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Everything posted by wipman
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Hi, here are some screens, hope that u like what u see. Laser Beam at 50m: Laser Beam at 100m: ACOG by side: wip_m4m203acogsd: Reloading on Asashmi: Now what i've noticed about the laser beam; it's setted in the O2 to: shine. And ya, it does... but if u turn ON the NVGoggles using the Keg DXDLL 1.0, the beam looks dark, very dark; it isn't "a ray of light in the darkness" it's just something almost unspottable with the NVGoggles. As selection, it's called: "Svetlo", in the O2; i don't know what that does, but up there u see how it looks like in game. That's the real, final ACOG textures in the black M4's (that "ACOG for seals" was just a joke, i was bored); as u can see below... the LAM texture on the black M4's it's not done (or even touched). Then what we do?, we add the laser beam to all the LAM equiped M4's?, black, desert & woodland? or we just pass of add it to the M4's?. Let's cu
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Hi, done Eric; now the middle of the laser beam fall at the top end of the aim point, now i gonna try to put that m4whrittehere><thebible in game and take a screenshot of how it looks like & maybe at various distances. Let's cu
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Hi, done Eric; now the middle of the laser beam fall at the top end of the aim point, now i gonna try to put that m4whrittehere><thebible in game and take a screenshot of how it looks like & maybe at various distances. Let's cu
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Hi, great pics, very usefull those RAS photos Ericj, thanks; but as our M4's have as model base & textures base those in the INQ M4 Construction pack... if u add a different texture to something (like photos) then they don't look so good and the models haven't 100% well mapped the textures. I had to adjust & rework some of 'em, i don't made it with others because then... then i'll really cut my veins if i had to re-do that. I thinked in the zeroing of the laser beam (not the LAM) i already made it aim left in that wip_m4m203acogsd , what i don't thinked in, was to make it aim at the center of the barrel, instead at the height that it's placed, but aiming right over the barrel; as this is the current OFP engine, that'll be a "solution", "helper", "fix", for the kind of CQB scenarios that we can make in the OFP. But i'll try to adjust the beam to aim right at the center of the barrel. P.D: Easy Chops, i don't gonna cut my veins; there's a world there full of nasty girls to fuck with, tons of coke to snort, mountains of hash waiting for be smoked by me & galons of Ab-Slut vodka wet; dieing for see how i throw the few bucks that i've. This M4's should see the light soon. Let's cu
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Hi, great pics, very usefull those RAS photos Ericj, thanks; but as our M4's have as model base & textures base those in the INQ M4 Construction pack... if u add a different texture to something (like photos) then they don't look so good and the models haven't 100% well mapped the textures. I had to adjust & rework some of 'em, i don't made it with others because then... then i'll really cut my veins if i had to re-do that. I thinked in the zeroing of the laser beam (not the LAM) i already made it aim left in that wip_m4m203acogsd , what i don't thinked in, was to make it aim at the center of the barrel, instead at the height that it's placed, but aiming right over the barrel; as this is the current OFP engine, that'll be a "solution", "helper", "fix", for the kind of CQB scenarios that we can make in the OFP. But i'll try to adjust the beam to aim right at the center of the barrel. P.D: Easy Chops, i don't gonna cut my veins; there's a world there full of nasty girls to fuck with, tons of coke to snort, mountains of hash waiting for be smoked by me & galons of Ab-Slut vodka wet; dieing for see how i throw the few bucks that i've. This M4's should see the light soon. Let's cu
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Set Height for all object of 'X' type
wipman replied to Yssabem's topic in OFP : MISSION EDITING & SCRIPTING
Hi, what i use in my own editor missions for place objects at a certain height, like put auto-riflemen in mapfact guard towers, sand bag bunkers over that Administration Building in the 3WX ojects pack 1.1 or things like that... it's this line in the INIT box of the unit/vehicle/empty object that i need (and works): upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),1]; that last "),1];" it's the height, 1 = 1m if u change that by 10.3, then u can place a bunker or a MG over that adminstration building, by example. Hope that this serves. Let's cu -
Hi, well Burns, we've +70 M4's & CAR-15's, if i had to make 1 more model... i'll slash my veins. And i think that script the things like the RIS panels, scopes, grips, LAM & all that shit could lag more than have a model with it's equiment; but i was thinking in make the ACOG sighted M4's use 2 sights, 1 the E&S ACOG sight (like in the c8xm4acog) and another... make a sight myself for use that iron sight upside the ACOG, for CQB. With the laser beam that will not be necessary because u could know where you'r aiming by the laser; and make the 2 separate sights like Ice-Cube (not the cousing from Ice-T, from Public Enemy, Body Count etc.. etc..) Ruger whatever 1.1 . But well, u'll say "yes, add the laser beam to the LAM equiped M4's", Mr. Burns?. Let's cu
