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=(97th)=Atomic

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About =(97th)=Atomic

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  1. I have already modeled the p51, p47 and the typhoon just working on the textures which are taking me a while. Here is a small update for you ju 87 fans ... Plus just finished working on the cockpit for it, just needs texturing, which is what i'm doing this week It still needs alot of work, but will look good when it's finally done i hope. Will be trying to get it in game by the end of the week.
  2. =(97th)=Atomic

    Oxygen 2 texture troubles

    Hi guys got myself a bit of a problem ... i exported my uvmap from o2 and onced i textured the map i tried to bring it back in as a paa and got the following error message "unable to load bitmap!". I'm using the photoshop pluggin. Ive tried to use the textview program and when i try and browse to the folder it shuts down. Anyone help me Thanks in advance Marcus
  3. =(97th)=Atomic

    31st Normandy mod -WW2

    For the willy's jeep i have designed a 30 cal version, 50 cal version and i'm working on the ambulance version as we speak. But i dont know if they will be released in the beta, but we will have them you just gotta wait ...
  4. =(97th)=Atomic

    31st Normandy mod -WW2

    THE amount of dedication rip has put into this mod is overwheelming. I really think think this guy has no life joking rip. He has had alot of support from the other mods out there which i'm surprised about ... all of them coming together and helping rip release something that is so amazing it's out of this world. I'm lucky to see some of the work and also have some of my work being released by rip. Dude i hope you never stop, which i do know wont happen. The other thing about this mod is not everyone knows what will be released, an rip here has only shown you guys say a 10th of what he has planned .... so think about that he has kept you up to date but not fully lol ... I myself cant wait to see what comes out at the end.
  5. =(97th)=Atomic

    31st Normandy mod -WW2

    Well we all ready have a panther this will work for and now the tiger 2 and i even think rip has a tiger 1 so three tanks been helped by your kindness
  6. =(97th)=Atomic

    31st Normandy mod -WW2

    now those sounds would come in handy for sure ... as i'm working on the king tiger as we speak ... only needs texturing then rip here will be getting it into game for you guys.
  7. =(97th)=Atomic

    31st Normandy mod -WW2

    Got to admit tank looks sweet as ... in game.
  8. =(97th)=Atomic

    Willy's Jeep

    Thanks for the links to the glass tutorial was about to start looking into that but you done the work for me lol. And don't worry about the textures lol I'm working on them now and they should be done soon enough
  9. =(97th)=Atomic

    Willy's Jeep

    sorry guys i didnt notice this time i was to busy but i will change the links and drop the file size when i get home from work. Atomic
  10. =(97th)=Atomic

    Willy's Jeep

    Hi people, Well here is an update of my jeep, 2 screenshots for ya http://i295.photobucket.com/albums/mm143/atomicdesign/Willys%20Jeep/Willysjeep_bulldozer.jpg<span style='color:red'>> 100kb</span> Willy's Jeep http://i295.photobucket.com/albums/mm143/atomicdesign/Willys%20Jeep/Willysjeep50_bulldozer.jpg<span style='color:red'>> 100kb</span> Willy's Jeep with M60 (with vilas permission) Hope you guys like. I'm also creating a 30 cal version. All that is left are the textures and once they are done i will add more screenshots ... and if your lucky a movie. Comments welcome
  11. =(97th)=Atomic

