sgt_flyer
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Posts posted by sgt_flyer
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i have much less time atm than when i modelized it - plus the person which wanted to do the unwrapping as tons of work at the moment - but i still try to advance in it. still blocking on the config file - atm can't have the lcac ingame (even if the game launches without config file error - the LCAC is simply not ingame atm) so if there's someone which could give me some hints on making config files work for arma 2, i take it :) (and on the model, i've added Geometry lod, and made some placeholders for the other necessary lods. (can't add much other lods until the 1st lod will be unwrapped)
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have you tried the attachto command ? - objects attached to something else keeps their relative position to the vehicle
would do
set the soldier's direction, attach him with the good offset to the vehicle, play the animation, and once the wheel has been changed, detach the soldier.
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with arma 2 the infinite land around the airfield is totally screwing the map too.
(very heavy lag, and the 'infinite' ground was not fully textured, resulting in gray / white triangles all around the airport).
also, the terrain is so flat that i don't know if it's really useful to use such precise heightmap.
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looks like FADE is activated - your game does not recognize itself as being a legit copy, and started to degrade due to the FADE system.
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Also, I was curious if there was anyway to make aircraft more or less visible to radar inside of Arma II? For example, making a transport plane easier to see than a fighter, and almost invisible for stealth aircraft. (I have a B-2 Spirit that I'm working on as well)I'd be happy if we could just change the value for the distance at which an aircraft can be seen. Therefore, a stealth aircraft (or a degree thereof), wouldn't show up on radar until your right on top of it.
Any thoughts?
it has been done before in previous games - i remember dkm's comanche which didn't show up as a radar target until it opened it's missiles bay's :)
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it will be the US version first, but there will be skins for a japan one too i think :)
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for the last version of the lcac (i've added some details)
16873 points, 13513 faces, and triangle count 25577.
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for drag and drop addons, it will work like ofp / arma for most vehicles. you'll place the pbo in the addons folder, and once you'll launch the game, you'll be able to place the new unit into the editor.
some people already start converting previous work done in arma to arma 2.
but most of the work will be done once BI release the official arma 2 tools and examples.
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i've modelled the lcac with o2 personnal edition (the one released for arma 1), the screenshots were taken from the buldozer function of the arma 2 .exe
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from what DaSquade said,
i don't have modo or 3ds - maybe it would be better if someone else unwrap this model, if there are people interested to do it.
else, the model is already in multiple part. the roadway part is pretty simple, after the two long structures are mostly mirrored (that's the case on the real model) and the 4 centrifugal parts (the 4 blocks which looks the same) are, infact, the same ;)) so there's already multiple simpler parts avaible.
for the moment i'll try to make the other lods, and maybe add some details for lod0 (notably some cockpit elements) so if someone have some views of the lcac cockpit, i'd be interested with them :)
else, for the machine guns, i think the right and left safeguards at the front of the lcac can be used for placing machine guns on it (due to their design). (maybe to be used with the attachto command, so it'll be possible to add / remove them without making an armed version of the lcac; and provide the lcac with two turrets.)
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sorry, never learned on how to do the uv maps correctly, so if you have a tutorial or something like that that i'll be able to use to uv map it, i'd take it ;)
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i've updated the first thread.
LCAC lod 0 finished, if a texturer want to texture it, just send me a message ;)
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so, has with arma 2, as many people have discovered, we have a nice attachto command (and as this command is able to use relative coordinates for attaching an object to another) , i've started modelling a LCAC transport.
once i'll have further advanced into the LCAC model, i'll maybe need some help (maybe some reference material better than the one we commonly find over the net) and a texturer (i'm no texturer myself)
tools used : Oxygen 2 and arma2 as buldozer.
update : lod 0 finished. i'll be needing a texturer for it
15327 points, 12205 faces. maybe it's a little high, but normally you won't see more than 3 lcac at the same time.
the deck is large enough to make 3 hmmwv fit side by side (used bis mlod hmmwv from arma 1 to have a size comparison).








WIP: Stuff you are working on 2!
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted · Edited by sgt_flyer
this is an SS-23 missile (also known as oka 9K714), the successor of the scud-B , and was introduced in 1980 for the russian forces.