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AirwolfPL

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Everything posted by AirwolfPL

  1. AirwolfPL

    Mi-2 "hoplite"

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ Oct. 20 2002,13:00)</td></tr><tr><td id="QUOTE">(...) Not a member of the team just have the link  so dont know anything about release date or anything<span id='postcolor'> I don't know if we will be able to release the whole MOD... It doesn't appears to me, that it will be ever released... But you can be sure - Mi-2 _will_ be released. I still working on it, I've got to correct some thing, I've got to create some things, and I still improving the model (for example - I've added opening cargo-doors some days ago) but I don't have time even to check out all these new, great addons - so be patient and don't worry - it's on the good way.
  2. AirwolfPL

    Mi-2 "hoplite"

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gunship [OFP-ZONE] @ Oct. 21 2002,06:12)</td></tr><tr><td id="QUOTE">The chopper is released soon!<span id='postcolor'> Really?
  3. AirwolfPL

    Hind with retractable gear?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Oct. 22 2002,17:25)</td></tr><tr><td id="QUOTE">Using the gear event it would be very possible to make a properly working retractable gear with any custom animation, without the need to get out first.<span id='postcolor'> Could you tell me more Kegetys? Maybe you are able to create some script and sample model? I think that working gear on chopper would be a mile-stone for OFP's world... As you know the thing with custom animations looks like that: 1). Small animation radius - you can enable animation (no matter if you are inside or outside the chopper) but if you leave the area where animation works - animation is disabled (until you get out or) 2). Huge animation radius - you can enable animation all the time no matter if you are inside or outside but not only you are able to enable the animation - _every_one_ on the map can enable it... Is there a possibility to create script for restricting custom-actions? - only pilot should be able to enable animation - it should work only _inside_ the chopper - it should work anywhere on the map
  4. Get it here: http://www.astercity.net/~airwolf/AWModPreview1.avi It's 10,6MB long and it's encoded with DivX codec.
  5. AirwolfPL

    Airwolf mod preview clip

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Oct. 04 2002,05:18)</td></tr><tr><td id="QUOTE">Nooo dont tell me . Does it work in game or it cant be done on choppers . IVe finally said to myself: Nice, I will do the same thing with the gears of my Ch53 but i guess its not possible...<span id='postcolor'> In fact It's working but not in the way you want it to work... Everyone on the map is able to retract chopper's gear. or You can only retract gear in small, predefinded radius (in place where your unit get into the chopper)
  6. AirwolfPL

    Airwolf mod preview clip

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Oct. 04 2002,02:30)</td></tr><tr><td id="QUOTE">Nice trailer. Its nice that you guyz managed to make the gears get up on the chopper <span id='postcolor'> Unfortunately it works fine only in movies ;-)
  7. AirwolfPL

    A cropduster perhaps?

    PZL M18 Dromader: I think I can create one (but first I've to finish my PZL Mi-2 and Airwolf models ;-)
  8. AirwolfPL

    Ski-doo sled

    Download from http://www.astercity.net/~airwolf/ts_skidoo.zip or from OFP-Zone: <a href="http://ofp-zone.gamesurf.tiscali.de/download.php?dl=true&id=254" target="_blank">http://ofp-zone.gamesurf.tiscali.de/download.php?dl=true&id=254 </a> (661kB)
  9. AirwolfPL

    Ski-doo(m) sled

    Moderators - please remove this thread - posted accidentaly ;-)
  10. AirwolfPL

    Announcing the airwolf mod

    To clear out some things... About Airwolf's "Evil twin" - yes, like Paul said we have _plans_ to create Redwolf and HX-1 addons as well, but it's not a priority now. ADF and Guns animation - unfortunatelly it's not possible to create realistic and correctly working animations for weapons, so there will be no animations (maybe it will be possible to add them in the later versions of engine) Turbos - it's even harder to create a "turbo" effect in the OFP in fact - it's impossible. Sunburst - as above, we tought about them, I've tried to add them, but it seems that it would be hardly possible and they would be nearly unusable (only for lighting up a terrain at night) so I've decided to not add them. But maybe it will be possible to add them through some script - we will see.
  11. AirwolfPL