    steering wheel

    Now i dont know which section this should go in coz i dont know if it's a config error or o2 error ... I have a problem with my jeeps steering wheel. It doesnt turn in the right way. Let me try and explain ... When i turn left the wheel should turn anti clockwise (left) but this is what happens and when i turn right the wheel should turn clockwise (right) but this is what happens As you can see it looks like its turning on the wrong axis or something like that ! Anyone know what is causing this or know of a way to fix it ? here is my config <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class willy { units[] = {"willy"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class Rotation; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle: Default { isDiscrete = 1; skeletonInherit = "Default"; skeletonBones[] = { "ukaz_rpm","", "ukaz_rychlo","", "volant","", "otocvez","", "otochlaven","otocvez", }; }; class Car: Vehicle { skeletonInherit="Vehicle"; skeletonBones[]= { "volant", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sectionsInherit = "Default"; sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "otochlaven", "otocvez", "volant", "zasleh" }; skeletonName = "Vehicle"; class Animations { class Rotation { type="rotation"; source=""; selection=""; axis=""; sourceAddress=""; angle0=0.000000; angle1=360.000000; }; class DrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = false; angle0 = "rad 180"; angle1 = "rad -180"; minValue = -1; maxValue = 1; }; }; }; class Car: Vehicle { sectionsInherit="Vehicle"; sections[]= { "ammo", "sklo predni p", "sklo predni l", "zadni svetlo", "brzdove svetlo", "spz", "karoserie", "motor", "zbran", "vez", "zbytek", "levy predni", "levy prostredni", "levy zadni", "pravy predni", "pravy prostredni", "pravy zadni", "clan", "clan_sign", "zasleh", "P svetlo", "L svetlo", "palivo" }; skeletonName="Car"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorSpeed { animPeriod=0; type="rotation"; source="speed"; selection="ukaz_rychlo"; axis="osa_rychlo"; memory=0; minValue=0.000000; maxValue=16.670000; angle0=0.000000; angle1=2.879793; }; class IndicatorSpeed2 { type="rotation"; source="speed"; selection="ukaz_rychlo2"; axis="osa_rychlo2"; memory="false"; animPeriod=0; minValue=0; maxValue=16.670000; angle0=0; angle1="rad -240"; }; class IndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="ukaz_rpm"; axis="osa_rpm"; memory=0; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=2.967060; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="volant"; begin="osaVolantZac"; end="osaVolantKon"; memory="false"; animPeriod=0; minValue=-1; maxValue=1; angle0=-8; angle1=8; }; class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="pravy predni zatoc"; axis="pravy predni"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="levy predni zatoc"; axis="levy predni"; }; class TurnFrontWheelR2: TurnFrontWheelR { selection="pravy dalsi zatoc "; axis="pravy dalsi"; }; class TurnFrontWheelL2: TurnFrontWheelR { selection="levy dalsi zatoc "; axis="levy dalsi"; }; class FrontWheelR { type="rotationX"; source="wheel"; selection="pravy predni"; axis=""; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class FrontWheel2R: FrontWheelR { selection="pravy dalsi"; }; class BackWheelR: FrontWheelR { selection="pravy zadni"; }; class BackWheel2R: FrontWheelR { selection="pravy prostredni"; }; class FrontWheelL: FrontWheelR { selection="levy predni"; }; class