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modemmaik

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Everything posted by modemmaik

  1. modemmaik

    SmurfC T72A ERA upgrade "style"

    Wow... definitely an improvement, but I wonder: Where did you get those numbers of ammunition (hit/hange)? I counterchecked the values with the wgl/cavs values. It looks like an alternative framework. Also the weapon layout is different: WGL shows 10xHE, 15xAPFSDS, 19xHEAT and 6xATGM. Yours shows 17xHE, 22xAPFSDS, 17xHEAT and 6xATGM. I am just asking, because I started a M1 Abrams some time ago, and wonder what ammunition values I should use to match yours. Very interresting, indeed Btw.: I used the M_AT5_AT class (5Rnd_AT5_BRDM2 as magazine class) as base class for the ATGM's some times ago, that should add the rocked sound, I hope And yes, I already mentioned it before, that a T-80/90 or late T-72 and even M1A1 / M1A2 are not only defined by armor values, but the ammunition they carry. But I have only discovered WGL as a tested framework to set correct hit / amunition etc. values. Only issue seems to be the AI, because they will use the first type of ammunition only and propably never user the deadly ATGM's. btw.: Config shows a ATGM hit value of 600 and WGL also defines a hit value of 600 for the 9M112 cobra A 9M-112 version of 1985 shows 675, a modern 9M119M 900 as hit value, or did you use the cobra? :edit: I have a new conceptual idea, to separate the skins / amor / ammuntion from the model: 1) The model-addon includes the basic model plus hiddenSections for numbers and skin. 2) The skins / amor / ammuntion addon uses the model-addon as required addon, includes scripts and re-definition of armor / ammuntion plus skins as required. Pro: This way we separate the model from the other changes, so a new model (like A.T.R.F.'s) should be easy to integrate / adapt. Also those skin addons can have a mission focus (e.g. commando version, which includes higher armor badger skins, winter / desert version for different maps etc.) This way, we split up the addons in a bunch of addons, which do not interfere each other and can be released separately, because the non-model addons include the correct version, they need. @343rdBadger + Marijus: Can you give me permission to include your skins into such an 2'nd Layer addon, also Marijus? :edit2: Just located a source including many actual tank blueprints: KMDB site
  2. modemmaik

    SmurfC T72A ERA upgrade "style"

    Hi Hamis, before staring with another vehicle, I consider to release a simple template, including just a basic texture to enable everyone to release his / her own version simply by text replacements in the config and model.cfg plus renaming of the addon's source directory. Many versions popped up using the same config and thus interfere each other. An adaption to an alternative vehicle should be an easy part after that. I plan to release a signed addon to show the result of this template. Regarding your texture problems: The second parameter in the call to the script must match one of the cases in the script. If not, the texture will not change of perform the default case, I use to define the BIS style. BR, mike @marijus: I will check the new ammunition asap
  3. modemmaik

    USAF F-16C Falcon

    Well, concerning the skin variants, an implementation, similar to Mateck's custom skins would be nice. This way, the different skins can be transfered to the missions, using only one addon. Regarding changes in the model... well I hope that we get many variants and the best one will be the most used public one. Mateck's M1A1 (HA) thread including the custom skin concept
  4. modemmaik

    Desert Bradley

    That seems to be the fact, yes I am sure, I have read this some time ago, but I am unable to locate the corresponding thread at the moment. I wonder, if it was OFP-related...
  5. modemmaik

    SmurfC T72A ERA upgrade "style"

    Nice one, hamis I think that the extended event handler can also be removed from the required addons in config, because you apply the new textures via eventhandler. I am not 100% sure, weather this may cause another effect ... well, let's see
  6. modemmaik

    SmurfC T72A ERA upgrade "style"

    @hamis: You can copy and paste from the missions example scripts to the addon script. The same code works on both locations. Check if the numbers are visible on the tanks front. Check that the number-textures are included in the addon's numbers directory. Also check that the T72_era_custom\textures.sqf include assignment for the 3,4,5 hidden sections e.g. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tex setObjectTexture [3,"\T72_era_custom\numbers\zero"]; If the numbers does not pop up, check if the hiddenSections are defined like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hiddenSelections[] = {"1_co_cust","2_co_cust","3_co_cust","num1","num2","num3"}; This was one of the changes for the latest version and defines the first argument of the setObjectTexture command. If not, download the latest version and check again. I hope this helps, mike
  7. modemmaik

    SmurfC T72A ERA upgrade "style"

    @343rdBadger: Thanks @hamis: Check the mission included named numberBond.sqf. This is an example for numbering the tank "007". Thus if you want to modify the skin only, just remove the lines 62+ from textures.sqf in the addon's t72_era_custom directory. for explanation: are for skins (first argument range from 0..2) . are for numbering (see numbers mentioned in the texture path, first argument range from 3..5). I hope this helps
  8. modemmaik

    SmurfC T72A ERA upgrade "style"

