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sandzibar

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Posts posted by sandzibar


  1. ahhh.. see im teaching myself about arma editing by taking what BIS and others have done to pieces to see how it was done. From looking at 3rd party weps it seems that textures/materials are defined in configs. I assumed that each model had its own config that defines what textures to use.

    Ok so I guess ill have to edit the aimpoint model and replace my new dot texture... would that then mean that Id have to edit each gun model that uses the old aimpoint model and have it use my new one?

    This is seeming much more complicated that I had previously imagined.. all for the sake of changing a pixelated texture thats only 22k in size lol sad_o.gif

    i didnt want to unpack.. change and then repack the weapons.pbo with my new texture as that strikes me as inefficient (and interfereing with base BIS pbo's is what i want to avoid).


  2. Im trying to mod the stock BIS aimpoint dot. found the relevent paa file in the weapons.pbo and made some changes.. i cant however locate what pbo contains the config.cpp that references aimpoint_dot_ca.paa and assigns it to the aimpoint model - its not in the weapons config.

    can some kind soul point me in the right direction/pbo ?


  3. It's funny, yesterday I was searching for the addon that causes the "burst is not a class" bug and finally found out that it was your addon. Then I found your fix for it. And today you come up with a updated version. If I waited for one more day it could save me 2 hours of bug searching....

    What causes that error message? id love to know how to fix it. huh.gif


  4. The fact that arma 1 still has a useless and outdated controls interface annoys me somewhat, if even something so basic cant be fixed and put right for Arma2 then it begs the question what actually is right apart from a flashy new gfx engine ?

    banghead.gif

    eh? arma has one of the more configurable control setups around.. ive not seen any other games that allow you to specify hold/double tap key and multiple key combo's for commands.

    what bit are you having issues with? the ofp style action menu? the squad interface?

    on action menu id agree - god its dated and clunky.. but so used to using the F keys and numbers for ordering ai soldier commands that im not sure how id react to a change for that.


  5. any possiblity of fixing the 'bring up iron sights/scope' and trackIRs head view implementation.

    currently if you hit mouse2 your head/eyes will move to the sight on your rifle... rather than bringing your rifle sight to where your eyes are currently looking.

    whilst people not using trackIR wont notice this.. its a bit of a pain if you are, and have the UI crosshairs switched off. you lose your focus on your target and have to readjust to where it was whilst now in ironsight/scoped mode. this can take quite a while. especially if your wep is pointing at the gound... you find that the enemy soldier is no longer in view and you have a fantastic view of the flowers/grass instead.

    any other trackIR uses understand what im jabbering on about here? biggrin_o.gif


  6. well got it all working finally... was it worth the wait? and the pbo unpacking hassle?

    hell yes!

    its amazingly atmospheric, and does make arma combat slightly more unnerving again.

    my only issues (and this seems to be echo'd by a few here already)

    1) m4/16/ak sounds need a bit of a boost

    2) mp5sd just doesnt feel right - bit too tinney

    3) reload of bolt on m24 can be heard from miles away

    4) ah-6 minigun at 4000rpm just sounds like a sped up m249 - and really diff to 2000rpm

    Do disagree with the 'too much echo' stuff. I reckon its just right. All the grenades/rockets/RPG's are superb.

    anyway... must get back to toying around biggrin_o.gif

    thx to Chammy and EvEn etc for all the work theyve put in so far. its shaping up to be something very special.


  7. I'm not now, I have made a new weapons.pbo (290,000ish KB) and I'm still getting stock sounds.

    Are you sure that you are copying Chammys wss files and overwriting them in the correct "Sound" folder before making/re-PBO'ing the new weapons.pbo?

    Weapons --> Data --> Sound --> Copy Chammys wss files here, and overwrite the previous ones. Then Re-PBO..

    Steps:

    ^Clickys.

    ahahahaha mystery solved... im an idiot.. didnt realise there were TWO sound folders. ive been overwriting the wrong one. doh! I am a muppet. yay.gif

    will retry


  8. Sandzibar, the files are much larger because they have more detailed sounds, hence the reason for the awesomness of this mod.

    I think you misunderstand me. The issue is with my new chammymod weapons.pbo not being the same size as everyone elses chammymod weapons.pbo

    stock is 245.. evens is 285.. mine ended up at 305..

    see the problem.

    edit: no other weapon.pbo's anywhere... moved the backup to a spare drive... no other mods installed/running... version 1.08 installed. its all a conspiracy. im making a tinfoil hat as we speak to keep the aliens away.


  9. mmm, i have 676 sound files...

    just wait for me to post a link to my copy k, it will take an hour to upload but its worth it i think.

    rofl.. I have less files, but larger total pbo size?

    Double U Tee Eff mate. banghead.gif

    cheers Even. think ill wiat on your upload then. this is making my head hurt. rofl.gif


  10. what size should the weapons.pbo be after recompression with pboview? think mine is at 312,122kb (sitting in /chammy/addons folder) and i couldnt hear much of a difference from stock sounds.

    edit: double checked and I must be doing something wrong as im still only get stock sounds.


  11. 1.08 is superb step backwards in stability for me...

    1.07 beta 1 and 2 allowed me to play for hours on end with no problems on MP servers (as long as I didnt try and get onboard a stryker - as that caused a CTD).

    but now I can only play for 20mins tops before is crashes in MP.

    extremely frustrating. sad_o.gif


  12. I have an idea but NOT the means to do so.. could we either :

    A: make a 3dmax object and make that a ghillie suit and have it be an addon that you wear like a backpack

    B: make the damnn uniform a ghillie? please help our game looks a little wrong with snipers not having the proper gear

    quite like the idea of it being a back slot item.. like the RPG7 and LAW launchers.

    how does it work in XAM?


  13. One question I have thought about for a bit. Are you gonna have that "Beep-Beep-Beep" sound on the Armoured Vechiles, when they are getting hit?

    Sounds like a bus/truck backing up or something... So I'm hopeing that you will leave it out, because it sounds pretty weird/strange, IMO. biggrin_o.gifwink_o.gif

    whats the alternative? the muffled screams of trapped crews.

    o_0

    but anyway. this sound mod looks awesome. cant wait. keep up the good work chammy and co.


  14. yes i agree. its completely stumped me why they would remove the group selection from the command menu...

    but thats the only workaround I can suggest - other than using the completely pointless and redudant spacebar command tool - which was added why?? tounge2.gif

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