namman2
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Posts posted by namman2
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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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I have this issue with the glass textures on the merkava mk3 interior , you see the textures get so bright that you can see anything , i've used the old move bottom trick to make the glass work like a periscope (Wich is used on the m113 and other models too and works perfectly) i've used the m113 textures from arma 1 and i've converted them to arma 2 standarts (compression) but still that didn't fix anything here's a foto of the bug
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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
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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
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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 :)
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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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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 ? :(
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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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when/it's/done AFAIK
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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
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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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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
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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
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@ 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
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the problem could be an old proxy reference (eg ah1gunner.p3d should be gunner for arma1/2)
Bright windows from inside
in ARMA 2 & OA : MODELLING - (O2)
Posted
that didn't solve the problem :(