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Everything posted by metalchris
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If someone finds a workaround ... we certainly are open for suggestions ;)
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Afaik it's an engine limitation
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They are based on photographs and i'm 100% sure they are absolutely correct , since i've got a pair of pants with the pattern. I decided to give it a yellowish tan , because dust and mud often adapt the brighter parts of the camo to what color the sand actually has in the given environment. see for yourself
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There's a pot a brewin' ;)
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Hi , you should probably a) learn english , if you want the post something in this forum b) let Franky speak for himself c) just keep quiet , because you my friend don't know squad Hope this was friendly enough for the moderators -> back to topic
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Well the MG3 Gunner Animation is my doing . I realise it is not the best looking one. But since i've got no stomach to use o2 for animations (pleeeeeeeease 3dsmax plugin) , you will have to live with it , except someone does a better one. I'd be willing to provide assistance.
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ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
metalchris replied to Placebo's topic in ARMA 2 & OA - GENERAL
Parts of unreleased BWMod ISAF Pack -
still in the works.
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And also the most realistic non flashy blingy ones ... anyways , i really love your mod , although i think the brightness and size of the sparks should be reduced. also the color is more like gold than yellow. other than that outstanding work. keep it up. i wish we had an effects scripter *snf*
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season's greetings :party:
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We'll do the Marder 1A5 , as it is currently used in A-Stan. The German Tiger indeed does not have a HUD. Instead the information is somehow projected into the helmet visor. Don't ask me how :blues:
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Tropentarn is planned for Arrowhead, yes
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3Dsmax ArmA2 modding toolset
metalchris replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
Don't know if you already considered it , or if it is even possible to use a Biped prerigged skeleton in max to create rtm animation files. Teacup did a great Maya anim Toolset , but in his version the fingers weren't rigged. In 3ds (built in realtime IK-system) it is much easier to create animations than in o2. -
There will be a few weapons in the release. At the moment we are planing for Mg3, Mg4 Panzerfaust3 and maybe an AG36 variant. we'll use the BIS G36 as the standard weapon.
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Animating the upper body
metalchris replied to MehMan's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
At least it seems that way, i checked a few animation files and they were all a lot smaller than the ArmA 1 ones. Could be a new compression method , but i believe its just fewer bones beeing turned (for example: just the upper body). Unfortunatly we won't know until the new Tools are released , which may take quite a while. -
.paa plugin + photoshop work with Arma2?
metalchris replied to Baron von Beer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think they're going to do a "QG"-like Addon first. -
New Rules of Modding for Arma 2 : Mod "clans" and "Projects" only ?
metalchris replied to EricM's topic in ARMA 2 & OA - SUGGESTIONS
OFFTOPIC: actually , this leo is pretty crappy(not at all accurate) and we are kind of embaressed for releasing it. There will be an all new and improved Leopard for A2. And there will be some amazing stuff coming sooner than you expect.We recently found a very talented modeller and our skinner rekindled his enthusiasm ;) ONTOPIC: The problem with the lack of skinners is always pressing , so our only skinner snorri made some pretty awesome tutorials for dirt, camo , decay , rust etc, which you can read once the new HP is up and running.(which should be soon). I have done some modelling and uv unwrap video tuts as well (allthough in german...), but they are very large and i don't know if they'll ever make it public -
New Rules of Modding for Arma 2 : Mod "clans" and "Projects" only ?
metalchris replied to EricM's topic in ARMA 2 & OA - SUGGESTIONS
Well , it may have taken longer to create new addons compared to OFP , but the level of quality some community work has reached can easily compete with even A2 (i guess with some shader upgrades). What i'm trying to say is : The step from an ArmA I addon to an ArmA II addon conversion is much easier (assuming you want the addons to be at the peak of the tech-ability of the current engine) , compared to OFP-> ArmA I. You had to combine all the 40 something uvs into 1 or 2 , create new shader-textures such as normalmaps and speculars back when A1 came out. I guess most of the community have adapted by now. The polycount does not seem to be much higher either , so it should really be easier. And btw , there are tons of video tutorials for max , maya , sketchup , gimp and PS. Just ask the allmighty oracle (google). Regards Chris -
Before putting any effort in delivering an Expansion , please this time release the tools first.
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As a german i can tell you : BRD (Bundesrepublik Deutschland) and FRG (Federal Republic of Germany) are West-Germany before 1990 and the united Germany today. DDR (Deutsche Demokratische Republik) and GDR (German Democratic Republic) are the eastern part before 1990. Btw : In Germany live "Deutsche" not "Deutschers" Hope i could clarify Regards Chris
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Sorry to dig in such an old thread, but which maya version does this work with? I've tried 7.0, 8.5 and 2009 so far. None of them accepted the rigged soldier file. Also , is there any chance of a 3dsmax equivalent to this. Would be awesome. Anyways great work. Greets Chris
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What's the first thing you are going to do when you get ArmA 2?
metalchris replied to L!nk07's topic in ARMA 2 & OA - GENERAL
Mod it :D -
If there are still performance problems with real physics- engines like havoc, why not make it an optionable feature for future systems?It seems possible in VBS2 with PhysX. I mean , there is the possibility to have 10km viewdistance in full details , but the computer has yet to be built to run on these settings. And physics are not just eyecandy , like a well implemented IR/NVG shader they add greatly to the immersion into the game (which is a part of beeing realistic isn't it).
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Leave something to the modders.