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Hi, well Burns, we've +70 M4's & CAR-15's, if i had to make 1 more model... i'll slash my veins. And i think that script the things like the RIS panels, scopes, grips, LAM & all that shit could lag more than have a model with it's equiment; but i was thinking in make the ACOG sighted M4's use 2 sights, 1 the E&S ACOG sight (like in the c8xm4acog) and another... make a sight myself for use that iron sight upside the ACOG, for CQB. With the laser beam that will not be necessary because u could know where you'r aiming by the laser; and make the 2 separate sights like Ice-Cube (not the cousing from Ice-T, from Public Enemy, Body Count etc.. etc..) Ruger whatever 1.1 . But well, u'll say "yes, add the laser beam to the LAM equiped M4's", Mr. Burns?. Let's cu
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Hi, well... all that i know it's that the laser beam it's over 50m long & it's a 6 faces polygonal selection called: "svetlo". I don't know what's that, my thing are the textures, not anything related to the modeling; it wasn't switched to: shine (in the properties = CTRL+E, in the O2) i swithced it to: shine, i want to see it shine like the flames of the hell with the Keg DLL. It only uses a single 64x64 or 32x32 bright red .pac texture, and i think that of the possible features to reflect some of the features of this weapons with the current OFP, this may be possible (to represent the laser beam of the LAM) i think that for repressent the light like in the modern games... (that HALO light without light cone) that should be made on the units, not in the weapons; and by the way... i don't know what u mean with that of the sights, scopes or that; my english don't get to there. But i thank you the feedback Mr. Burns. Let's cu
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Hi, well... all that i know it's that the laser beam it's over 50m long & it's a 6 faces polygonal selection called: "svetlo". I don't know what's that, my thing are the textures, not anything related to the modeling; it wasn't switched to: shine (in the properties = CTRL+E, in the O2) i swithced it to: shine, i want to see it shine like the flames of the hell with the Keg DLL. It only uses a single 64x64 or 32x32 bright red .pac texture, and i think that of the possible features to reflect some of the features of this weapons with the current OFP, this may be possible (to represent the laser beam of the LAM) i think that for repressent the light like in the modern games... (that HALO light without light cone) that should be made on the units, not in the weapons; and by the way... i don't know what u mean with that of the sights, scopes or that; my english don't get to there. But i thank you the feedback Mr. Burns. Let's cu
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Hi, i had an idea that could work, to make more usefull some of the weapons & represent in game some of the features of that kind of equipment. I remembered "hhmmm where the fuck i seen a fuckin' M1911-A1 closer to a fuckin' MEC-SEU .45...?? mmhhhh... I HAVE IT!!! YEAH!!!" & yeah, we have it... i couldn't find it in any of the OFP related sites that i've in my bookmarks, the addon it's the: LDG HGP = Log-Dog Hand Gun Pack, the TRP Operator; & i found it in some of my OFP Addons back up CD's. That laser beam; should i add it to the M4's equiped with a LAM?; will be only viewable for the player because it's only in the viewpilot LOD, but what i don't know is why it's called as selection: "svetlo". Anyway, that'll make the players see in FPV see a shining red beam going forward from the LAM. What u say?, we add it to the LAM equiped M4's? (crediting Log-Dog [ovbiously] in the readme) or we pass of that?. M4DM203ACOGSD:
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Hi, i had an idea that could work, to make more usefull some of the weapons & represent in game some of the features of that kind of equipment. I remembered "hhmmm where the fuck i seen a fuckin' M1911-A1 closer to a fuckin' MEC-SEU .45...?? mmhhhh... I HAVE IT!!! YEAH!!!" & yeah, we have it... i couldn't find it in any of the OFP related sites that i've in my bookmarks, the addon it's the: LDG HGP = Log-Dog Hand Gun Pack, the TRP Operator; & i found it in some of my OFP Addons back up CD's. That laser beam; should i add it to the M4's equiped with a LAM?; will be only viewable for the player because it's only in the viewpilot LOD, but what i don't know is why it's called as selection: "svetlo". Anyway, that'll make the players see in FPV see a shining red beam going forward from the LAM. What u say?, we add it to the LAM equiped M4's? (crediting Log-Dog [ovbiously] in the readme) or we pass of that?. M4DM203ACOGSD:
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Hi, i just try to do my best man, just that; nothing more. Im really closer to end the black scratched M4's textures and then will only remain the camoed/scratched CAR-15 that should go fast because they'r 2 or 3 more textures. Then... if we find some one that tells us how to fix bugs, like that one on the E&S M68 Aimpoint sight... they'll be ready for send to the man who said that he wanted to make the config for our M4's, beta test 'em... & PAM, release 'em for allow all the OFP players that wants this M4's & CAR-15's, have fun with 'em. Let's cu
