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wipman

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Everything posted by wipman

  1. wipman

    M4A1 Pack

    Hi, i've already repathed all the M4's (woodland, scratched & desert) i've made some small changes, like add the clipped mags to the short M68 sighted M4's (SD & not SD, there's no ACOG version of those) make the m4scope use the 20rdns mag and have a Harris bipod. What remains?, remain me to put the laser beam of the LAM in the viewpilot LOD on those few versions that are equiped with it. Take side pics of the scratched (aka black) M4's to make the black M4's distance LODs; end the last 3 remaining textures that still not made yet for the black M4's so we could complete all the black M4's LODs. I should ask our modeler for if he can remap the back lense of all the M68 sighted M4's for a much better texture & then, send 'em to config writter that should make 'em use the STGM M4's ballistic values and the TACTevens smoke effects. Also remains to fix (make from zero) some of the sights, to make 'em shine by night, like the E&S M68 red dot of his sight, the DanM1 cross (the same than in his DanM14's Pack, M25 sniper riffle) and i think that that's all. Now... some pics for those who still waiting for this weapons. M4A1(D) Scope: M4A1(W) M203 ACOG-SD: M4A1 Short M68-SD: Last thing... i've found out there a very very closer sound to how a M4A1 sounds when shoot; i've try to contact that addon maker, but he don't accept "unrequested mails"; in case that i can't get a reply from him... we gonna use that sound file and put his name in the credits. Let's cu
  2. wipman

    UK Desert(ed) troops = BLEED 1.0

    Hi, i've try again the UKF units pack 1.1 because it's needed to play with this units, and i've found a weird thing... if you drop the weapon or put it at the back, the unit looks upward, "over the head of the mate"; this, using the DMA Anims 1.0 . That don't happens with any other addon unit/BIS unit that i've seen, so i hope that that don't happens too with this units. A screenshot of what i mean: UKFP 1.1 Marine Officer: P.D: Those are the same "Marines" that can't locate Gibraltar in a map using a compass (between 6 soldiers) but that 2 guardia civiles can locate 'em... ahh... what a shame... . Great looking units. Let's cu
  3. wipman

    Star Wars mod

    Hi, i've try with addons planes that have aftherburner and they can't climb above 13000m; so if you're above that height and fly below it, u couldn't get back over the 13000m barrier. The helicopters can't get there unless u setpos 'em above that height; i've make some quick trys and this is what i can say: Report-in: i almost forget it... this mod looks great, that video it's really surprisingly.
  4. wipman

    UK Desert(ed) troops = BLEED 1.0

    Hi, i think that those UK desert troops look great, and sure that they look better ingame; as weapons, the UKF L86's A2 are some of the best made addon weapons that i've ever seen. I don't remember if they came with sniper rifles too, but the Kabal Sniper Pack have some great looking and working sniper riffles valanced to BIS weapons, the only fuck that they've it's that they use .jpg textures. Anyway, glad to know that those UK units (that don't know how to use a compass so they appear in Malaga) are close to be released. Let's cu
  5. wipman

    M4A1 Pack

    Hi, i've thinked in change something in the short M4's versions, the mags; instead a 20rdns mag... use the same x2 clipped mags than in the rest of the M4's. U'll fire the x20 mag in 3secs, u may fire the x30 in 3'5 or 3'8, well... maybe 4'3 k. But anyway, in CQB where u use the full auto or burst, a 20rnds mag will be a fuck and isn't a real help to turn in doors or just through windows (to the inside of the house, not to outside.) it looks very fanzy, but it's a bit pointless in terms of use; so say hell-o to the new shorted M4's look like. wip_m4shortm68_sd: Let's cu
  6. wipman

    M4A1 Pack

    Hi, i've thinked in change something in the short M4's versions, the mags; instead a 20rdns mag... use the same x2 clipped mags than in the rest of the M4's. U'll fire the x20 mag in 3secs, u may fire the x30 in 3'5 or 3'8, well... maybe 4'3 k. But anyway, in CQB where u use the full auto or burst, a 20rnds mag will be a fuck and isn't a real help to turn in doors or just through windows (to the inside of the house, not to outside.) it looks very fanzy, but it's a bit pointless in terms of use; so say hell-o to the new shorted M4's look like. wip_m4shortm68_sd: Let's cu
  7. wipman

