Thunderbird
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Everything posted by Thunderbird
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Coallition troops are supposed to be 'bringers of freedom and democracy' and not in anyway supporters of 'brutality' and 'cruelty', and you have to know that people who've to stand in front of mobs are especially trained to manage such situations in order to avoid overreacting or acting like mobs. Even if there are worse events, I'm somehow shocked to see some people trying to minimize or to legitimate the 'no-professional' acts done by these soldiers and I'm afraid such incident would increase more the hatred over there. Best Regards Thunderbird84
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we'd take it out. Actually, we're entirely focused on the FFUR 2006 but the FFUR Euro would come later, though, Regards Thunderbird84
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ACU Officer Best Regards Thunderbird84
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Hi, Glad you appreciate the new ACU version, cheers for the kind comments everyone. Yup, indeed, thanks for reporting it, 'got confused with the textures names :-p, will fix it asap. Like in Real life, and you have to know that most of the current MBTs carry a heavy machine gun especially intended to take out choppers flying low. Take your time and aim by being in the prone position, it would undoubtedly help you to make good shots. There are a lot of military binoculars and most of armies have their own, there would be 2 different binoculars with 2 different views for the incoming FFUR 2006, in order to increase a bit more the realism level, though. Best Regards Thunderbird84
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Glad to show you the new update after 3 intensive hours of work: *Added the camelbak. *Removed the Coyote. *Removed the canteens. *PASGT Helmet replaced by ACH/MICH. *Replaced the goggles by low ESS. *Added the helmet to the Officer. and a couple of other minor things... Now I can allow myself to get a couple of sleeping hours ...:-p, G'night. Best Regards Thunderbird84
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Glad you appreciate'em, thanks for the kind comments everyone. Nice suggestions KMan, will see how to deal with them in order to implement some of them. I think the suggestions posted by kman don't require highly advanced skills in O2 to carry'em out, I might mess with'em, though. Best Regards Thunderbird84
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Cheers, glad you appreciate'em. Btw, the pattern color doesn't look that different from VBS1 ACU one, as you can see below: VBS1 ACU Soldiers 1 VBS1 ACU Soldiers 2 Thanks to CanadianTerror and to Parvus for these VBS1 shots. Regards Thunderbird84
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Maybe later, Regular infantry personnel are the top priority now. It has been fixed for the next release in anyway. US army guys can customize their own kits unlike most of foreign armies. ->Pic As far as I've seen, most of ACU soldiers don't carry any kneepads, though. Btw, Here's a new update of the ACU textures, the last one I hope...heh. *Enhanced the pattern color *Enhanced the arms velcro pockets. (Cheers to EricJ for his pics). and several other things as you could see below. Try spotting the ACU dudes... :-p (~100 meters). Thanks to all people who involved themselves in enhancing the ACU camo by posting constructive comments or shots. Best Regards Thunderbird84
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Those craters have already been taken out from FFUR 2005/2006 and FFUR Euro and will be removed from 85 packs as well. Regards Thunderbird84
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'will try to make good use of it. Indeed, 'will proceed to decrease the brightness level in order to get some decent textures in game and that would blends in better with OFP fields. Regards Thunderbird84
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2 shots of the 2 parts composing the battle dress (1 shot of the vest and 1 shot of the pant), ideally from a frontal view please. 'Have already seen a lot of these shots and collected over 60 pics from militaryphotos.net in order to make the ACU textures, but most of them show the ACU in urban or desert environments. I think it would be better to get some neutral photos done in a fairly illuminated area (like yours) in order to make the textures the better possible. Regards Thunderbird84
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'will use Real photos as textures in order to make'em the most authentic possible within the next incoming days. As far as I know, Lottek is working on converting BIS faces to llauma architecture, we can't say if we'd implement'em or not because of the lack of time that might delay the whole project, if they'd be released within the upcoming days then it would be great! otherwise we'd be forced to keep BIS heads (which don't look that bad, though, heh). Regards Thunderbird84
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Hi everyone, As maybe several people already know, there's a passionate debate in FFUR thread that divides people in 2 sides, people for ACU and M16A4 and others for BDU and M16A2. As far as we know, actually a large part of the US army still carries the M16A2 as main firearm and this has already been confirmed by several militaries and ex-militaries, but some others reported that the M16A4 and even M4 (mostly for US army personnel stationed outside USA) are increasingly used. I would be glad to incorporate both of them but this won't make sense. Your vote and opinion would be greatly appreciated ! Thanks for your cooperation. Best Regards Thunderbird84