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Hi, i just try to do my best man, just that; nothing more. Im really closer to end the black scratched M4's textures and then will only remain the camoed/scratched CAR-15 that should go fast because they'r 2 or 3 more textures. Then... if we find some one that tells us how to fix bugs, like that one on the E&S M68 Aimpoint sight... they'll be ready for send to the man who said that he wanted to make the config for our M4's, beta test 'em... & PAM, release 'em for allow all the OFP players that wants this M4's & CAR-15's, have fun with 'em. Let's cu
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Hi, at last a M1A1 from the Marines, no more u.s. army inscriptions in our war horses... that model look very detailed like the textures; that look really great. I'll preffer to see that AAO backpack model & texture (that's in the INQ HTTV & in the INQ/KH M1A2 SEP) than those backpacks with the HYK textures, the model looks like a potatos sack bad painted in woodland camo; that's my personal opinion. I think that the AAO backpack will make the whole model & textures look even much better. Great job on that M1, i hope to see it some day opening the way to some LAVs. Let's cu
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Hi, i don't know if this the place to sugest this or don't... but i gonna say it here; if the OFP2, the Armed Assault, both or whatever gonna be based on a theorical year 2010, i think that IR goggles, Vehicle commander optics & gunner optics will be very very necessary. And if it gonna have... destroyable buildings like we seen in that VBS1 new expansion pack... will add much more realism to be able of use IR optic systems to detect units behind some covers; not only that... the IR could let use use the ICIS (= Individual Combat Identification Systems) that will expand the range of possibilityes in MP like in SP and i ever missed a M82A3 or a Remington M40A3 with IR scope, or DAMN... that Starlight scope that've been with us from the days of the Nam war. Anyway, i think that that'll be necessary in a OFP2/Armed Assault or whatever (i gonna buy both) and i'll like to see that; there's no way of make that for the OFP®, a fella & i checked it out & there's no damn way that we'd found. Let's cu
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Hi, i don't have plans of make another M4, just a CAR-15 in woodland camo, desert camo & black scratched colour with, x20 rounds mag, x30rdns mag (that i don't know if make it with 2 clipped mags or just a lonely mag), no scopes, no M203, no Mk, no LAM, no fanzy toys; just CAR-15's. The hand grip it's the same model that in the INQ weapons, it's already in some of the already made M4's; but it clips a bit through the hands of the units (tryed using the Sanctuary anims 1.whatever, the latest). I just want to make better M4's for those players that use LSR, HYK, BAS, INQ or any other units; i think that i've make 'em look better than how they were before; now we've to make 'em work better as they made it before. I should end the M4's textures, begin and make equaly good or better (if i can) textures for the CAR-15's, then send 'em to the man who offered us his help to make the config and make the weapons use the extra smoke of the TACTevents.pbo, Beta test 'em... and release 'em. Between the things that i'll like to know now... it's if there's possible to give ballistic values to the weapons accurized with the C8XM4acog sight (the same sight that i gonna use, other option will be mail DanM1 and ask him if he allow us to use his ACOG sight cross & triangle and use his same [7.62x51] ballistic values for our M4's), i'll like that some one could help us to know if what i say it's actually possible an/or how to do it. Let's cu P.D: I'll have used another word that also begins with "F" for describe "that" ACOG scope texture, but i already have 1 warning level; i had 2 levels 1 time... and i don't want to earn the "chevy ban", i still need help with this weapons pack; so yeah... let's keep it in "funky" ACOG. Let's cu
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Hi, i don't have plans of make another M4, just a CAR-15 in woodland camo, desert camo & black scratched colour with, x20 rounds mag, x30rdns mag (that i don't know if make it with 2 clipped mags or just a lonely mag), no scopes, no M203, no Mk, no LAM, no fanzy toys; just CAR-15's. The hand grip it's the same model that in the INQ weapons, it's already in some of the already made M4's; but it clips a bit through the hands of the units (tryed using the Sanctuary anims 1.whatever, the latest). I just want to make better M4's for those players that use LSR, HYK, BAS, INQ or any other units; i think that i've make 'em look better than how they were before; now we've to make 'em work better as they made it before. I should end the M4's textures, begin and make equaly good or better (if i can) textures for the CAR-15's, then send 'em to the man who offered us his help to make the config and make the weapons use the extra smoke of the TACTevents.pbo, Beta test 'em... and release 'em. Between the things that i'll like to know now... it's if there's possible to give ballistic values to the weapons accurized with the C8XM4acog sight (the same sight that i gonna use, other option will be mail DanM1 and ask him if he allow us to use his ACOG sight cross & triangle and use his same [7.62x51] ballistic values for our M4's), i'll like that some one could help us to know if what i say it's actually possible an/or how to do it. Let's cu P.D: I'll have used another word that also begins with "F" for describe "that" ACOG scope texture, but i already have 1 warning level; i had 2 levels 1 time... and i don't want to earn the "chevy ban", i still need help with this weapons pack; so yeah... let's keep it in "funky" ACOG. Let's cu
