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modemmaik

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Everything posted by modemmaik

  1. modemmaik

    Mateck's M1A1 (HA)

    Some days ago, I introduced the BI's driver interior of the BMP2, which was not enabled in BI's addon. It was plain colored but useable and Hi res. Some people complained about the missing stuff compared to OFP's days. So most of us use th OFP's interior for private use instead answering the complains about it after a public release... mike
  2. modemmaik

    Ghost tank

    OK, but the smurf_era needs at least one setObjecTexture to assign the texture. You may implement it by using the standard eventhandler init or the xeh init, like implemented in the smurf_era config. If no texture is assigned, the default is transparent or in other words: a ghost tank. You may alternatively assign a texture in O2 for the model's cust_co_1..3 areas in all LOD's plus gunnerview. BR, mike
  3. modemmaik

    High Definition Tropic Island

    Good to know you are still active Cheers, mike
  4. modemmaik

    SeXyWombat's Tank Damage System

    Sounds good to me  Steelbeasts / Red Orchestra like  I thought it may be implementable using redefined hit areas plus modified deflecting value, but I found no time to test this out. Much appreciated  mike
  5. modemmaik

    BWMod

    We tried to include CAVS-like values in the ERA project. I think Mateck values base on the NWD tanks. Actually we lack some communication, when it comes to balancing, but I regard CAVS and WGL values to be the best knowledge base available at the moment.
  6. modemmaik

    Ghost tank

    Now I am a bit puzzled. I offered a replacement config for Badger's early T-90 versions repl-config thread. That version did not include xeh actions like number assignment or custom textures, because those features were not included in the early versions. The replacement config should perform correct using the matching version of badger's T-90.
  7. modemmaik

    BWMod

    May be the armorStructural value is selected too low. It makes a tank more resistant, but I consider the 2A6 as very well ballanced for the moment. A RPG hit disables the tracks and a sabot hit in the back destroys the tank. Changing the armorStructural value need complete rebalancing of the hitzones armor values. But a replacement-config to modify the values of the 2A6 can be added without changing the released version. May be someone can check for a good balanced armor config, which can be introduced in a future release of the BWMod. Â Well Done Metalchris, Terp and all other included. mike
  8. modemmaik

    Ghost tank

    The "ghost tank" effect is connected to a malfunction of the xeh-init function caused by other addons / mods. Using ECS, you need the themis compatibility package to enable xeh functions in ECS. We had discussed this while developing the ERA-"style" tank: Discussion thread cheers, mike :edit: I have just discovered that this issue is connected to xeh 1.8 and ECS. Sorry, but no sollution for that effect at the moment.
  9. The method is pretty easy to adapt. I use it for OFP-conversions to generate  basic bumpmaps by blender. Simply copy the areas you want to map to a new p3d, export this using the O2 release candidate's export .3ds function. Import this into blender and use the instructions given in the link above to generate the normal map. The baked render places the bumpmaps into the correct area, so you only have to copy and paste the baked renders into your nohq texture. example blender generated bumpmap
  10. Q showed me a very intersting thread once: Model data to judge... Also the hint to merge textures is worth a try  Anyways, having only a bunch of textures makes rvmat's easier to handle. BR, mike
  11. As mentioned in the WIP thread: May be we get a solution by using "attached vehicles" that only include the numers areas. This way, we can hopefully use the BI-vehicles without modification and only need a repacement config inclding (extended) event handlers. But I do not know, weather we can complete this task this way. BR, mike
  12. You may use the model.cfg provided my BI for "Air" in the vehicles and weapons sample. The config.cpp is pretty easy, because you only have to inherrit the existing Su34 and Su34B class for your Syrian_Su34/B. have fun, mike
  13. modemmaik

    T-90 & T-72BM by Ike

    I'm not really sure what you mean here - but let me give you an example of what i mean.. This is from the Desert Bradley addon... And this is from your T-90's and T-72's... As you can see, as a driver - you have a MUCH better field of view with the first example As requested by binary, I have integrated a bradley-like driver view into a sample T-72: The sample T-72 is available for modder's request and the driver's view can easily be ported to any existing tank model. I hope that some texture artists will modify the interrior look to match the certain tanks. T-72 discussion thread including the sample tank BR, mike @hamis: I hope we will find a sollution for random numbers in the discussion section soon.
  14. modemmaik

    SmurfC T72A ERA upgrade "style"

    I have integrated the unused BI-BMP2 driver view into a T-72 tank and added a turret blow animation (like the OFP's BTR-T turret blow animation by Sebastian Mueller). The addon's intention is to be used by other modders, not to be used ingame. That is why I have not binarized the addon. The addon is splitt in two addons. The SmurfC_T72_NSV includes the tank and turret model and Aron Ash's sounds. The SmurfC_T72_NSV_repl includes random numbers, turret blow and custom texture support. This requires extended eventhandlers installed. The new animation is triggered on 2 of 4 destructed tanks and the turret is removed after 30 seconds. *Removed DL-Link, use link below* p.s.: I have requested permissions for Aron Ash's OFP Sounds more than a month ago via PM, EMail and thread. Until now, no reply  :edit: Fixed version because of transparency around the optic: http://www.zshare.net/download/185753969dd34fcd/
  15. modemmaik

    USMC UH-1Y Venom "Super Huey"

