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0 NeutralAbout remcen
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hottentotten_mike
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nice crusaders, icewindo. but halberts are so much late middle ages, as they only made sense against plate harness. at the time of the crusades, european knights still used ring armor like the romans (plus the innovation of stapedes providing a fixed position in the saddle and thus enabling the europeans to use their lances more effectifely than the romans ever did...) the seljuks at that time mainly used light and fast cavalry, btw, so no use for halberts at all. full chain mail for soldiers on foot was a bit too heavy - and too expensive. leather, scale and lamellae armor are more appropriate. similar for armored shoes... not in use at that time at all. the helmets look very accurate though. in a nutshell, ditch the chain mail coverall, the halberts and the "shoe armor" if you care about "accuracy", keep them if you don't care. units definately look cool like that, maybe inspired by some movie?? anyway, making those guys work right ingame is a rewarding and difficult task in itself. keep it up!
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OFP photography - No images over 100kb - Pictures only, NO comments
remcen replied to Major Fubar's topic in GENERAL
ww2ec caen '44 alpha 0.2 -
Confirmed shoot out of non-gunner positions
remcen replied to mr.g-c's topic in ARMA 2 & OA - GENERAL
just as a side note: most of what is talked about here was already possible in VBS1. look here so as in ArmA it is not a technical matter, it's a matter if BI wants to keep this feature a VBS exclusive I guess... but with not much arguments if it was implemented in ofp2 as it looks like. -
of course a handgrenade from a weapon pack does not have the selections it has to have if it's part of a soldier. if a part of a soldier model is not part of any of its selections, then it floats somewhere near the ground as you've described in your post so, it depends on where exactly you want to place that hand grenade. somewhere at the belt you would in any case make it part of the 'bricho' selection (means belly or something) and then, depending on which side you place it, 'lzadek' or 'pzadek' (leaft or right hip.)
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a friend of mine bought ArmA in Riga, Latvia, cos it was quite cheap there. problem is that all ingame buttons turned out to be in russian and couldnt be changed (at least radio texts are in english ) is there a way to patch ArmA from russian to english/german? as far as I know he patched it to ver 1.08, but that of course did not affect the language. thanks in advance for any answers
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a friend of mine bought ArmA in Riga, Latvia, cos it was quite cheap there. problem is that all ingame buttons turned out to be in russian and couldnt be changed (at least radio texts are in english ) is there a way to patch ArmA from russian to english/german? as far as I know he patched it to ver 1.08, but that of course did not affect the language. thanks in advance for any answers
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i gave permission to DJfrogstar to use the models and textures i made so the island won't be lost for ArmA. can't speak for the rest of the team though (rtr_commander & sgt chunder who left a few years ago.) don't think that rtr_commander is still around, haven't seen him on msn for ages.
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with ArmA around, obviously not that much interest in the mod, lack of support from the rest of the team and a new (time-consuming) job i wondered whether an update is really worth the effort. maybe i find some time to fix a few things and release it. @flumon: i tried your misssion, but found it a little easy i must say. i played the MP map alone, took the role of the legion sniper and eradicated almost all opfor until i had no ammo left without being shot at even once. (maybe i made my iraqis too stupid??) i wonder how the feel of the mission would be if all characters were human-controlled...
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what's up with the tracks actually? seems the alpha map does not work right in ArmA, and the texture looks compressed compared to the one i made... @mechastalin: did you use the wrong texture provided in the imuc_data.pbo maybe? no problems with the anims speed of the tracks with this texture applied? @vulture2k1 - this texture bug stems from the fact that i forgot to map the axes, simple as that that rotating-on-spot bug is most likely caused by the axis in the mem lod for the main gun recoil. in case the gun recoil script is not used in this ArmA addon, mechastalin could as well remove the rotation axis. in other respects i'm very impressed by the looks of it in ArmA... and glad the addon is of any use at all now that virtually everyone stopped playing ofp
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BMD-1 Airborne Fighting Vehicle
remcen replied to mechastalin's topic in ARMA - ADDONS & MODS: DISCUSSION
in case in ArmA it's the same as in good ole ofp then of course the mesh does not move must be a problem of selection names i would say (without knowing that much about ArmA editing) good work, mechastalin! -
Yep, i once made a private mod for wolfenstein3d (yes, the DOS game); the same tone was used for transparency in the editor there.
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the pilot view LOD and the .cpp are completely irelevant for this problem. when you enter a vehicle the 1st person view switches from the pilot view LOD to the 1st res LOD. in this LOD everything belonging to the head must be defined as hlava, otherwise it is still visible. there are also yet unsolved problems with hiddenselections used within the hlava-selection. if there are faces pointing inside (where the pilot-vertex is in the Mem LOD is, that's your point of perspective so to speak), then any setobjecttexture'ed faces keep being visible when you enter a vehicle (or move into a proxy to be precise.), no matter if these faces are setobjecttexture'ed to "no texture" or not. check these threads: http://www.flashpoint1985.com/cgi-bin....+helmet http://www.flashpoint1985.com/cgi-bin....+helmet http://www.ofpec.com/index.p....22267.0
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sure, i'd also love to see them ingame. pay me say 2000 bucks a month and i work day and night on them.... no seriously - all in all it was simply a matter of time. we had to focus on things to make and sacrifice others. otherwise the mod would have never been released. i had some free time over the holidays. i finished what i could and released everything that was more or less complete. if you wanted only a slightly better pack you would have had to wait another few month. for addon making the simple principle of the diminishing marginal gain per invested time unit applies, simple as that. in other words: 90% of an addon done can mean that it might take you just the same time already invested to make it completely bugfree and polished. hoho, that's a general problem with bridges in OFP. even on the nogovan bridge wheeled vehicles break, tracked ones get stuck, etc. that's why i added those grilles at the start and end of the bridges btw. i tried to make the bridges as good as possible in my limited time, tested it with wheeled vehicles and low speed and tracked with normal speed. overall my bridges didn't work out as bad as i expected, to be honest
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i think i wrote in the readme that i included a script for the crew faces to work right. i didn't want to fire it up with an eventhandler cos there's always the chance that ppl use the vehicles as iranian or egyptian ones with iranian or other crews. in order not to mess up the faces in those cases i consciously did not activate the script by EH - maybe a wrong decision. i could have implemented a imuc_faces_off = true query at the beginning of such a script. well,... nevermind, i'll fix it - i would have bet that i fixed it before the release anyway, thanks for the reports. if all goes wells i'll fix the bugs this weekend.
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in the pbo, but infinished, that's why i did not use it on the island.