FrontWheel2L: FrontWheelR { selection="levy dalsi"; }; class BackWheelL: FrontWheelR { selection="levy zadni"; }; class BackWheel2L: FrontWheelR { selection="levy prostredni"; }; class FrontWheelDamperR { type="translationY"; source="damper"; selection="pravy predni tlumic"; axis=""; animPeriod=0; minValue=-1000; maxValue=1000; }; class FrontWheelDamper2R: FrontWheelDamperR { selection="pravy dalsi tlumic"; }; class BackWheelDamperR: FrontWheelDamperR { selection="pravy zadni tlumic"; }; class BackWheelDamper2R: FrontWheelDamperR { selection="pravy prostredni tlumic"; }; class FrontWheelDamperL: FrontWheelDamperR { selection="levy predni tlumic"; }; class FrontWheelDamper2L: FrontWheelDamperR { selection="levy dalsi tlumic"; }; class BackWheelDamperL: FrontWheelDamperR { selection="levy zadni tlumic"; }; class BackWheelDamper2L: FrontWheelDamperR { selection="levy prostredni tlumic"; }; class damageVez: damageHide { selection="damageVez"; }; class damageHlaven: damageHide { selection="damageHlaven"; }; }; }; class willy: Car { sectionsInherit = "Car"; sections[] ={"section1","brzdove svetlo","levy predni","pravy predni","pravy zadni","levy zadni","L svetlo", "P svetlo","clan"}; skeletonName = "Car"; class Animations { class willyFrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class willyFrontWheelL { type = "rotationX"; source = "wheel"; selection = "levy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class willyFrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class willyFrontWheelLTurn { type = "rotationY"; source = "drivingWheel"; selection = "levy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class willyRearWheelR { type = "rotationX"; source = "wheel"; selection = "pravy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class willyRearWheelL { type = "rotationX"; source = "wheel"; selection = "levy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class willyDrivingWheel { type = "rotationZ"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = true; sourceAddress = "mirror"; minValue = -1; maxValue = 1; angle0 = "rad -35"; angle1 = "rad 35"; }; }; }; }; class CfgVehicles { class Car; class willy : Car { selectionBackLights = "brzdove svetlo"; scope = public; model = "\willy\willy.p3d"; Picture = "\Ca\wheeled\data\ico\HMMWV_CA.paa"; Icon = "\Ca\wheeled\data\map_ico\icomap_hmwv_CA.paa"; mapSize = 8; terrainCoef = 0.5; displayName = "Willys Jeep"; side = TWest; maxspeed = 200; crew = "SoldierWB"; nameSound = "humvee"; magazines[] = {}; armor = 70; type = VArmor; cost = 100000; armorGlass = 0.5; armorWheels = 0.1; soundEngine[] = {"\ca\wheeled\Data\Sound\Humvee_Loop2", db10, 0.7}; soundGetIn[] = {"\ca\wheeled\Data\Sound\Humvee_doors", db-20, 1}; soundGetOut[] = {"\ca\wheeled\Data\Sound\Humvee_doors", db-20, 1}; soundGear[] = {"\ca\wheeled\Data\Sound\shifter_v3", db-90, 1}; soundServo[] = {"\ca\wheeled\Data\Sound\servo3", db-40, 1.0}; typicalCargo[] = {"SoldierWB", "SoldierWB", "SoldierWAT", "SoldierWBOfficer"}; transportSoldier = 3; canfloat = true; hasGunner = 0; class Turrets {}; weapons[]={CarHorn}; castDriverShadow = true; driverIsCommander = true; driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01", "HMMWV_Cargo01", "UAZ_Cargo01"}; canLock = LockNo; unitInfoType = "UnitInfoSoldier"; class Library {libTextDesc = "My Willy's Jeep";}; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 0.1, 0.4}; }; }; Hope you guys can help me out ... Atomic
  12. =(97th)=Atomic

