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Thunderbird

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Everything posted by Thunderbird

  1. Thunderbird

    PROJECT'85 TOPIC

    First variant of the Su-25: (B8 Rocket Pods and KH-29L Missiles) Missiles Models by Godhammer: Regards, TB
  2. Thunderbird

    Vilas' addons

    Better wait for P'85 upcoming replacement packs which will be included within the MOD. Many hours are spent in these regards in order to ensure that every vehicle and every units will be safely substituted by its suitable '85 counterpart. Regards, TB
  3. Thunderbird

    PROJECT'85 TOPIC

    Due to ArmA limitations in terms of weapons proxies (Since every winged aircraft is able to carry only 1 kind of missiles), then the incorporation of a second missile to the loadout will require to script the whole system, and instead we will just increase the Frogfoot's ranks by making every variant carry a specific loadout and get its own skin (Camouflage/Pattern). Regarding the effects and features that the MOD will be featuring, as some of you already know, we opted for the upcoming ECS version which is currently under development by the ECS MOD alongside with some very stable parts of the SLX MOD (Wounds Fx, Body Dismemberment, AI elementary tactics [Flank enemy position, Suppressive fir, enter buildings...]). The project is nicely growing thanks to the dedication of the core team and to the support of some external elements (Godhammer...) and we hope to release a first pack within maximum 2 months. Regards, TB
  4. Thunderbird

    Vilas' addons

    The Project'85 MOD will feature the complete set of units and firearms models, alongside with many new models and countless of improvements/features/adjustements/model replacements. And of course, the configs will be set according to ArmA standards. Anyways, congrats Vilas with this release, as this already illustrates the nature of models that will be available within the 'whole' MOD. People, feel free to post any bug/glitch/error message you notice with these Addons, as these would for sure, help to further enhance the current models which will be available in the Full pack. Regards, TB
  5. Thunderbird

    PROJECT'85 TOPIC

    No worries about the authenticity of the MOD since we already have some dedicated military advisors in charge of the military aspect of the Project, alongside with numerous reliable sources. Regarding the Su-25, there will be 3 (or more) variants, every version featuring a specific loadout and having its own skin. Basically, the Frogfoot wasn't designed for Air to Air combat, even if it was defined to carry AA missiles, therefore, as you have spotted through this thread via Godhammer, we will mainly focus on the development of Air to Ground bombs and missiles (KH-29L, FAB-250, UV-32-57 Rocket Pods). There could be further weapons models, but of course, only depending on Godhammer's time and motivation since he has already achieved a lot for us. Btw, 'Benus' is back in action again and he is in charge of the new Su-25 skins. Regards, TB
  6. Thunderbird

    PROJECT'85 TOPIC

    The minimum required version to run the MOD is 1.08 (Last Official Patch). Therefore, you would not encounter any trouble with superior patches (1.09 -> Infinite superior numbers ). Regards, TB
  7. Thunderbird

    FFUR'85 (2008 edition)

    Hi all, First, sorry for the long delay, the development of Project'85 for ArmA takes almost all my free time. But I'm still not done with OFP, as I would like to ensure that the FFUR MOD will be accomplished in 'decent conditions'. Therefore, if anyone could regroup all bugs reported though this thread and report them here in a single post then this would be greatly appreciated. Regards, TB
  8. Thunderbird

    Huge earthquake, impressive military rescue

    There are many valid reasons to disapprove and criticize the current chinese gouvernement, but nonethless, the fast deployment of the chinese troops is exemplary, and specifically when you compare this event to some previous ones where people had to wait during weeks before they receive the first rescue and aid supplies. Regards, TB
  9. Thunderbird

    Converting good OFP stuff to ArmA...

    Heh, sure, if you expect to release the content then this is the first aspect you have to achieve, ensure to get the author's permission to further avoid any form of inconvenience. Regards, TB
  10. Thunderbird

    Converting good OFP stuff to ArmA...