    What is the right way to init sqf? Also whatever camo i selected(in editor)it was always the green one showing up. Hi hamis _this select 0 selects the tank, the next parameter must match one of the cases in the texture.sqf ("cust", "wood1" etc.) and must be a string. Better alternative to use the "RC 1D Pack" download, although xeh is required. Also you find lots of examples, if you want to integrate another skin. @manzilla: I released the last pack to show a way how to integrate new skins into the project, but it was released only some days ago. 343rdBadger replaced the included skins by his versions, so I count his version as the actual (it includes some of the best skins until now). A.T.R.F. showed a very well looking new model version. Well, let's see, how this project evolves, may be we can release a full and binarized version in the near future.
  9. modemmaik

    SmurfC T72A ERA upgrade "style"

    @343rdBadger: Excellent work Those textures look great and those lionheads etc., too Just a little request: Can you add a readMe, so mission makers can locate the tank's mission name without placing a testversion (but so fer I have only . If you want to, you can release a signed binarized version (simply add a modified readme including the credits of those people, helped to generate this addon), because those beauties might be needed on some multiplayer servers soon @hamis: Simply paint the numbers, included in the demo mission, using an alternative color and use the number assignmen in the init of the tank. I have never generated an replacement config. A fact, that might get a bit tricky: The ERA "style" needs the BI T72 config. So when making a replacement config might get tricky, because it replaces a tank, needed to inherit itself... even writing this causes some confusion in my head
  10. modemmaik

    SmurfC T72A ERA upgrade "style"

    Calm down, calm down.... But your communication is productive, I have to say Oki: For the Addon-Maker: You may import TGA pic for blueprint usage into O2 like in this tutorial. This way, you can use the front, side or top view to compare those pics with the actual model positions. Thus those scematics are very welcome. Both Actually, I do not intend to create such a addon, but I feel happy, if someone else will do this, using the ERA-"style" as a starting point Have Fun, mike
  11. modemmaik

    Mateck's M1A1 (HA)

    I tried to implement this style of skin-selection into the T-72 ERA "style" project for testing and blueprint purposes. It is included in the RC 1D Custom Texture Pack. I hope that I have figured it out the right way, according to the info Mateck has given some days ago and the improved version, Mateck sent me.
  12. modemmaik

    SmurfC T72A ERA upgrade "style"

    Congratz The textures are fabulous. Regarding the flags, I have noticed that BI included such a texture for the flags (plus the RACS, SLA and NATO). An alternative may be to include those flag textures like the numbers in the lastest version, so they are user-selectable. :edit: OGM... final corrections of the front plate numbers have sunk the back plate ones into the turret, so they were not visible New DL-Link by zShare
  13. modemmaik

    Mateck's M1A1 (HA)

    I totally agree When reviewing the T-72 pics, I noticed that on the pic posted by T_bone on June 17 2008,17:14, the tanks seems to have a driver hatch included. I always missed this feature. Happy looking forward when released version will be available Best Regards and keep up your good work mike
  14. modemmaik

    SmurfC T72A ERA upgrade "style"

    Oki... so news: Fist release of random numbers version, also skins from the first versions (mine plus Denny Piranhas plus Burn's Tiger and Winter) included Extended eventhandlers Version 1.7 needed, else you get an error plus the "ghost-Tank" effect ECS-Users: Please install the ECS Themis compatibility component 1.0. For determined numbering in missions, check the included mission (numberBond.sqf: generates the 007 number on the most left tank) DL-Link zShare @Spooky Lynx: This is a open source blueprint version, anyone can use for his own modifications, so feel free to modify the model. All changes are welcome @Marijus: Let's see how this model evolves Some people already started to modify the origin and the results are looking good. @Burns: The numbers look... beautifull For the modders: Check the selections named "num1", "num2" and "num3" in the first 3 LOD's. Simply copy that into your modifications, those include the only changes to the model. For the config, look for those names in the pir_smurfcT72wd and hiddenSelections. textures.sqf script applies the according textures. :edit: I hope to move skeleton and model cfg into a separate model.cfg for the next release. I noticed some issue reports on different threads about this :edit2: @Marijus:MadDogX recently released an alternative unBuildTool. May be this fits your request. :edit3: I noticed that the gunnerview still shows the model defined texture. Mateck told me to check the model's textures for the gunner's view. The commander's view shows correct defined textures... :edit 4: DL-Link corrected
  15. modemmaik

    SmurfC T72A ERA upgrade "style"

    Sounds like a very good offer to me, but I have to refuse it (actually the project WollMilchSau will occupy me for the next weeks). Although there should not be a big problem, I know many people here (e.g. A.T.R.F ?), including yourself, able to perform the conversion. Simply use the ERA tank as blueprint and tear it into peaces to check, how the model works. I am looking forward to see your T-90 on the battlefield soon
  16. modemmaik

    SmurfC T72A ERA upgrade "style"

