namman2
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Everything posted by namman2
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here is a more explanation to the problem , you see the alpha and faces order is 100% correct in o2 you see that you can see the hull and the turret from the periscope but in game it's too bright that you can even see anything from there , here are the rvmat's configs
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that didn't fix it i'm afraid , i've tried moving the glass to another proxy but now it wont see through ..
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that didn't solve the problem :(
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well it doesn't have rvmat for the windows , could it be the problem?
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it does have alpha channel , and if i do move top then it wont work and it wont see through so it would be useless
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The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
some early WIP pictures of the achazrit : http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-39-14-53.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-39-23-21.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-39-32-09.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-47-59-85.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-48-14-99.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-48-37-65.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-49-37-36.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-50-08-34.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1519-50-19-70.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1520-00-56-57.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1520-01-20-33.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1520-01-51-92.png http://i52.photobucket.com/albums/g14/namman2/ArmA2OA2012-07-1520-02-31-72.png -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yes we are working as hard as we can to finish the merkava mk4 and the namer to get them in the pack with no bugs , as for the magach i believe that will have to wait a bit it was on my plan to do that but the achazrit has the priority now -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
the Lobo mod is about the middle east in general , we have Egyptians , Syrians , Jordanians , Israelis , Palestinians , Iraqi etc present and past weapons , it's big mod and we do what we can to keep it alive with help from the community :) -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
photos of the Namer Mk2 APC (Model by jake morag) -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
more fotos on the mk4 and mk3 (both models were done by ALM Model Works MK3 MK4 , Low poly models , UVMaps by me ) -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
some more pictures of the merkava mk4(still wip) and the merkava mk3d baz (finished) (sorry for the bad quality my computer cant run arma 2 smoothly :( ) -
The Lost Brothers Mod Official Release thread for ArmA2/OA
namman2 replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
slow but on going development The merkava mk4 -
i know about those bugs , i was going back to modding arma but my HDD crashed :( and the worst thing it was the backup hdd :@ FUCK YOU WESTERN DIGITAL :@@@@ but i guess i will have to rework everything ,it should be hard as i managed to save the new caiman , hopefully i will be able to finish it soon
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PC Discussion Thread II - All PC related discussion goes here.
namman2 replied to Placebo's topic in OFFTOPIC
i dont know if this is the right place to ask , but my hdd had crashed :( , i lost all the projects to arma :( , is there a way i can fix it? the problem is windows will take hell alot of time just to recognize the partitions and after it does i have to format them to be able to open them , ofcourse i didn't do that , i did chkdsk and it could read all the files there but yet nothing happened :( is there a chance to save the files ? :( -
I'm sorry for not being here guys , sorry for any disappointments , i just my life gets harder by time and arma 2 modding is the least thing i can worry about atm sorry again , i'll try to work on them more if i get time
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M109A6 Paladin by Soul_Assassin, NouberNou and rexehuk
namman2 replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
when/it's/done AFAIK -
How do I see my custom RTM animations in game?
namman2 replied to Skwurl's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
to make sure that your animation works load a character (bis sample russian soldier for example) in oxygen and go to view>viewers>buldozer>RTM preview>set rtm and select your new animations and you should see it in buldozer and if it works in buldozer it should work ingame -
Great work so far , cant wait to see the final results :)
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did you apply the textures? just select the whole model(in O2) and press 'E' and at the textures box just point to your picture(tga or paa) if it's tga it will auto convert when you view it in buldozer and it should show just fine
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invisible in game, visible in oxygen ??
namman2 replied to vilas's topic in ARMA 2 & OA : MODELLING - (O2)
sometimes for soldiers in buldozer the model.cfg messes the model so some parts look stretched or hidden so it's possible that if you delete the model.cfg for now the model should look fine on buldozer -
invisible in game, visible in oxygen ??
namman2 replied to vilas's topic in ARMA 2 & OA : MODELLING - (O2)
do mean parts of the model are invisible ? or the whole model is invisible? if the whole model is invisible then it might be too hi poly for arma2 (even if can be seen in oxygen) so you will have to divide the model to smaller parts and use proxys to put them back in the main model -
@ Orson proxys are dummies they are not modeled in the engine they are only references to other models so when you put the proxy in the shadow lod (say for the crew) the engine will copy the shadow lod form the crew p3d and put it in this model and if you put it in the hit points lod it will copy the crews hitpoints and put them in this model (else the crew wont get hurt )
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in the smdi texture copy the blue or green (cant remember which one) and paste it on top of the new colors and in layer mixing choose multiply because the smdi textures have most of the details in single plain color (no camos) :) i hope this helps (it did help me )
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the download is good/approved/official :D thnx very much alesh ;) soon i'll finish my exams and the semester and you will see updates :)
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dont forget that proxys exist in geometry and firegeometry and shadows(wich maybe your problem if you added a shadow lod and the model in it is not triangulated ) and hitpoints lod