    A few global rules to respect in order to ensure a 'decent' conversion process: 1st Step - Make sure that the model is in MLOD format. - Almost all OFP addons have textures paths directing to \data.pbo - Therefore, you have to unpbo this addon and locate the necessary files for the model you would like to convert - To locate them, use O2 PE (RC3 or RC2) Textures renaming tool (Tools -> Mass Texture & Material renaming) - Once located, move these files to your 'New' Addon folder and ensure to convert the textures paths. 2nd Step - ArmA has a new proxies system, so you have to delete all of the previous OFP proxies and include ArmA ones according to the nature of model to edit, or adapt them to ArmA system by rewriting some parts of the config (Cfgmodels and cfgskeleton specifically) according to the old 'selections' in O2. - I suggest to use ArmA new proxies for a sake of quality (You can copy them from ArmA Official MLODs), since you convert a civilian plane then you don't have to worry about weapons proxies as supposedly, there are none. - I suggest you to try all proxies (Pilot) of ArmA default planes in order to choose the best ones, take the time to propely adjust them in order to make sure that the pilot is correctly positioned in the seat in (Pilot/Cargo View), once you are sure it is fine then copy the proxy and paste it to all Lods. - Now you have to adapt the 'cargo' animations in the config as well, give a look at BIS configs (Air; Air3; A10) to better understand this aspect, you could  also find some detailed explanations here and there (BIS Boards, BIKI, OFPEC ...). Last Step: - OFP's engine was able to handle many textures, which is no more the case with ArmA, since the higher the number your textures will be, the lower the performance will become in-game. To fix this, you have to merge all textures into a few .pac files, to do this, you need to carefully follow step after step the .PTM way by using PanTool or coding yourself the file in question, you will find further details within PMC forums. - You probably have already heared about Normal Maps, Specular Maps... , but to understand how these work, you would need to carry out some research and follow step after step the tutorials related to the question. Here you can find everything you need. - Once you are done with all these aspects, you have to focus on the config to get the model work in the right way. Again, pay some attention to the way BIS defined their configs, or check the individual configs you will find within some community-made Addons. Good luck, Regards, TB Edit: Typos
  11. Thunderbird

    Converting good OFP stuff to ArmA...

    A few global rules to respect in order to ensure a 'decent' conversion process: 1st Step - Make sure that the model is in MLOD format. - Almost all OFP addons have textures paths directing to \data.pbo - Therefore, you have to unpbo this addon and locate the necessary files for the model you would like to convert - To locate them, use O2 PE (RC3 or RC2) Textures renaming tool (Tools -> Mass Texture & Material renaming) - Once located, move these files to your 'New' Addon folder and ensure to convert the textures paths. 2nd Step - ArmA has a new proxies system, so you have to delete all of the previous OFP proxies and include ArmA ones according to the nature of model to edit, or adapt them to ArmA system by rewriting some parts of the config (Cfgmodels and cfgskeleton specifically) according to the old 'selections' in O2. - I suggest to use ArmA new proxies for a sake of quality (You can copy them from ArmA Official MLODs), since you convert a civilian plane then you don't have to worry about weapons proxies as supposedly, there are none. - I suggest you to try all proxies (Pilot) of ArmA default planes in order to choose the best ones, take the time to propely adjust them in order to make sure that the pilot is correctly positioned in the seat in (Pilot/Cargo View), once you are sure it is fine then copy the proxy and paste it to all Lods. - Now you have to adapt the 'cargo' animations in the config as well, give a look at BIS configs (Air; Air3; A10) to better understand this aspect, you could  also find some detailed explanations here and there (BIS Boards, BIKI, OFPEC ...). Last Step: - OFP's engine was able to handle many textures, which is no more the case with ArmA, since the higher the number your textures will be, the lower the performance will become in-game. To fix this, you have to merge all textures into a few .pac files, to do this, you need to carefully follow step after step the .PTM way by using PanTool or coding yourself the file in question, you will find further details within PMC forums. - You probably have already heared about Normal Maps, Specular Maps... , but to understand how these work, you would need to carry out some research and follow step after step the tutorials related to the question. Here you can find everything you need. - Once you are done with all these aspects, you have to focus on the config to get the model work in the right way. Again, pay some attention to the way BIS defined their configs, or check the individual configs you will find within some community-made Addons. Good luck, Regards, TB Edit: Typos
  12. Thunderbird