    Announcing the airwolf mod

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Intruder @ Aug. 27 2002,14:23)</td></tr><tr><td id="QUOTE">Dude, thats one sweet looking chopper I take it not all the missions are going to be chopper based?<span id='postcolor'> Thanks anyone for the good words about chopper - I doing my best. Campaign will be based on the pilot episode - in fact they hadn't flown the chopper in this episode too often. But maybe we will prepare some single player missions. Whole think will be action-based indeed because it's designed after action-movie - a history of one man - a history of Stringfellow Hawke. To clear out any dims about retractable gear - yeah, it works through user animations - no doubt about it. It's probably only way to force it to work until BI will do something with game's engine (if BI will do something)... You don't have to leave chopper to retract or extend gear as it was mentioned, because it works in the defined radius of place where you've entered the chopper but that still isn't it. You can set pretty huge radius, so action will be always active. Unfortunatelly no matter if you are inside or outside of vehicle ;-) and that's the pain - anyone, and anywhere on the map can perform this action.
  12. AirwolfPL

    Announcing the airwolf mod

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ Aug. 27 2002,06:07)</td></tr><tr><td id="QUOTE">> How are you going to do with weapons and realism? (...)<span id='postcolor'> In the series Airwolf had a bunch of fictional missiles (Copperheads etc.) or special versions of existing missiles (for example helicopter-launched Redeyes). We want to balance weapons so they will be little more realistic than in the movie. There will be two types of missiles launched from ADF-Pod - 12 Redeyes and perhaps 6 unguided but powerfull Copperheads. Also standard machine gun (4 x .50cal) and cannon (2 x 40mm) will be mounted on the chopper - just like in the movie. About armour - chopper will be not undestructable. I think it will be slightly less armoured than Mi-24. (As you probably remember from series - Airwolf was able to survive any machine gun rounds of small calibre (7,62mm I suppose) but usually had some problems with rounds of higher cal. and AA/SA missiles ;) It wouldn't be very funny to fly very `packed-up` unit, I don't like if game doesn't gives me any challenge in engaging hostiles :)
  13. AirwolfPL

    Rules of a addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KTottE @ Aug. 23 2002,11:24)</td></tr><tr><td id="QUOTE">Great that people actually wants to get involved in this =) (...)<span id='postcolor'> Hello! Great idea about standarizing addons. It's not a question if we should set some rules for addon makers, but what rules will be set. I just want to add some comments. Minimum number of LOD resolution levels: depending on addon (for example - choppers or more complicated objects requires mor LODs (I think at least 5) when simple objects (for example soldiers or simple 'cubic' cars) needs only 4. Polycounts Highest LOD - 4500 is a good value, but proposed Lowest LOD (300 polys) isn't good - in fact it should be much lower - 100 or even less. You can only create LOD with highest polycount for projecting shadows (I'm used to create 8 LODs for choppers - 0.75, 1.5, 3.0, 6.0, 9.0, 12.0 (used for shadows), 16.0 and 22.0 - polygon drop-down varies from 1000 for first three LODs, through 500 and 100 for 16.0 and 22.0) NO BETAS - I agree, but remember, that some beta add-ons looks (and works) better than other final add-ons... ------------ Textures - creating good textures is very important thing, but remember that, textures should be prepared to be technically correct - it means, that there shouldn't be wasted space in the texture file - if you have empty space on a texture - use it to place some other textures there instead of placing them in the separate files. Creating 512x512 textures for small details (for example reflectors, wipers etc) is also unacceptable. readme.txt - It should include standarized header, describing addon's title, version, author's name, e-mail, homepage. There should be also list of addon-s which are required to use this addon (including file names, and perhaps some URL). This file should also contain copyright notices etc. Only acceptable format for readme file is a pure text, no lame-docs, pdf-s, html etc. One image (screenshot) of addon, included in the addon archive. PBO File - standarized name for the file. For example: MOD_UNIT_vX.pbo or AUTHORINITIALS_UNIT_vX.pbo if it's not part of a MOD. PBO file shouldn't contain any junk like duplicated (backed up) p3d files, model source-files (3ds, dxf etc), duplicated cpp files, unusable textures etc etc. It's all for now ;-)
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