    I do have one of those, but it did, but now isnt showing up in the editor. If only someone could just edit the config to fix the problems, then we could have ourselves some nice UH-1Y's. Hi SGT. Hurley, looks like the config is missing side and crew definitions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class uh1y_FFAR_M134 : uh1 { ... crew = "SoldierWCrew"; side = 1; Because I cannot test the config at the moment, I have not added this to the pastebin.com. Best Regards and have fun, mike :edit: better to use SoldierWPilot as crew, but I have only a tank's config to counter check at the moment
  16. modemmaik

    ArmA Addon request thread

    I'll repeat this in hopes someone would finally read and respond. Ups... For all vehicles? That's a pretty big job to do Markings and number plates must be included in each .p3d for each LOD. May be an alternative method by using the attachObject command is possible. So that the numbers are a "vehicle" attached to the original vehicle. I would suggest to open up a thread for further discussion. May be someone finds a better solution. BR, mike
  17. modemmaik

    T-90 & T-72BM by Ike

    Thank's ike!I think ModemMaik would help you,it should be quite easy job. Â Yepp, it is quite easy to fix. Only thing is to take care about the additional hiddensections. I think the numbers are missing in the actual model, but can simply be added via copy&paste from the ERA "style" in O2. BR, mike :edit: I have created a driver's cargo on the base of the BI-sample BMP2 cargo (actually, it is included in the BMP2's model, but never was enabled) as binary requested. I will include this into a T-72 and send it to Ike, so he can decide, weather to add it to the T-90, or not.
  18. modemmaik

    USMC UH-1Y Venom "Super Huey"

    @Hurley: Calm down a bit  Old men like us need a bit time for reaction. Tip#1: Use pastebin.com for config issues including a complete config. Else anybody sees only code displayed in this thread. concerning your editor class issue: The config needs a CfgVehicleClasses section. E.g.: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicleClasses { class uh1y_cls { displayName = "UH1Y Hueys"; }; ... class CfgVehicles { ... vehicleClass = "uh1y_cls"; ... This way, the editor should display a class "UH1Y Hueys" including your chopper. Next: It would be nice, when you seperate the cfgSkeleton / model section into model.cfg like this: example model.cfg Example config.cpp This way, issues are easier to locate within the config. Unfortunately, I am pretty occupied by alternative tasks, but I will check this thread for future posts. have fun, mike
  19. That "bug one" is pretty easy. Check the M1A1 / T-72 model from BI samples and you will notice some additional points 0.15 below the tracks and included in the dampers section. Those are more or less "sensors" for the wheels / tracks when running over a stone etc. I usually copy the most below podkolo (? I cannot remember exactly atm.), move them 0.15 down and resize them using factor 0.9 for x and z. This way the "sensors" should be located just below the middle of the tracks. An alternative cause may be that the tacks and the wheels are not connected in the skeleton section of the config ("koloL1", "podkoloL1" etc.). Btw.: You may also check the BI samples geometry for the hull. The is some space to the ground, which enables the tank to run over stones without bumping into the air. I have sent Miles an WIP of a tank, you may use as blueprint. Bug two seems to be located in some views (gunner or commander), where some sections seem to lack textures (looks like a cargo view for me, but I am not sure). Best Regards, mike
  20. modemmaik

    RussianArmorUpdate

    Quite a while, I have sent bionic a config for his 2A5 conversion. I dunno on which model you based your 2A6M The config is available at pastebin.com: 2A5 model.cfg 2A5 config.cpp But to avoid conflicts with bionic's 2A5, I would prefer if you can rename bisWheeled_001 and Leo2a5wd names in the config.cpp plus the models p3d naming. BR, mike
  21. modemmaik

    Vilas' addons

    I think this is defined in the armored target's config: DamageResistance @ biki The BI-Samples config should include usable example values.. I hope
  22. modemmaik

    T-90 & T-72BM by Ike

    I'm not really sure what you mean here - but let me give you an example of what i mean.. ... As you can see, as a driver - you have a MUCH better field of view with the first example Yesterday, I have checked the OFP addons, that include the 3-periscope view (BI's T-80, M1A1 etc.). All those base on a complete interrior for the tanks. Because the ArmA MBT's do not include such interrior but optics only, someone should convert e.g. the stryker commander's place to be used as MBT drivers interrior (including addin the periscope a window definition). This way, we may provide a better view for the driver / gunner / commander of an ArmA MBT. BR, mike
  23. That's why I started and hope some1 continues: I have provided zGauba with a "merged textures" version. The skin textures got merged to make the first step towards bump / specmap integration. I also included a matching UV-editor screenshot jpeg file to identify those sections in the texture "wireframe like" to ease a retex / bumpmap generation. I hope that zGuba releases this version soon BR, mike
  24. it is a tank =) now i can say this, it is too difficult to do stuff that i dont know about. so is anyone of you here, willing to teach me, give tutorials, or explain in a very detailed way how i do what you guys mention? i could try to do the config myself, but thats as far of how the script goes, now for the ... p3d file, im completely n000b working with oxygen 2, so it seems i will need professional help. thanx Ups.. OK, you love it the hard way Best start would be to analyze BI-sample tanks first, then vilas vibi addon. Vilas converted some tanks from ofp to arma. A good example for your conversion might be the desert bradley and the AAV7 conversions for Arma. May be you can get the MLOD's for analyze. I also start to convert a bunch of tanks to see how they can be converted the easy way and how to push up the model quality to bring it near the quality of the BI samples. good luck, because I change my ISP and will be offline during the next weeks. BR, mike
  25. modemmaik

    SCUD - Nuclear Explosion

    Gigan and Vilas Looking very good thanks, mike
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