    Huge earthquake, impressive military rescue

    The fast response of the PLA is impressive and should definitely become an example to the rest of the world. My sincere apologies to the victims of this terrible earth quake. Regards, TB
  13. Thunderbird

    Vilas' addons

    Maza94, What you apparently don't understand here, is that 'Front line' Troops get the newest equipment while the rest still use the old gear. This is not specific to the Polish army but concerns almost every army, including the US Forces, which still use M60 machine guns within their National Guard ranks, whereas troops deployed in Iraq and Afghanistan get the best of what the US Army can offer in terms of equipment. Regards, TB
  14. Thunderbird

    Gore Limb Dismemberment Mod? WIP?

    Almost impossible to carry out such a precise Fx with so many requirements, unless you would assign a specific ammo to the nature of 'effect' to be enabled, which means that 'custom' ammo/weapons values will not be taken into consideration. And the higher the constraint will be, the harder this feature will become to achieve. I actually suggest to stick to the system offered by Solus in the SLX MOD and further enhance it by including 'additional' body parts during the dismemberment process, enhance the textures of wounds and make them become more authentic. People being against this feature obviously have valid reasons and of course they can easily switch it off in SLX_GL3. Regards, TB
  15. Thunderbird

    Gore Limb Dismemberment Mod? WIP?

    Let's put aside the 'moral' aspect of this feature, as there will always be Pros/Cons and both sides have valid reasons to defend their positions. Regarding the feature in question (From a technical point of view), this is doable with ArmA platform and there are several ways to carry this out. (Simple Textures -> Fully Scripted Body Dismemberment) The way Solus implemented this within the SLX MOD is genious, however, it could be much improved with the enhancement of the current 'P3Ds' used to simulate 'wrenched/burned limbs', alongside with the incorporation of additional 'Body parts' (50% more) in order to increase the immersion factor delivered by this feature. Regards, TB
  16. Thunderbird

    PROJECT'85 TOPIC

    Forgive NSX, I'm sure he didn't mean to sound harsh or sarcastic. Regarding the suggestions submitted thus far, let's consider the list as 'Closed', however only a few tracks can be implemented (due to the high number of suggested songs). The MOD is steadily and nicely growing up, major modifications are currently performed, not only in terms of Models but in terms of features as well, since the Project will definitely feature the ECS MOD (Incoming 0.52 version) alongside with the best of what the SLX MOD offers. Obviously, we will ensure that they will flawlessly work together. Of course, despite the fact that all features will be included per default, nonethless they will all be 'Optional', therefore, you can disable/enable them according to your tastes. Concerning the core Island, we seriously consider to ask Nicolas Bell to include Schmalfelden as it is actually the only first-rate island that fits with the MOD's theme and era. By the way, thank you all for your votes on the website. Regards, TB
  17. Thunderbird

    PROJECT'85 TOPIC

    Nothing is unreasonably and irrationally done in the MOD, every decision and every choice is set with some solid reasons behind. And we actually have many reasons to include a part of '85 USMC within the MOD in conjunction with US Army Forces. Plus, we are backed up in these regards by our new member and USMC specialist and modeler, Fischkopp. Regards, TB
  18. Thunderbird

    SLX MOD public release

    It seems that several people haven't noticed that the great aspect of the current SLX MOD is, unlike the version done for OFP, this one is in a large part 'modular'. For my personal use, I merged both of ECS and SLX + (3rd party Addons such as : SIX_Tracers/Madmatt Fx/NWD Addons/HIFI SFX Pack) and everything worked flawlessly, obviously under a few conditions: - Since ECS and SLX MODs feature numerous similar characteristics then you have to make a choice about the addons you will favor, and decided to include within the ECS Addons folder the following SLX Addons: (slx_wounds/slx_gl3/slx_findcover/slx_ecs_xeh/slx_cloud) Feel free to add more SLX Addons depending on the nature of feature you would like to enable, and of course there are countless ways to get both MODs working alongside with each other as long as you ensure to have: slx_ecs_xeh and respect a few rules. Regards, TB
  19. Thunderbird

