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remcen

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Everything posted by remcen

  1. remcen

    ArmA photography - Questions&Comments

    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!
  2. 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.
  3. remcen

    WWIIEC : Caen 1944

    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.)
  4. remcen

    IM:UC Release

    This is the final IM:UC release for Operation Flashpoint. The download includes: - Saddam era government troops, both regular army units and republican guards (60+ different models overall). army units have JAM HD magazines by default and are a bit dumber than republican guards who have standard dispersion ammo. ORCS's russian weapon pack 4.0 and JAM3 required. - Iraqi BMD-1 (beta) in desert and North Iraqi camo - Iraqi BRDM-2 (beta) in plain khaki desert camo - Iraqi MT-LB in desert and North Iraqi camo plus a SA-13 version - a small island with completely new ground textures and objects (no 3rd party addons needed) download - 173MB (thanks to Blackdog for providing his FTP) readme thanks in advance for any mirrors ========================= in order to anticipate questions about: - updates of this pack - ridiculously high texture resolution of the infantry - the USSF troops - ArmA projects 1st - we will not make substancial additions to this pack, e.g. group definitions, new units, etc. only bugs will be fixed. 2nd - i was also planning a medium resolution, but due to the lack of time i had to abandon that plan. so you've got to live with the hi-res version. as most of ppl are turning to ArmA they should have high-end machines anyway, so it's not that bad, isn't it... 3rd - as there are already a few good USSF addons i focused on the iraqi addons. if my timeframe allows for it, i'll finish the USSF pack soon. 4th - the mod itself will continue for ArmA and is always looking for members. i myself neither have ArmA nor is my current computer able to handle it. so the future is open.
  5. 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
  6. 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
  7. remcen

    IM:UC Release

    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.
  8. remcen

    IM:UC Release

    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...
  9. remcen

    BMD-1 Released!

    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
  10. remcen

    BMD-1 Airborne Fighting Vehicle

    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!
  11. remcen

    Curious Alpha Alternative

    Yep, i once made a private mod for wolfenstein3d (yes, the DOS game); the same tone was used for transparency in the editor there.
  12. remcen

    Problem using llauma Heads

    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
  13. remcen

    IM:UC Release

    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
  14. remcen

    IM:UC Release

    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.
  15. remcen

    IM:UC Release

    in the pbo, but infinished, that's why i did not use it on the island.
  16. remcen

    IM:UC Release

    thanks a lot for the screenshots gedis, we'll address the bugs in an eventual update.
  17. remcen

    IM:UC Release

    hmmm... that's strange. could you pls post a screenshot of the missing texture? as for the island: it was all about time. you could either have this island or no island at all. same problem with the brdm-2 as with the island. i worked hard to iron out the bugs, but was not successful til the end cos that strange turret bug in the brdm-2 is one of the strangest thing i've seen when making addons. also check the respective threads in the o2 forum here and over at ofpec. or - open up the model yourself - it's MLOD. so the question was: this beta brdm or no brdm at all. now, what would you have chosen??? as for the groups i've written a few sentences in the readme. but again: is it that hard to assemble a group on your own? no matter what mixture you come up with - i'll be "accurate".
  18. remcen

    IM:UC Release

    sorry about that... my bad. weapon pack 4.0 is the latest and correct one. This one first post updated.
  19. remcen

    IM:UC Release

    an eventual small update will definately contain: - credits to ORCS for their hand model - new fire effect for destroyed vehicles as shown in our A&M:D thread. jeeez, how could i forget...
  20. remcen

    Turret blow off script/addon?

    K-Kill for standard BIS-tanks: http://ofp.gamepark.cz/index.php?showthis=8526
  21. remcen

    turret problem

    as with my bmd-1 (see other thread) i have a few problems on the home stretch so to speak with the cargo view brdm-2. the selections look absolutely ok - like that: i also tried the OsaVeze in the mem lod with one and with two vertices - no difference. the only possible explanation in my opinion might be that there's some kind of vertex limit. in the cargo lod the turret+gun is 1200 vertices big (opposed to 500 in the 1st res lod) - is it possible that ofp ignores the gun in this case and only rotates the turret cos there would be too much vertices to calculate? any ideas? i ran out of them. alt='huh.gif'> ps. the config bit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Turret { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-5; maxElev=+40; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "OtocHlaven"; };
  22. remcen

    turret problem

    both, the bmd-1 and the brdm-2 only have the necessary selections plus two or three custom ones. the brdm-2 has only 20 selections in the cargo view lod so that can't be the reason also binarizing doesn't change anything btw.
  23. remcen

