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metalchris

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Everything posted by metalchris

  1. metalchris

    BWMod v 1.7 released!

    If someone finds a workaround ... we certainly are open for suggestions ;)
  2. metalchris

    BWMod v 1.7 released!

    Afaik it's an engine limitation
  3. metalchris

    BWMod v 1.7 released!

    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
  4. metalchris

    BWMod release thread

    There's a pot a brewin' ;)
  5. metalchris

    BWMod release thread

    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
  6. metalchris

    BWMod release thread

    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.
  7. metalchris

    WarFX Particles

    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*
  8. metalchris

    BWMod for ArmA II

    season's greetings :party:
  9. metalchris

    BWMod for ArmA II

    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:
  10. metalchris

    BWMod release thread

    Tropentarn is planned for Arrowhead, yes
  11. metalchris

    3Dsmax ArmA2 modding toolset

    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.
  12. metalchris

    BWMod for ArmA II

    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.
  13. 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.
  14. I think they're going to do a "QG"-like Addon first.
  15. 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
  16. 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
  17. metalchris

    Arma 2 Expansions/DLC

    Before putting any effort in delivering an Expansion , please this time release the tools first.
  18. metalchris

    Project 85 release thread

    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
  19. metalchris

    RTM animation kit for Maya

    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
  20. metalchris

    Game physics

    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).
  21. metalchris

    EU Forces?

    Leave something to the modders.
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