virtual Garage and in Eden Editor. The customization not only brings new ways to give your vehicle unique appearance, but it also affects the durability of your vehicle. Cage armor will protect you against RPG rounds, and camo net will make you less visible in Thermal Imaging.
  13. kllrt

    Vehicle Interiors - Feedback

    Known issue, animators are already fixing it :)
  14. Those TI fixes are just general fixes, there were bigger problems which needed to be fixed before TI.
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