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modemmaik

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Everything posted by modemmaik

  1. modemmaik

    MI28 Project

    Lol... actually I am doing more or less the same job, using the Ka50 content from the BI samples. Just to see this baby flying on my rig :D But the Ka50 content can be replaced very easy, whenever I plan to relase this version...
  2. Samples should help mod starters and help the rest to sort some issues out (e.g. Cargo shadow, recoil etc.). But I agree, that some QG-style expansion might be on the roadmap. Anyways, I stay with A1 until some samples are released. I agree with the un-pack ODOL, because the ODOL format is no protected format, just a precompilation that includes all needed info for the engine. Additionally someone should develop a "cryptor" by changing some bits in the ODOL format to give better protection against unpacking.
  3. modemmaik

    MI28 Project

    I located 2 more cocpit view's on this page plus many more pics... btw.: The havoc should be included in some BF/2-mod's. Do some include a real-style cockpit?
  4. modemmaik

    rvmat texture values

    When I wanted to use a specific value as color source, I used the following: texture = "#(rgb,8,8,3)color(0.5,0.5,1,1)"; I guess the first numbers show the values in bits (8 for red, green, blue, 3 for transparency. But this is only a guess), the last numbers show the color values (half red, half green, full blue, no transparency... must be a bumpmap).
  5. modemmaik

    My M16 Project

    Simply some missing ",":
  6. Sounds good to me I hope infantry and west air will be fixed in an upcomming patch, because it is a great feature :) BR, mike
  7. modemmaik

    .mdl (FS2004) to .p3d?

    As kju stated before, "alphasim gave the okay to port their work to any other game for non commercial use". The link should include source files of the ALPHASIM freeware, but it seems that CheyenneAH56 is the only one who knows, how to convert them :)
  8. modemmaik

    .mdl (FS2004) to .p3d?

    Some other addons seem to be imported from FS: Douglas A-20 Boston by Alphasim, ported to ArmA by hotshotmike1001 Airbus A319 MPA by CheyenneAH56 and Philip Taylor So hotshotmike or CheyenneAH56 might know an alternative way to import the models. I guess the FA-addons might already include animation axis and lower lods, so importing those might save some hours of work...
  9. Not 100% sure, because only the config shows the hiddenSelections. When those sections are included in the models... all vehicles :) I have tried the marine spotter, but had no luck. So I used the hexeditor method to put new camo on infantry. BR, mike
  10. Hi GranQ :) I think that all vehicles include a section like this in the config: hiddenSelections[] = { "Camo" }; This would enable a retex via a simple config including sth. like this: hiddenSelectionsTextures[] = { "ca\animals2\cow\data\cow_co.PAA" }; I only notived that hiddenSelections are missing for the infantry, they seem to be included for civ's only. BR, mike
  11. modemmaik

    1986-Mod (Austrian Armed Forces)

    I am missing the austria contet since OFP :) Too bad, you located the mod in 1986, because the A1 FFAA mod includes an Ulan, which needs a bit tweaking to get the austria look ;) Nevertheless, I am looking forward to see some austria equipment
  12. modemmaik

    [About] Faction config

    I have uploaded a suggestion for a "copy&paste" sample to pastebin.com: fractionSampleSuggestion pastebin.com Everybody, feel free to add usefull fractions, so others might copy and paste those to their config, so all addons will merge into the same fraction. BR, mike
  13. modemmaik

    PAADecompressor

    Thanks Xeno, that solved the issue
  14. modemmaik

    PAADecompressor

    Big thanks for this invention :) Seems that I am having a little issue (Wundows XP SP2): >PAADecompressor_x.exe ak47s_as.paa Unhandled Exception: System.MissingMethodException: Method not found: 'System.String System.Windows.Forms.OpenFileDialog.get_SafeFileName()'. at PAADecompressor.Program.Main(String[] args) I have not tested it on Wundows 2k, yet...
  15. Wow and Big Thanks to the CWR Team Just DL'ded the RC4 and I have seen improvements all over the mod :eek: Big Thanks, mike
  16. Good try :) This way, I am able to give it a try to fix the bugs. ;) I have tried to improve your code: http://pastebin.com/m1feef1b0 BR, mike
  17. modemmaik

    UV mapping: how?

    I did a test recently, using the O2-unwrap function only (as described in the post). It took me about 3 hours, but it seems that the result is pretty satisfying for me: RAH 66 Scout unwrap.jpg - 0.06MB
  18. modemmaik

    Project RACS

    A2 demo runns on my rig... but the result is, that I still prefer A1 and OFP (until release of at least two more patches). This way, I still use Project RACS and all the other famous rersults of the A1 community :D
  19. It is not that hard to do... please give it a try ;) Because... I am still pretty occupied with other tasks and after some hours of coding/modelling, I perfer someting else to do :)
  20. modemmaik

    UV mapping: how?

    O2PE includes an unwrap function (Surfaces -> Unwrap Structure ...) which should work pretty good an simple structures. I use it this way: - Select the structure you want to unwrap and change to top view - Open a UV-editor - Select "Unwrap Structure ..." function and reselect you complete structure - In the UV-editor select "planar mapping" (tab-key) and select copy afterwards - In the O2 window select undo to undo the "Unwrap Structure ..." - In the UV-Editor select paste to regain the UV-mapping Now you shoud have your structure more or less correct UV-mapped, you only need to move the UV-maps, so they do not overlapp. On more complex structures, I use Wings-3D's unwrap function.
  21. The only trick included is to move the random number generation outside an endless loop. When a mission reload is performed, the variable time is reset to zero. You have to reapply the textures when you have detected a reset. So, to make it reload secure, I have chosen to make it this way: // Generate all random numbers you need here // set _mytime to zero to assign the texture once _mytime=0; while {true} do { sleep 0.1; waitUntil {time != 0}; // if load, time is reset if (_mytime < 2) then { // Apply the textures here by using the ramdom numbers generated outside the endless loop }; _mytime=time; sleep 1; }; I use the variable _mytime to detect, when the time is reset @ load. btw.: I think that the correct comparison should be "_mytime < 1", but have not tested this fully, yet.
  22. modemmaik

    Mh6

    Little Birds in ArmA2
  23. You may want to check the config for hiddenSelectionTextures like this (BI simply rextexes the standard LHD crew to blue crew, which is a simple retex): class USMC_LHD_Crew_Blue: USMC_LHD_Crew_Base { scope = 2; displayName = "LHD-Besatzung blau"; accuracy = 1000; hiddenSelectionsTextures[] = { "\ca\characters2\usmc\data\us_crew_blue_co.paa", "\ca\characters2\usmc\data\us_crew_helmet_blue_co.paa" }; }; The hiddenSelectionsTextures feature replaces textures, just like you need it. So your retex .pbo only needs a config plus you textures. Alternatively you may assign you textures in a mission using the setObjectTexture command to apply mission based retexes. The motorcycles are defines like this: class TT650_Base: Motorcycle { ... hiddenSelections[] = { "Camo" }; hiddenSelectionsTextures[] = { "\ca\wheeled3\tt650\data\yam650_co.paa" };
  24. modemmaik

    Little Birds in ArmA2

    Can you be more specific about your request? The Sample license includes the following: THE LICENSE ============ 1) Bohemia Interactive grants to you a personal, nonexclusive License to open, modify and distribute the ArmA Sample Models for the purpose of designing, developing, testing, and producing non-commercial game content for PC game ArmA and its sequels or expansion packs. So BI grants the use of the samples for A2, including the LB's.
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