    SLX MOD public release

    The way suggested does only decrease the amount of features concerning Smoke Effects/Flames/Tracers... etc, but if you want to completely disable them. Then follow the risky (but nonetheless working) way suggested by Karaya1 (Fully delete \@SLX\ [bin] || [Dta]) folders. Regards, TB
  20. Thunderbird

    SLX MOD public release

    To disable the heavy and unfriendly-CPU Smoke effects/Wind Effect and Tracers (In order to use SLX alongside with 3rd party Addons such as (SIX tracers or Madmatt Fx)): 1st Step: - Unpbo 'slx_gl3' - Open slx_gl3\f\SLX_GL3_Settings.sqf - Scroll down until you find 'SLX_ShotFX = 3;' - Set it to 0 - Convert the folder to .pbo and overwrite the original slx_gl3 2nd Step: - Unpbo 'SLX_vehicleEffects' - Open the 'config.cpp' - Delete the following lines: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Extended_Init_EventHandlers { class LandVehicle { SLX_VEHICLE_EFFECTS_INIT_LINE }; class Air { SLX_VEHICLE_EFFECTS_INIT_LINE // Start air effects on flying aircraft SLX_VehicleEffects_Air_Wind="_this exec (SLX_VehicleEffects_Path+""s\SLX_Air_Wind.sqs"");"; }; class Ship { SLX_VEHICLE_EFFECTS_INIT_LINE }; }; // Vehicle damage effects class Extended_Dammaged_EventHandlers { #define SLX_VEHICLE_EFFECTS_DAMMAGED_LINE SLX_VehicleEffects_Dammaged="_this spawn {_this call SLX_VehDmg}"; class LandVehicle { SLX_VEHICLE_EFFECTS_DAMMAGED_LINE }; class Air { SLX_VEHICLE_EFFECTS_DAMMAGED_LINE }; class Ship { SLX_VEHICLE_EFFECTS_DAMMAGED_LINE }; }; class Extended_Hit_EventHandlers { class Plane { SLX_VehicleEffects_Hit="[_this select 0,""random"",damage (_this select 0)] spawn {_this call SLX_VehDmg}"; }; }; class Extended_Killed_EventHandlers { class Air { // aircraft crash effects // SLX_VehicleEffects_Air_Killed="[_this select 0,""DeadCheck"",damage (_this select 0)] exec (SLX_VehicleEffects_Path+""s\SLX_Dmg_Vehicle.sqs"")"; SLX_VehicleEffects_Air_Killed="[_this select 0,""DeadCheck"",damage (_this select 0)] spawn {_this call SLX_VehDmg}"; }; }; - Save and convert the folder to .pbo, then overwrite the original file. Regards, TB
  21. Thunderbird

    SLX MOD public release

    Before this gets asked, Solus has been kindly working on making his MOD ECS compatible. - Open @SLX\Addons\Extra\ - Copy || slx_ecs_xeh.pbo || slx_ecs_xeh.pbo.SLX.bisign - Paste them within @SLX\Addons\ Shortcut 2nd Part of Properties <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ...beta\arma.exe -nosplash -mod=DBE1;@addons;beta;@SLX;@ECS Regards, TB
  22. For those who are seriously bothered with the AI aiming accuracy and don't would like to increase the dispersion values via scripts (In order to keep the performance hit rather low) but instead use a friendly-cpu way, then it exists a simple method to figure out this via the \dta\bin.pbo. 1 - Once you have created your own MOD Folder with all the addons you would like to put inside, create a 'dta' folder within your personnal MOD folder. 2 - Copy the default 'BIN' .pbo located inside \ArmA\Dta\ (or BETA) to your 'MOD folder'\Dta\. 3 - Unpbo Bin.pbo and unrap the 'Config.bin' by keeping .hpp/.cpp file compact (To get only 1 config)/ once this is done, delete the 'config.bin' and only keep the 'config.cpp' file. 4 - Now, open this 'config.cpp' with a text editor and find the following 'class' <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">CfgAISkill You will notice some lines just after located between { and }; : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> { aimingAccuracy[] = ... ... general[] = ... }; 5 - Now Copy the lines bellow and replace the whole class cfgAISkill with them <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgAISkill { aimingAccuracy[] = {0, 0, 0.3, 0.3}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0.5, 1, 1}; endurance[] = {0, 0, 1, 1}; spotDistance[] = {0, 1.4, 2, 1.6}; spotTime[] = {0, 1.4, 2, 1.6}; courage[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; commanding[] = {0, 0, 1, 1}; general[] = {0, 0, 1, 1}; }; I don't want to claim these values as being the most realistic but they overall, increase the firefights immersion by making combat last longer, as it is hard like hell to hit anything in real life due to countless of factors you will never see in any game. Regards, TB
  23. Thunderbird

