simba
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Everything posted by simba
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I use to have the same problem with the old Texview, never found how to fix it, PanTool might help you but doesn't load normal maps and diffuse map (v1.3).
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let's roll then skaven, this is the least I can do for this beauty see you later and have fun at work.
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yes I know what it is about, I'm suggesting this because it's always better when done by a proper texturer that's all... If wip isn't interested and you (skaven) make me a mini tut I'll help you out. (I've made many models and textures but never merged anything).
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hey wip you are a good texturer what don't you help Skaven, in return I'll do the config and the modelling necessary on your handgun ! what do you think ?
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fixed for me too !! what I did exactly : (some of these steps are probably not necassary) - Downloaded the Linker split O2 files. - put them in Oxygen 2 Personnal Edition - go to "F:\Program Files\Bohemia Interactive\Tools\Oxygen 2 Personal Edition " select one of the files path (in properties), so you're sure to have the right path, and copy it in the "Dll folder" field of the option menu. restart and enjoy. thanks to Mig, Linker and the others for the help !
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Mig's trick doesn't work for me neither. could anybody with a working install, give more details of how it's done ? - were are the textures. - .dll present in the folder. - pic of the option menu. thanks a lot.
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I'll vote for Joe Binden, he's first of the list and looks like Val Kilmer.
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that's what happen for me too, it loads tga .
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doesn't work.
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+1 The best medieval swordplay and mounted combat sim/game " Mount&Blade" is also a paid Beta that the communtiy helps the developers with. I guess when you prefer quality in a small niche sim market over the latest/greatest Billion dollar funded shooter these are the breaks. Bring it on! totally agreed with both. what a pessimistic statement, with progress comes compexity it's normal. making an addon for arma today is nearly the same as it was in ofp, the main difference is for the texturer who has to do the normal, specular maps,... and it really worth it. there are probably some new stuff in the lods too. 2 things for me that must absolutely be done in Arma II are : - more precise pathfinding of AI : AI should be able to visit buidings, shoot through windows and hide properly behind objects. makes more sense if we have more enterable buildings, I'd rather have smaller cities with enterable buildings than hundreds of big cubes. don't know why... but very few ofp modmakers use to make buildings wish is in my opinion at least as important as the tank you fight or the gun you shoot. - descructible environement : AI shooting through brick walls, trying to kill what might be protecting behind. any hope ArmaII will support multiple cores ? would it make a big difference, or the bottleneck would be somewhere else ?
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+1 The best medieval swordplay and mounted combat sim/game " Mount&Blade" is also a paid Beta that the communtiy helps the developers with. I guess when you prefer quality in a small niche sim market over the latest/greatest Billion dollar funded shooter these are the breaks. Bring it on! totally agreed with both. what a pessimistic statement, with progress comes compexity it's normal. making an addon for arma today is nearly the same as it was in ofp, the main difference is for the texturer who has to do the normal, specular maps,... and it really worth it. there are probably some new stuff in the lods too. 2 things for me that must absolutely be done in Arma II are : - more precise pathfinding of AI : AI should be able to visit buidings, shoot through windows and hide properly behind objects. makes more sense if we have more enterable buildings, I'd rather have smaller cities with enterable buildings than hundreds of big cubes. don't know why... but very few ofp modmakers use to make buildings wish is in my opinion at least as important as the tank you fight or the gun you shoot. - descructible environement : AI shooting through brick walls, trying to kill what might be protecting behind. any hope ArmaII will support multiple cores ? would it make a big difference, or the bottleneck would be somewhere else ?
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this script was very good, can't do without it if you wanna do a true shotgun in ofp/Arma ! edit: just thinking with the multiple impacts of bullets, it's gonna be even more impressive.
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this one is nice too. baginski - Fallen Art
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those ArmA.RPT files will be a pain for modmakers in the future, but very usefull at the same time. @ Manzilla if you have something to say, say it clearly and preferably not in such unrelated topic, you know how to pm me.
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^ there is ammo crate in the editor. otherwise find a soldier that has no handgun and type in the "on activation" field of the unit : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addmagazine "12rnd_45cal_HKMK23"; this addweapon "hk_mk23" those MK23 are really good, I didn't use handguns is ofp but in arma with 3d sights and a nice blur it is so much fun !
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thanks for replying RockofSL, and yes you sounded a little blunt I don't wanna insist too much but : those effect break a litle the monotony of flying (I suppose you plan in the future to fight on bigger maps than Sarah),and can always be turned off, that's why I suggested them, but I forgot one actually, water splash when the jet is close to water surface. j/k about this variable thrust thing, I first was thinking like you, that a more realistic thrust would require a significant amount of coding and cpu, however when trying to find an easy solution I thought about afterburners scripts that sort of amplifies your speed vector, and why could'nt this be actally done for normal propulsion, after all you can still perfecly control the plane once the engine in turned off... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit setVelocity[(_factor*(sin getDir _unit))+(velocity _unit select 0),(_factor*(cos getDir _unit))+(velocity _unit select 1),(velocity _unit select 2)]; - you would'nt give any sound in the config. - thrust would be controlled with a little panel or direcly animate something in the cockpit and linked to keyboad keys. - sound should be added according to thrust, I know that's shitty, since you wouldn't be able to control sound pitch as Arma engine does. maybe it just doesn't worth it, but you might want to consult your scripting guru about this matter. thanks for reading.
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Variable geometry, vehicles roadway
simba replied to IcebirdMK's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't get it : geo and roadway lods could always be moved in ofp and the anim could be triggered via radio menu as pretty much everything. whats new then could you explain a little more IcebirdMK ? -
hi all, well I was wondering if you were planning to add various condensation cloud and trails that appears under precise flight circumstances. like this: sound barrier : sharp turn : high altitude : most of these effects were implemented in WW2 planes in ofp and could be in my opinion lag free and give a better speed impression wish is really missing in Arma. I was wondering too, if you were planning to change in some way the way you handle the thrust wish in really a mood breaker in the plane simulation of the game. we should really get rid of the thrust variation according to the pitch, probably implemented by bis for easier plane handling. adding cockpit vibrations at certain speed as it is done in Lock on (especially on the su-25) seems to me a good idea too. just my 2 cents. thanks for your time your models look very good, keep it up !
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^ from djfrogstar
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any possibility to add internal view ?
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a nice addition would be to make radar invisible the tanks once covered with a net or surounded by smoke. this way, it would not be so easy for helicopters to destroy it with missiles.
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VITAPC was a classic, it's great he allowed the pack to be converted to Arma. good idea and good job Törni !
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high dispersion weapons is one of the solutions.
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^ right