    Mission Stories

    Hi, this should be more or less the briefing of a coop that i'm working on: At the 03:17AM a CAP patrol of USAF F16's spotted 2 MI-28's flying near the E shore of Asahmi, one of 'em fired an AA missile to our birds; we replyed the attack shooting down one of 'em, we guess that the other MI-28 went back to it's air base (located in the center of the island) at low height. Intel has gave us satellite photos of the crashed MI-28, that fallen into a ruined city held by rebel forces, the photos show rebel activity near the crash zone. We insert in the S coast 2 Marines fire teams (8 men) by MV-22, a MH-53 has let some wheeled transport near the LZ Alpha, we can't left the units closer to the crash zone because of the heavy SAM & AAA presence in the whole island; both fire teams will proceed to the Crash Zone (designated AO) and will retrieve from the remains of the helo the flying chart; once on your hands, destroy the helicopter and call in for evac at the SSE of the AO. Spect heavy OPFOR pressence, one team advance, the other cover; you know the method... be sure to neutralize any SAM, AAA gun or any other threat to the evac helo (UH1-N FFAR). i'll need a miracle to make the whole coop work... but well, that should be the briefing more or less. Let's cu
  8. wipman

    Mission Stories

    Hi, this should be more or less the briefing of a coop that i'm working on: At the 03:17AM a CAP patrol of USAF F16's spotted 2 MI-28's flying near the E shore of Asahmi, one of 'em fired an AA missile to our birds; we replyed the attack shooting down one of 'em, we guess that the other MI-28 went back to it's air base (located in the center of the island) at low height. Intel has gave us satellite photos of the crashed MI-28, that fallen into a ruined city held by rebel forces, the photos show rebel activity near the crash zone. We insert in the S coast 2 Marines fire teams (8 men) by MV-22, a MH-53 has let some wheeled transport near the LZ Alpha, we can't left the units closer to the crash zone because of the heavy SAM & AAA presence in the whole island; both fire teams will proceed to the Crash Zone (designated AO) and will retrieve from the remains of the helo the flying chart; once on your hands, destroy the helicopter and call in for evac at the SSE of the AO. Spect heavy OPFOR pressence, one team advance, the other cover; you know the method... be sure to neutralize any SAM, AAA gun or any other threat to the evac helo (UH1-N FFAR). i'll need a miracle to make the whole coop work... but well, that should be the briefing more or less. Let's cu
  9. wipman

    Flashpoint Photography 4 - No images over 100kb.

    - Mapfact Nogova 1.22 - Salang Objects/Buildings (moded by me) - USMCBeta3 re-retextured >>:-)
  10. wipman

    M4A1 Pack

    Hi, afther delete all the no needed selections in the desert versions, add the MF to all the LODs that don't had it, redefine all the ******' selections of all the ******' models, move to the right ******' side the ******' clipped mag in both SD & not SD ******' desert M4 models... i've thinked that that ******' jaguar skin paint on the Mk fits better in the desert versions than in the ******' woodland camoed versions; and this is how the ***k the so son of the ****h look like. We keep 'em in this way or we get back to the ******' original look like with the ******' jaguar skin paint?. wip_m4mkm68 (Mk change): Let's cu
  11. wipman

    M4A1 Pack

    Hi, afther delete all the no needed selections in the desert versions, add the MF to all the LODs that don't had it, redefine all the ******' selections of all the ******' models, move to the right ******' side the ******' clipped mag in both SD & not SD ******' desert M4 models... i've thinked that that ******' jaguar skin paint on the Mk fits better in the desert versions than in the ******' woodland camoed versions; and this is how the ***k the so son of the ****h look like. We keep 'em in this way or we get back to the ******' original look like with the ******' jaguar skin paint?. wip_m4mkm68 (Mk change): Let's cu
  12. wipman