    Willy's Jeep config

    Hi yeah i did figure it out, and it was in the config it's self ... so it's now working and in game. All i have to do now is finish off the textures and i have a working Willy's Jeep.
  13. Hey guys, Need a bit of help with my config. I started work on a config and got my jeep into game only problem was my wheels never moved. So i re worked my config using a tutorial by vilas (http://forum.armedassault.info/index.php?showtopic=769) And here is what i ended up with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class Car; class MY_CAR_M1Bones: Car { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "pravy predni","", "pravy prostredni","", "pravy zadni","", "levy predni","", "levy prostredni","", "levy zadni","", "ukaz_fuel","", "ukaz_rpm","", "ukaz_rychlo","", "volant","", "otocvez","", "otochlaven","otocvez" }; }; class CfgModels { class Car; class MY_CAR_M1: Car { sectionsInherit = ""; sections[] ={"pravy predni","pravy prostredni","pravy zadni","levy predni","levy prostredni","levy zadni","L svetlo", "P svetlo","otocvez","otochlaven","otocvez_2","otochlaven_2"}; skeletonName = "MY_CAR_M1Bones"; class Animations { class otocvez { type = "rotationY"; source = "mainTurret"; selection = "otocvez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = rad -360; maxValue = rad +360; angle0 = rad -360; angle1 = "rad 360"; }; class otochlaven { type = "rotationX"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = "rad -8.5"; maxValue = "rad 50"; angle0 = "rad -8.5"; angle1 = "rad 50"; }; class otocvez_2 { type = "rotationY"; source = "Turret_2"; selection = "otocvez_2"; axis = "OsaVeze_2"; memory = true; sourceAddress = "loop"; minValue = rad -360; maxValue = rad +360; angle0 = rad -360; angle1 = "rad 360"; }; class otochlaven_2 { type = "rotationX"; source = "Gun_2"; selection = "OtocHlaven_2"; axis = "OsaHlavne_2"; memory = true; sourceAddress = "clamp"; minValue = "rad -8.5"; maxValue = "rad 50"; angle0 = "rad -8.5"; angle1 = "rad 50"; }; class MY_CAR_M1FrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class MY_CAR_M1FrontWheelL :MY_CAR_M1FrontWheelR { selection = "levy predni"; }; class MY_CAR_M1RearWheelR :MY_CAR_M1FrontWheelR { selection = "pravy zadni"; }; class MY_CAR_M1RearWheelL :MY_CAR_M1FrontWheelR { selection = "levy zadni"; }; class MY_CAR_M1preRearWheelR :MY_CAR_M1FrontWheelR { selection = "pravy prostredni"; }; class MY_CAR_M1preRearWheelL :MY_CAR_M1FrontWheelR { selection = "levy prostredni"; }; class MY_CAR_M1FrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class MY_CAR_M1FrontWheelLTurn : MY_CAR_M1FrontWheelRTurn { selection = "levy predni"; }; class MY_CAR_M1DamperFrontWheelR { type = "translationY"; source = "damper"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "35"; }; class MY_CAR_M1DamperFrontWheelL :MY_CAR_M1DamperFrontWheelR { selection = "levy predni"; }; class MY_CAR_M1DamperRearWheelR :MY_CAR_M1DamperFrontWheelR { selection = "pravy zadni"; }; class MY_CAR_M1DamperRearWheelL :MY_CAR_M1DamperFrontWheelR { selection = "levy zadni"; }; class MY_CAR_M1IndicatorSpeed { type = "rotation"; source = "speed"; memory = false; selection="ukaz_rychlo"; axis="osa_rychlo"; angle0=0; angle1="rad -240"; minValue=0; maxValue=60; }; class MY_CAR_M1IndicatorRPM { type = "rotation"; source = "rpm"; memory = false; selection="ukaz_rpm"; axis="osa_rpm"; angle0=0; angle1="rad -270"; minValue=0; maxValue=1.5; }; class MY_CAR_M1IndicatorFuel { type = "rotation"; source = "fuel"; memory = false; selection="ukaz_fuel"; axis="osa_fuel"; angle0="0"; angle1="rad 270"; minValue=0; maxValue=1; }; class MY_CAR_M1DrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = false; angle0 = "rad 180"; angle1 = "rad -180"; minValue = -1; maxValue = 1; }; }; }; class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class NewTurret; class ViewOptics; class ViewPilot; class AnimationSources; }; class Tank : LandVehicle {}; class Car : LandVehicle {}; class UAZ : CAR {}; class MY_NEW_JEEP : UAZ { vehicleClass = "MY_CLASS1"; scope = public; side = 1; displayName = MY CAR; model = "\MY_CAR_M1\MY_CAR_M1"; driverAction = "HMMWV_Driver"; cargoAction[] = {"HMMWV_Cargo01"}; class TransportMagazines {}; transportSoldier = 1; class Library { libTextDesc = THIS IS MY JEEP; }; }; Only problem is i dont see it in editor ... And this one is my old one <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class MyHumveeaddon { units[] = {"Humveehatchback"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicles { class HMMWV; class MyHumvee: HMMWV { Model = "\willy\willy"; displayName = "Willy's Jeep"; }; }; The wheels dont move at all, and I was wondering what makes the wheels move ? Or if anyone could help me with the config ? Any help would be very much appreciated thanks in advance Atomic
  14. =(97th)=Atomic

    Willy's Jeep

    At the moment i'm just getting this jeep in game. Then once i know it's in game and working, i'm going to go nuts with extras ... i just wanted a basic model that wasnt a high poly model. But that will change once i've got it working. I'm going to make a version with a 50cal browning on top ... but that is still to come. So here you go full screen shots http://i295.photobucket.com/albums/mm143/atomicdesign/Willys%20Jeep/large_willy1.jpg<span style='color:red'>> 100kb</span> http://i295.photobucket.com/albums/mm143/atomicdesign/Willys%20Jeep/large_willy2.jpg<span style='color:red'>> 100kb</span> http://i295.photobucket.com/albums/mm143/atomicdesign/Willys%20Jeep/large_willy3.jpg<span style='color:red'>> 100kb</span> http://i295.photobucket.com/albums/mm143/atomicdesign/Willys%20Jeep/large_willy4.jpg<span style='color:red'>> 100kb</span> Hi Vilas sounds ok to me what your offering. I think we need to talk and work on this together. Here is my email address marcus_the_manc at hotmail.com contact me and we will see what we can do. And yes this model is mine, accept the wheels which i took from the UAZ. I'm working on ones that are more high poly Atomic
  15. =(97th)=Atomic

    Willy's Jeep

    The wheels are low polys for now but I'm going to add more now i know i have more polys to play with so to say. I just wanted to be able to bring it into arma first as this is the first model I've got this far before. I'm still improving the model and adding more detail. Thanks for the advice Abs Atomic
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