    Schmalfelden, Germany Map

    Exactly the kind of maps which are appreciated here, large and tanks-friendly landscapes. First-rate piece of work, hats off. Regards, TB
  24. Thunderbird

    ArmA 2 Press Coverage

    With a pinch of common sense, there should be a counter-advertising policy to save what could be saved after the release of the last videos. Since many people will keep persuaded and deeply convinced that the game's status illustrated in the last videos is the one they will be more or less facing once the game is released. What surprises me here is the uncommunicativeness of BIS members regarding the ongoing unenthusiastic and negative opinion. Since, at least 1 post coming from the bohemian offices would have undoubtedly appeased some minds and then clarified the situation. Regards, TB
  25. Hi, The purpose of this post is to understand and figure out what exact lines do differentiate a Car from a Tank in BIS configs. Since, I'm getting some serious troubles to replace BIS Strykers by our Bradley Models. --------------------------------------- BIS Strykers are inherited from 'cars' [Makes sense as Strykers get wheels]. Whereas our Bradleys are inherited from tanks [Again, makes sense as Bradleys get tracks]. --------------------------------------- So, during the replacement process, adding <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Simulation = tank; To the class strykerbase (The class which is supposed to host the replacement). Isn't enough to complete the replacement as the bradley is recognized as a simple MG Car (like UAZ with DsHK... or a mounted Hummer). And results with No working Tracks (Not animated)/ Muzzleflash in wrong place/ A huge exhaust smoke. As you can see below: Therefore, do you know what lines do make a Car becomes a Tank or a Tank becomes a Car/ Of course, in terms of configuration. These lines are supposed to simulate the wheels of the Stryker: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> memoryPointExhaust = "exhaust_start"; memoryPointExhaustDir = "exhaust_end"; memoryPointTrackFLL = "tyreTrack_1_1l"; memoryPointTrackFLR = "tyreTrack_1_1r"; memoryPointTrackBLL = "tyreTrack_1_2l"; memoryPointTrackBLR = "tyreTrack_1_2r"; memoryPointTrackFRL = "tyreTrack_2_1l"; memoryPointTrackFRR = "tyreTrack_2_1r"; memoryPointTrackBRL = "tyreTrack_2_2l"; memoryPointTrackBRR = "tyreTrack_2_2r"; Disabling them and substuting them by Bradley tracks definitions, doesn't help at all. In this way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> memoryPointTrack1L = "Stopa LL"; memoryPointTrack1R = "Stopa LR"; memoryPointTrack2L = "Stopa RL"; memoryPointTrack2R = "Stopa RR"; memoryPointExhaust = "exhaust_start"; memoryPointExhaustDir = "exhaust_end"; memoryPointTrackFLL = ""; memoryPointTrackFLR = ""; memoryPointTrackBLL = ""; memoryPointTrackBLR = ""; memoryPointTrackFRL = ""; memoryPointTrackFRR = ""; memoryPointTrackBRL = ""; memoryPointTrackBRR = ""; Therefore, any help or enlighten advice to figure out this issue would be much appreciated. Edit: Things were so easier to handle with OFP since there was 1 main config with everything centralized in one place, heh. Regards, TB
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