    proxy pos is not ingame pos of an anim

    already tried that a few times of course - makes no difference.
  24. here's the problem: i made a few new anims for a BMD-1. all anims are displayed as they shall ingame - but: the position of the driver and gunner animation is wrong, to be more precise: too low. strange thing is that moving the proxy does in no way affect the ingame position (the anim is displayed though). i also tried replacing the driver proxy with a different one. still got the same problem. concerning the anims i proceeded as follows: made the anim in ofpanim, opened the interior model as environment model, replaced the default anim with my custom one, adjust the position, saved the anim and coded it. to repeat myself: driverout and gunnerout anims work, driver and gunner do not. 1st person screenshot + ofpanim illustration (red= lower hull, blue= AK ports) moves, proxies, etc: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgNonAIVehicles { class ProxyCrew{}; class ProxyDriver:ProxyCrew{}; class Proxyimuc_bmd_driver:ProxyDriver{}; class Proxyimuc_bmd_driverout:ProxyDriver{}; class ProxyCargo:ProxyCrew{}; class Proxyimuc_bmd_codriver:ProxyCargo{}; class Proxyimuc_cargo1: ProxyCargo {}; class ProxyGunner:ProxyCrew{}; class Proxyimuc_bmd_gunner:ProxyGunner{}; class Proxyimuc_bmd_gunnerout:ProxyGunner{}; }; class CfgVehicleActions { imuc_bmd_driver="imuc_bmd_driver"; imuc_bmd_codriver="imuc_bmd_codriver"; imuc_bmd_gunner="imuc_bmd_gunner"; imuc_bmd_gunnerout="imuc_bmd_gunnerout"; imuc_bmd_driverout="imuc_bmd_driverout"; }; class CfgMovesMC { class Default{}; class DefaultDie:Default{}; class States { class Driver:Default{}; class imuc_bmd_driver:Driver { file="\imuc_bmd\anims\imuc_bmd_driver.rtm"; speed=10000000000.0; looped=1; interpolationSpeed=1; connectTo[]={"imuc_bmd_driver_dying",1}; interpolateTo[]={"imuc_bmd_driver_dying",0.1}; }; class imuc_bmd_driver_dying: DefaultDie { actions="NoActions"; file="\imuc_bmd\anims\imuc_bmd_driver_dying.rtm"; speed="-0.5"; looped=0; soundEnabled=0; connectFrom[]={"imuc_bmd_driver",1}; }; class imuc_bmd_driver_dead: imuc_bmd_driver_dying { actions="DeadActions"; file="\imuc_bmd\anims\imuc_bmd_driver_dead.rtm"; speed=10000000000.0; terminal=1; connectFrom[]={"imuc_driver_dying",1}; connectTo[]={"DeadState",1}; }; class imuc_bmd_gunner: Driver { file="\imuc_bmd\anims\imuc_bmd_gunner.rtm"; speed=10000000000.0; looped=1; interpolationSpeed=1; connectTo[]={"imuc_bmd_gunner_dying",1}; interpolateTo[]={"imuc_bmd_gunner_dying",0.1}; }; class imuc_bmd_gunnerout: Driver { file="\imuc_bmd\anims\imuc_bmd_gunnerout.rtm"; speed=10000000000.0; looped=1; interpolationSpeed=1; connectTo[]={"imuc_bmd_gunner_dying",1}; interpolateTo[]={"imuc_bmd_gunner_dying",0.1}; }; class imuc_bmd_gunnerout_dying: DefaultDie { actions="NoActions"; file="\imuc_bmd\anims\imuc_bmd_gunneroutr_dying.rtm"; speed="-0.5"; looped=0; soundEnabled=0; connectFrom[]={"imuc_bmd_gunnerout",1}; }; class imuc_bmd_gunnerout_dead: imuc_bmd_gunnerout_dying { actions="DeadActions"; file="\imuc_bmd\anims\imuc_bmd_gunnerout_dead.rtm"; speed=10000000000.0; terminal=1; connectFrom[]={"imuc_gunnerout_dying",1}; connectTo[]={"DeadState",1}; }; class imuc_bmd_driverout: Driver { file="\imuc_bmd\anims\imuc_bmd_driverout.rtm"; speed=10000000000.0; looped=1; interpolationSpeed=1; connectTo[]={"imuc_bmd_driverout",1}; interpolateTo[]={"imuc_bmd_driverout",0.1}; }; class imuc_bmd_codriver: Driver { file="\imuc_bmd\anims\imuc_bmd_codriver.rtm"; speed=10000000000.0; looped=1; interpolationSpeed=1; connectTo[]={"imuc_bmd_driver_dying",1}; interpolateTo[]={"imuc_bmd_driver_dying",0.1}; }; }; }; bmd-1 config bit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">displayName="BMD-1 (Desert)"; vehicleclass="IMUC - Armor"; model="\imuc_bmd\imuc_BMD1.p3d"; hasCommander=0; driverIsCommander=1; maxSpeed=60; transportSoldier=13; armor=150; insideSoundCoef=0.02000; canFloat=true; ejectdeadcargo = 1; typicalCargo[]={Soldier, Soldier, SoldierLAW}; gunnerAction="ManActimuc_bmd_gunnerout"; gunnerInAction="ManActimuc_bmd_gunner"; driverAction="ManActimuc_bmd_driverout"; driverInAction="ManActimuc_bmd_driver"; cargoAction[]= { "ManActImuc_bmd_codriver", "ManActImuc_bmd_codriver", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1", "ManActImuc_cargo1" }; if someone wants to take a look at the model - just contact me!
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