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Armed Assault - development suggestions to BIS
wipman replied to theavonlady's topic in ARMA - GENERAL
Hi, in my "Wish List" for the Armed Assault, OFP2 or whatever... this are some things that i'll like to see: - Realistic ballistic values * no more hit on target at 2000m with a M16A4 - AI not going through walls, buildings or other static objects - AI capable of walk & drive in a town or a CQB enviroment - Each vehicle with his own explosion/fire/smoke/dust script *not something from hollywood or woollywood - Each vehicle with his own destoyed/dammaged model - Dismenberment of HEAT/HE/HE/ATM/Mine hitten units *A nade in the head can hurt, but if it blows off... it hurts more - Less zoom in the iron sighted weapons - A good CQB recreation - Detailed textures or .jpg support - Less bugs in the textures, animated weapon parts - Reload while walk or aim - Better MP support for large number of troops/groups * Can call for reinforcements, can make assaults usings various squads, sniper teams, armoured vehicles, CAS helos & planes; a 8 men squad & a M2A3 + a AH-64 it's not an assault, it's a shit. That's what i'll like to see in the Armed Assault as new/implemented features, but well BIS... do what u can; we trust in you. Let's cu P.D: Not only XML Squad textures Squad info; will be better for those of us that are not in a KK Klan the possiblity of can display a pic of our likeing as Squad pic apar of course... of be able of choose the face textures of our character, like also be able of play the SP Campaing using at least that face texture. For play a SP campaing using our choosen name for the character will be harder & the only way of bypass that will be to call our character in the intors/outros by his current rank, "hey yo", "soldier", "corporal", "sargeant", etc, etc, etc... if some one in BIS hear me... say hi to Suchei o/ -
Hi, well... i've repathed all the ACOG sighted M4's so they now have black scratched textures; included the ACOG sight. Only remains the: Mk texture (maybe 2, R side, L side), Harris Bipod, M68 Aimpoint, Tasco scope, LAM, & sure fire hand grip. I don't know how much could take me to end those, the Harris & the Sure Fire should go quick; but the aimpoint & the LAM gonna be difficult, the Tasco scope can give problems, due to it's current levels; and the LAM gonna be a ******' pain. And oviously the LODs textures (of the black version) and then... make the body & front grip of the CAR-15's in the 3 camos (W,D & Black) that gonna hurt me... but well; for the OFP... WHATEVER!!!. Let's cu P.D: I've noticed 1 more bug, this time with the aimpoint sight, that's the C8XM4cco sight; the red dot don't shines by night, like it does in the C8XM4cco sight; any idea why?. Let's cu.
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Hi, well... i've repathed all the ACOG sighted M4's so they now have black scratched textures; included the ACOG sight. Only remains the: Mk texture (maybe 2, R side, L side), Harris Bipod, M68 Aimpoint, Tasco scope, LAM, & sure fire hand grip. I don't know how much could take me to end those, the Harris & the Sure Fire should go quick; but the aimpoint & the LAM gonna be difficult, the Tasco scope can give problems, due to it's current levels; and the LAM gonna be a ******' pain. And oviously the LODs textures (of the black version) and then... make the body & front grip of the CAR-15's in the 3 camos (W,D & Black) that gonna hurt me... but well; for the OFP... WHATEVER!!!. Let's cu P.D: I've noticed 1 more bug, this time with the aimpoint sight, that's the C8XM4cco sight; the red dot don't shines by night, like it does in the C8XM4cco sight; any idea why?. Let's cu.
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Hi, i've ended the textures of the ACOG scope, now it's perfect for be used by those... SEALs... Airborne... Deltas... and "that kind" of operatives; i hope that u like it... >>:-) ACOG sight for SEALs: Let's cu
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Hi, i've ended the textures of the ACOG scope, now it's perfect for be used by those... SEALs... Airborne... Deltas... and "that kind" of operatives; i hope that u like it... >>:-) ACOG sight for SEALs: Let's cu
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Hi, i had few to time to work on the textures of the black M4's, between the work, get drunk, the Full Spectrum Warrior & the AAO 2.4 Release... will be a real miracle that the ACOG, LAM & Aimpoint textures will be ready for the sunday. But well... if im not too lazy... i could have ended at least, the ACOG textures for the sunday. Let's cu ACOG sight progress:
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Hi, i had few to time to work on the textures of the black M4's, between the work, get drunk, the Full Spectrum Warrior & the AAO 2.4 Release... will be a real miracle that the ACOG, LAM & Aimpoint textures will be ready for the sunday. But well... if im not too lazy... i could have ended at least, the ACOG textures for the sunday. Let's cu ACOG sight progress: