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Everything posted by ArmaVidz
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A.C.E CWC Island Pack - beta-1 release
ArmaVidz replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
Heh, the A.C.E crew...stellar release. Thanks Q -
WHOA MAN.
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The high quality version: <span style='color:navy'><span style='font-size:11pt;line-height:100%'><span style='font-family:Century Gothic'>FileFront: SWAT - THE HEAT</span></span></span> LOL! Had some problems with rendering this time around(DivX format). It's done now. Updated original SWAT-THE HEAT post with high qual. Note: Credits that were accidentally ommitted in the low-quality YouTube version are present in the high quality version. DMarkwick's SmokeGrenade addon credits were ommitted by accident. @Kenwort Always liked the smoothness of your movies Kenwort, and the warming filters you use seem to make the footage more cinematic. Â @All Thanks for watchin' Â Vidz
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Flares countermeasure system standalone addon
ArmaVidz replied to william1's topic in ARMA - ADDONS & MODS: COMPLETE
Now THIS I have to try. Very cool. -
What a great idea! The flock of birds getting disturbed in that video look really realistic. About the vid as well, is that your map DM? It looks REALLY realistic!
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Anti-Aircraft BRDM-2 & Stryker
ArmaVidz replied to Karaya1's topic in ARMA - ADDONS & MODS: COMPLETE
Only one of them doesn't have lock. The others do. Put more than one of these SAM launchers on the map(even the one with lock) and you will get owned. -
ActsPpneMstpSnonWnonDnon_Injured2 @Commando84 Unfortunately, I can't release the police suv as it's not mine. Sorry.
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CSM is really good for realistic sound. If you don't like CSM then Fromz 1.4P Sound Mod is kickass.
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Long story. Pointless post. Sorry ABS. AWESOME to hear you fellas are fired up!
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Anti-Aircraft BRDM-2 & Stryker
ArmaVidz replied to Karaya1's topic in ARMA - ADDONS & MODS: COMPLETE
Hey that's awesome Karaya1! I've wanted SAMs but haven't had the time/mental capacity to figure out how to use Mando Missiles with the brdm etc. Can the Ai fire these on their own e.g: Self Firing SAM site? -
Thanks! Yeah, the black "Police" were kinda supposed to represent the regular "patrol officers" in the absence of a real regular on-the-beat officer unit. The SWAT units well, they are the ones that "kickass and take names." Thanks about the Magic Bullet Plugin for Vegas. I knew about Magic Bullet(Effect Package used on Saving Private Ryan) but I didn't know it was a PLUGIN for Vegas. Now I'm gonna have to find it, I hope it's not expensive. I'm like, totally broke now rofl!!! @liljb15 I can't say.
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Thanks @ all I'll see what I can do with the Hummer, I just added lettering/scratches to the existing Hummer, but it does look awesome. Might be able to do more with it in the future. I'd personally like to see a shotgun mount in the front with a shotty for quick removal and some other "tactical" goodies built into the track and loadout. Heh. At the moment, it's just a couple textures. Burns, yeah, we need those in game. Dodging and other animations like the "ordersoldiersunderfire" animations being extremely useful for immersiveness. Two problems with it though, a) you have no more control over the soldier. b) clipping and "breakout" of the animation. Would be interesting to see a mod that can tell if you're proximity is too close and move to a different animation before executing. Food for thought for "real" scripters!
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Thanks everyone, it was a blast to make. Glad you liked it Means alot from you Tr1n, I really admire your ArmA movie work. As shown in the credits, the Civi QG Humvee is just a repainted texture, I only added some lettering to the outside of the vehicle and misc scratches on the corners and then put the textures back into the pbo. Might be able to get a replacement config done that just replaces the texture, in the future though. The IMW IPS SUV is another personal repaint, for gt.SwatGuy's SWAT video. <s>IMW's IPS SUV was to my knowledge, done by Mailman(IMW) and repainted for the vid.</s>. My bad. gt.SWATguy already stated you can get the original model from the Spanish Mod. The _nohq texture really needs work as it was designed for the IPS vehicle, not a Police lettered/painted vehicle, but good for a vid. I don't think the repaint will be released, unless I work on it alot and ask Mailman. All credit goes to him, I only dropped some layers and stuff in his already textured/built vehicle. This was mostly just for the SWAT vid Benoist, all the credit to Tr1niScourge for the QG animations. Tr1n posted them in a thread under general a while ago, after his movie was released. Absolutely amazing animations. QG Animations List @Wika I sure will. Will have to look at my computer when I get home from work(I'm at work) and render again. Last night my comp crashed trying render a new Divx AVI, could be because FRAPS was running and I hit my "record" key by accident though. Will recheck. Glad you liked the vid! @Wolfrug Yeah, there's some awesome stuff coming. Thanks about the urban environment, that was the hardest part of this entire movie. Until the OWP buildings came along, it was utterly hopeless imo   ...which is why the vid took so long. The last scene in the credits was a large street built to house the main firefight, but the Ai pathfinding on objects/streets just thrown onto a map were horrible. Originally was going to show the bank robbery and getaway. Maybe I'll do another crazy urban firefight video in the future heh heh. @Average Joe Thanks man, exactly what I was going for "badass." Hence, why I didn't use the clean version of Lo Fidelity Allstar's "BattleFlag" and the swearing in from the SWAT units(at one point). Because I'd swear once and a while in those situations as well. heh! At the moment I am working on multiple videos in parallel so I should have some new stuff coming out in a few weeks, as well. Rock on heh. PLEASE NOTE: I forgot to add DMARKWICK in the credits. His smokegrenade addon was used in the video. 3000x better than the stock smoke not only in looks, but in functionality. DMARKWICK's credits will be in the full version of the vid, just not in the low-qual YouTube version. Sorry man. Vidz
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A Tribute Trailer to one of the hardest workin tex dudes out there. Outstanding work he does, gt.SWATguy(IMW/SWAT) <span style='color:navy'><span style='font-size:11pt;line-height:100%'><span style='font-family:Century Gothic'>High Quality @ FileFront: SWAT - THE HEAT</span></span></span> <span style='color:navy'><span style='font-size:11pt;line-height:100%'><span style='font-family:Century Gothic'>Youtube Version: SWAT - THE HEAT</span></span></span> Vidz
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Some visuals for your mod man. Time has passed and I have the fruits of much labour(alot of which didn't make it into the video haha doh). Combined with a few other addons, you got some serious SWAT style fun to be had!  <span style='color:navy'><span style='font-size:11pt;line-height:100%'><span style='font-family:Century Gothic'>High Quality @ FileFront: SWAT - THE HEAT</span></span></span> <span style='color:navy'><span style='font-size:11pt;line-height:100%'><span style='font-family:Century Gothic'>Youtube Version: SWAT - THE HEAT</span></span></span> Nice units man. Hope ya like the vid  Vidz
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I get that whether I'm on low, medium, high or very high terrain detail. Would be great to know the cause of it. 8800GTS 640MB video card on this end. Maybe something in the arma cfg?
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V-22 Osprey & the U.S.S. Nimitz
ArmaVidz replied to NKato's topic in ARMA - ADDONS & MODS: DISCUSSION
It ain't Christmas. And Santa ain't listenin. Best practice is to post in the Osprey's thread or PM the addon maker. -
CSM Beta v2 quick teaser preview
ArmaVidz replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Okay, if you wanna be that way about it: Yeah I wasn't nice. There were what I believe were CSM sounds that your modification could not produce the source of - despite repeated polite requests to do so; that were perfectly identical in their waveform footprint to CSM with only a little volume and ontop of that, you claimed them as yours and consistently denied they "might" be someone elses. Your team then removed them from your pack after a few words were exchanged between myself, Chammy, Oni and you. If I recall correctly you said something to the effect of(before you knew who I was) "Just STFU and play the damn pack. WHO CARES where the sounds came from?!" And oh, as to: Just because someone has "sort of" experience in "sound mods" *cough* Donkey Kong? *cough* it doesn't mean that a person actually "is" skilled, nor good at it. Have you noticed I recommend FFAM1.4P as an alternative to CSM, not the trappings of AAFC? You also knew that your postings in this thread, regarding "quality" of this sound mod would ignite memories old-wrongs and tensions and yet you proceeded to post your ramblings in a rival-sound mod's thread. What did you expect, chocolate and roses? To top it all off, you question a member of this team's "roots." One might call that blatantly flame-baiting if a person knew the history and situation. That shouldn't be too hard to swallow(or understand) especially for you with all your modding experience. I would think. Â To the point, Cham may feel different, but I'd suggest you just stay out of the thread. -