    M4A1 Pack

    Hi, we've... 60 M4A1 models; not 'em all are made, remain scratched models, we can't end the black models until i end the scratched textures. Then, delete some no needed selections on all the models, add muzzle flashes to some of the LODs, add laser beams to the M4's with LAM, re-path the textures on 20 of the desert or woodland M4's to make 'em use the black textures; send 'em to the config writter, try 'em in game; spot possible fixable bugs (ex: that we've forget to resize 1 of the 60 M4's to the measures of the other 59) & once that done... release 'em. About the size of the barrels... i think that they'r right; they'r new models but they've the same diameter than the INQ M4 Construction Pack barrels. And about a beta release... well, we may make some working iron sighted M4's in woodland, desert and black; but i'll preffer to wait until have 'em all, plus the 6 CAR-15's or maybe 12... 6 more CAR-15's with a M203, but that's something that came now to my mind, there's no "official" plan of do it. And we haven't a release date, but we're much closer to end with all this now than 2 weeks ago. Let's cu
  13. wipman

    M4A1 Pack

    Hi, we've... 60 M4A1 models; not 'em all are made, remain scratched models, we can't end the black models until i end the scratched textures. Then, delete some no needed selections on all the models, add muzzle flashes to some of the LODs, add laser beams to the M4's with LAM, re-path the textures on 20 of the desert or woodland M4's to make 'em use the black textures; send 'em to the config writter, try 'em in game; spot possible fixable bugs (ex: that we've forget to resize 1 of the 60 M4's to the measures of the other 59) & once that done... release 'em. About the size of the barrels... i think that they'r right; they'r new models but they've the same diameter than the INQ M4 Construction Pack barrels. And about a beta release... well, we may make some working iron sighted M4's in woodland, desert and black; but i'll preffer to wait until have 'em all, plus the 6 CAR-15's or maybe 12... 6 more CAR-15's with a M203, but that's something that came now to my mind, there's no "official" plan of do it. And we haven't a release date, but we're much closer to end with all this now than 2 weeks ago. Let's cu
  14. wipman

    M4A1 Pack

    Hi, i remind the people that our M4's are based on the INQ M4 Construction Pack, so there we've some limitations; and the black master key, at more than 3 or 4m look like a dark grey dirt under the M4, at least using the wooden Mk u can see it almost right at some distance; black or grey looks a flat dirt under the M4; and looks better and more detailed in way (wooden), but well, i could change my own .pbo & use the wooden texture & release the pack with some black or dark grey texture. I should ask to more people, like those who've helped me in someway to make the M4's. Let's cu
  15. wipman

    M4A1 Pack

    Hi, i remind the people that our M4's are based on the INQ M4 Construction Pack, so there we've some limitations; and the black master key, at more than 3 or 4m look like a dark grey dirt under the M4, at least using the wooden Mk u can see it almost right at some distance; black or grey looks a flat dirt under the M4; and looks better and more detailed in way (wooden), but well, i could change my own .pbo & use the wooden texture & release the pack with some black or dark grey texture. I should ask to more people, like those who've helped me in someway to make the M4's. Let's cu
  16. wipman

    M4A1 Pack

    Hi, well... i think that we've a final texture... in this last one the wooden it's more clear, so looks like as if it were a bit wasted or just old; the shotgoon body it's darkened, as if this Mk don't were from Nam or a very used addon to the M4's of the operatives that may use it. But well, we accept sugestion on wich of those; i vote for this last one. Final Texture?: From this point... i just should make: the LAM texture, the Tasco scope & the bipod; then re-path the M4's, take pics for the LODs, make some final corrections in the models & send 'em to the config writter. Let's cu
  17. wipman

    M4A1 Pack

    Hi, well... i think that we've a final texture... in this last one the wooden it's more clear, so looks like as if it were a bit wasted or just old; the shotgoon body it's darkened, as if this Mk don't were from Nam or a very used addon to the M4's of the operatives that may use it. But well, we accept sugestion on wich of those; i vote for this last one. Final Texture?: From this point... i just should make: the LAM texture, the Tasco scope & the bipod; then re-path the M4's, take pics for the LODs, make some final corrections in the models & send 'em to the config writter. Let's cu
  18. wipman