    Woooh... That is what I call a T-90 How do you plan to convert it into Arma? Bit by bit using BI's sample T-72 (which I would perfer, because you get testable samples while converting), or complete import? Anyway: Perfect :edit: Meanwhile, Burns provided me with some good number textures. Thank you Mr. Burns
  17. modemmaik

    SmurfC T72A ERA upgrade "style"

    Thanks NoRailGunner I was just collecting the info you posted So I think, that's what is needed to be modified in the model to call it T-90 looking And, yes. My fav. beauty is the Sebastian Muller's BTR-T.
  18. modemmaik

    SmurfC T72A ERA upgrade "style"

    But I regard the ORCS OFP tank models as absolutely top noch look and ammo loadout, includes 99.9999% tested on the OFP platform. Also the Sebastian Muller's (PSC) BTR-T is still unbeaten. Plus it includes spinning turret, random numbering and shell ejection animation. That's not comparing, thats praying
  19. modemmaik

    SmurfC T72A ERA upgrade "style"

    @Defunkt: You may check the OFP-ORCS T80/90 variants to detect the differences on the turret / base to a T-72. @343rdBadger: Well done, I like your work. That's realy what I call a woodland camo. May be we should add a GPS finder, else those tanks get lost in the woods @(A.T.R.F.): It turns out to be a real beauty. This main gun looks realy dangerous @hamis: I recently figured out, how numbering can be implemented (see Posted on June 25 2008,00:39). But I am havin' trouble to generate those textures, because Paint.NET does not support alpha channel manipulations. The rest is just like the already included multi skin support :edit: I located a thread about alpha channel and Paint.NET, so creation of a partial transparent texture should be possible, unsing this plugin
  20. modemmaik

    SmurfC T72A ERA upgrade "style"

    Well, I used the WGL-armor equivalent to a T-80UM (thoseof a T-90 are higher). But I have not include T-80UM ammunition loadout (wgl def. includes ATGM, 3BM44M (APFSDS), 3BK29M (HEAT), 3OF26 (HE)). The CAVS page or OFP-WGL config might show you armor, ammunition, speed etc. for a T-90 equivalent. Those numbers work pretty good in ArmA (although the BI T-72 seems bit over-armored, also the HEAT shell). But before releasing an addon including WGL-based data, please check Sig [uSMC] for permission (ACE is the designated successor of OFP's WGL), because it took ages to fine-tune those values. So when it push comes to shovel between a M1 variant and a T-90/T-80, the ammunition seems to me to be a bigger factor than the armor / structural values. You will notice that, when ACE is released. btw.: I have finally discovered how to make a texture partial transparent. Using this info, random numbers should soon be implemented. Only need to the model is to add areas, where the numbers should be placed and define a section (e.g. num1..3). Adding those sections to the hiddenSections, those areas can be replaced using 0..9 numbers in textures by the textures.sqf function, just like the custom textures in a mission
  21. modemmaik

    SmurfC T72A ERA upgrade "style"

    @343rdBadger: Yeah, the lion's head looks pretty cool Just as a wish from my side, may you upload a tga-File including the numbers from 0-9. This can be used as base for complete random numbering like included in the RHS T-64 MBT pack. I just miss the hang how to apply a transparent texture area just like the clantag... Woudn't that be cool? I found some intersting ideas in old OFP addons. @Defunct: Did you have the same idea? :edit: Lion, Bear, Wolf
  22. modemmaik

    SmurfC T72A ERA upgrade "style"

    Beautifull You may find various helpfull thread within this forum. Additional infos for textures and and additional related stuff, I located this Link plus this extremely helpfull. Linker Split, Relliki, Vilas and all the others are top-notch when it comes to make an addon look like a beauty. BR, mike
  23. modemmaik

    SmurfC T72A ERA upgrade "style"

    @343rdBadger: Great Job, I will try this asap @(A.T.R.F.): Do the whells bounce this way, like in the last pic? It seems to me, that the wheels are not included in the correct sections (KoloL1..KoloP1). Those sections define the elements of the bones, which get animated ingame (wheel-tuning, damers etc.). Check those sections in the original ERA .p3d to see, in which sections the wheels are included. I hope to see your next version soon
  24. modemmaik

    SmurfC T72A ERA upgrade "style"

    I will try to do my best to support you Yep, I detected some issues in the models surfaces, but I decided not to fix them, because they are also in the original BI sample (LOD5 turret definition, some parts of the shadow LOD etc.). Any modification is welcome
  25. modemmaik

    USAF F-16C Falcon

    Alexduke performs a good job (I think personally) and requests us for checking his modifications. Footmunch and the community has to decide weather to use the result or not. @Inkslinger: I think a warning / automatic defense system got introduced by mandoble. It should be adaptable to any kind of airborne vehicle in the missions code, so I see no need to implement this into the addon, although a standalone implementation was performed by William 1 BR, mike
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