Q, the binoculars look great at first glance in that video. I think what is really needed here is a lack of dialogue. Seriously, break it down, point form, without "tactical" thinking, personal thoughts or "feelings" on the subject. Forget the ifs, why's and buts... FACT:Real Life Usage of Binoculars •Are normally stored away? Not sure on this one. •Person can move in any direction, at any time while binoculars are out. Possible with binoculars to eyes, but very clumsy due to not being able to see the immediate environment e.g: rocks, obstacles etc. or as in this case, my coffee table, the wall, piano etc. •Person can have a rifle/sidearm in one hand while binoculars are out. •Binoculars could be slung around kneck.(depending on model?) •Person can throw binoculars down if necessary. •Person can move(standing) while looking through binoculars and still maintain a reasonable image through binoculars. Enough to ID a target at about 200 yards. •Person can crouch and move with binoculars while maintaining a "poor" image, but reserving "movement" recognition of the target area i.e: if something moves you can most likely see it. Image seen is very shaky, movement  is very slow to maintain even a poor image such as this. FACT:ARMA Usage of Binoculars •Binoculars are stored away. •Unit cannot move in any direction except for swivelling the entire body. •Unit cannot carry any other weapons in either hand. •Unit cannot throw binoculars down in emergency. •Unit can move from crouching to standing with binoculars. •Quality of the image while a unit is moving is not factored as you cannot move with binoculars in ARMA. Now just base your wants and needs off a list something like that. I could write a few paragraphs to justify all the real-life abilities, but if someone couldn't see the need to implement as many real-life likenesses, there's really no point in wasting more keystrokes. Â
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The solution to game freezes and stutters in Vista
ArmaVidz replied to Dudester's topic in ARMA - TROUBLESHOOTING
Windows Vista runs on DirectX 10. If Vista handles directx functions like WindowsXP, if you install DirectX 9 on Vista, it will probably crash or just have a general brainfart in many different ways. -
CSM Beta v2 quick teaser preview
ArmaVidz replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Touche  So nice of you drop by and provide us with your critique. Will have to repay the favour some time. -
I don't see why we should do the job of the addonmaker, getting proper and undoubtful permission to use content from another game in ArmA is solely the job of the guy(s) making the addon. Not that we won't support this project or trying to stop it but dealing now with that legal stuff and copyrights is simply not what we (voluntary) mods are for. Nah I know. My frame of mind was that the comments from the GSC Moderator were provided in the thread(and right after Placebo asked for them - I sent via PM) then the comments legitamacy were questioned. I by no means would like a precident set, but to gain to accurate information on the subject from the horses mouth, in the case of a retraction by THQ or GSC, might save a lot of bickering. My quoted comment on the subject was positively worded to avoid "ifs" "maybe's" and instead provide "positives" if a moderator felt he had the intiative or want to do so. Not that any moderator should feel responsible to do so.
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Try downloading the color legend from Allie's tutorial. Though it might be unrelated, I was having the same problem and it was because I had a cafuffled color legend. Not sure how it got that way(might have saved wrong bit depth i.e: 32bit? in Photoshop) but once I replaced it, everything was fine. Another possibility is wrong paths in the rvmats. I found best way to do mapmaking(using Allie's tutorial as a reference) was to work on it directly under P:\ that way you don't get confused with the rvmats. Working with your folder directly under P:\ your paths should to your custom textures should be "MyMapName\data\blahblah.paa".
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Probably best if a moderator from this forum, messaged the company requesting information about it. It's a little unorthodox, but would put that question to bed. Would probably solicit a quicker response as well.
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Festung. Pack I. Version 1.0.
ArmaVidz replied to AtStWalker's topic in ARMA - ADDONS & MODS: COMPLETE
A little offtopic but..."awesome@!" Looking forward to testing them "all" out when I get off work. If there was ever a guy to ask about any WWII obstacle, it's you man...