    The multiplayer face gallery

    Hi, this are the faces that i use in SP/MP, i use the covered face for enter in those servers that have that stupid rule of "max custom face 22Kb"; but in the decent servers, i use the face in the lower rigth corner of the pic, the same that i been using the last 3 or 4 years. Let's cu
  19. wipman

    M4A1 Pack

    Hi, i've made half of 1 wooden grip Mk, isn't finnished; it haven't some needed shadows & lights, but serves for give a closer idea of how it'll look like with a not wasted wooden grip. And my work on the textures must be the easyer job of all, the original ppl that made the models & the base textures (that i've just moded a bit) they'r who really made a hard job, not me. Another Master Key: Let's cu
  20. wipman

    M4A1 Pack

    Hi, i've made half of 1 wooden grip Mk, isn't finnished; it haven't some needed shadows & lights, but serves for give a closer idea of how it'll look like with a not wasted wooden grip. And my work on the textures must be the easyer job of all, the original ppl that made the models & the base textures (that i've just moded a bit) they'r who really made a hard job, not me. Another Master Key: Let's cu
  21. wipman

    M4A1 Pack

    Hi, i think that i've end the M68 Aimpoint texture and i'm now working on different Master Key textures for the black not f.. f... JAGUAR!! skin colour Mk; i could let the front grip plain black, as it was in the original INQ M4 Construction Pack, as i made it, or wooden. This is how it looks like now. Possible Mk shape: Let's cu
  22. wipman

    M4A1 Pack

    Hi, i think that i've end the M68 Aimpoint texture and i'm now working on different Master Key textures for the black not f.. f... JAGUAR!! skin colour Mk; i could let the front grip plain black, as it was in the original INQ M4 Construction Pack, as i made it, or wooden. This is how it looks like now. Possible Mk shape: Let's cu
  23. wipman

    All men are not created equal!

    Hi, i don't know from wich country you're, but here; in spain... they'r front line units in all our armed forces corps; and i just found weird that in the AAO that they don't made aleatory oriental units like as they did with the blacks, whites & hispanics. But im sure that if more games of this kind will had female units & female voices... more women will play this kind of games openeing the market to more buyers; wich will be good for all, the companys and the games 'emself. About the different gear i was thinking in things like... different ammo pouches, knee pads, backpacks, vests, helmets (maybe stikers to add to the helmets = settexture) and all that in different places; units with only 1 knee pad, with the knee pad on the shin or the forearm. 90's style vests, 2002 style vests, camoed buttpacks & green or tan buttpacks... make the units look different and have/use different gear will help to make they'r shape more random, like in a real unit; where not all the soldiers have the same equipment or allocated in the same places. Let's cu
  24. wipman

    All men are not created equal!

    Hi, i don't know if some one has said this already... but... thinking in some of the current features of the Americas Army (the game), i think that some things closer to that will help to make the OFP2 (by BIS) more realistic and reach more people. Things like soldiers with different gear, of different ethnic, and different sex; it's a shame for the AAO developers that they only represent american whites, blacks and hispanics; when they also have orientals in the armed forces. Like women, they even have the models, but not available to play with 'em. By letting the people create or choose they'r own character that will help to make more ppl feel interesed in the game, and recreate the real world armys, that only in Iran don't have women in the armed forces. And in the AAO they also have some female voices, i don't know for the comms... but if u make the medical test u can see that chick there; i think that will be a good idea for the girls that play this kind of games, and with the time... more girls may want to play this game that's more ppl that will buy it. Let's cu
  25. Hi, DAMN, that FN 5-7 & that P90 looks DAMN GREAT!!. I want 'em; great work, if u can make 'em work as King Homer made work his M1911-A1 (or my M1911 based in his gun) that'll be great. Let's cu
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