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Hi; BOH M249. Some enhancements are still required in order to make the ACU soldiers the most authentic possible, they'll be done within the next incoming days. If we'd use an island using the same ground textures than those shown on Mr.Reality Shots, FFUR ACU soldiers will blends in perfectly, but even VBS1 ACU won't blends in that well with WGL High reso islands because their ground textures are too green. These 2 parts of the battle dress. -1st Part -2nd Part Thanks. Regards Thunderbird84
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Cheers mate, these pics would definitely be helpful! if you could do the same by focusing on the main parts (Top/bottom) of the uniform then it would be great! Regards Thunderbird84
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They visually don't look that different from each other even if ACH/MICH helmets are better. Btw, New update (Fixed the pattern color and a bunch of other things...). Regards Thunderbird84
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'spent the whole night in order to accomplish the 3rd Beta of the ACU soldiers. *Decreased the brightness of the whole textures and reworked the pattern color. *Reworked the canteen and the ammunitions bag textures. *Fixed several minor details. In my judgement, it would be better to not to make'em more green as normal, as you can notice here. Regards Thunderbird84
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Updated Textures Regards Thunderbird84
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-> Btw, Nice shots Mr.Reality, although all ACU have the same pattern, there are are several variants (Urban, Woodland and Desert) as you could you see here. Here's the new update of the ACU camo (Enhanced the pockets, boots, decreased the brightness of the pattern color...etc). Now ACU soldiers blends in better with OFP fields. Any comments would be greatly appreciated. Best Regards Thunderbird84
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Hi, ACU soldiers won't replace BDU ones, as already said, they will be represented as an addition to the US side. I'd be glad to use'em but we can't implementing'em because they use Llauma heads and our BDU soldiers don't (In order to keep BIS characters). Indeed, that's why we prefered to keep BDU soldiers as replacements to BIS US guys. Will work with STGN in order to adjust the pattern color. BlackOp units won't be changed to ACU or BDU but they'll keep wearing the black battle dress they have now (which in addition, looks like to Navy seals black uniform). Thanks everyone for the informations, we'll come up with a couple of shots of the enhanced version of the ACU ASAP. Best Regards Thunderbird84
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Hi, Glad you appreciate'em even if the color still requires a couple of enhancements. As already said, the ACU won't replace the BDU, it will just be an addition for people who requested'em. That's why it's called 'Beta', 'will work with STGN in order to adjust the color of the pattern. 'will come up with a couple of shots of the new version ASAP Best Regards Thunderbird84
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Hi, Already reported and fixed for the upcoming releases. The source of the problem is that the author of that jeep derived his model from 'class jeep' or 'class jeepmg' without adding: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction="ManActJeepDriver"; cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBack"}; gunneraction="ManactjeepGunner"; Adding these 3 lines will fix the problem and you'd be able to play with that 'extra' jeep with FFUR without experiencing any problem. Following the fact that we've replaced both jeeps by Humvees that have their own seat animations, OFP Jeep animations have been erased and replaced by these ones, so extra vehicles derived from class jeep and class jeepmg should absolutely get these 3 lines in order to work correctly. Btw, some news from the front: -Russians and US now have their own binoculars inspired from real life ones. -Enhanced John's smoke textures transitions. -As people required in the poll about the camo/firearm question, we decided to add ACU soldiers to the US side. Here's a pic of the beta done today. Please be lenient, it's still a beta, I'll try to enhance it more within the next incoming days, and once again, thanks to Hyk for his 3d model. Best Regards Thunderbird84
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Hi, Indeed, according to the US army the ACU theorically should blends in with several environments in real life, but it doesn't fit that well with OFP green fields. As you could see below. It's still a beta, though, 'will improve it more... As far as I've seen in ACU photos I collected in order to make the textures, all ACU soldiers were wearing those sandy boots. I think that we will follow this way. Btw, it seems that the advantage now goes to the ACU vote. Once again, cheers to everyone who voted or shared opinion. Best Regards Thunderbird84
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Modify the action menu in the config.cpp?
Thunderbird replied to VipHeart's topic in OFP : CONFIGS & SCRIPTING
You're the welcome. Regards TB84 -
Hi, Thanks to all people who voted or shared informations about the current equipment used in the US army. The votes are tight, with a small advantage to the M16A2/BDU. But I think this is so far the best way to follow in order to satisfie both sides but we'd be forced to use one camo as replacement because mixing both of them wouldn't be that good in game and won't make sense if 2 soldiers of the same squad would be wearing 2 different battle dresses, though. The solution I suggest is to implement an additional 'vehicleclass' especially for 'ACU soldiers' and 'BDU soldiers' would be used instead of BIS ones as long as their camo fit with OFP islands green field. But only you decide. Best Regards Thunderbird84