BadBenson
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Everything posted by BadBenson
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the sharp shadow on that helmet could also be caused by wrong colour settings in the rvmat. try it without extras (if u have forced diffuse and such activated, deactivate) and really basic. just an idea cuz it reminds me of problems i had not too long ago. BB
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just select the vertices u want to define as a certain selection. then go to the named selections window (if not there, just activate it in the windows options on top) and right-click and select new. now u can give it a name (In#, #pos...whatever)....voila! BB
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very nice summary by vilas. thx. just one thing seems to be not right (not sure about that though). i think the different colours represent the possible angles the light can come from. that's why they're put in different channels. so one normalmap can provide several versions of lightning. u can easily see that by just looking at one channel at a time. looks just like a rendered normalmap with light comin from one angle. the way vilas explained it is more how a heightmap works. just trying to clear things up. but PLEASE correct me if i'm wrong.
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here's some reference for the FX (scroll down and click "play animation"). looks like some crazy stuff... click me!
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The Unsung Vietnam war MOD
BadBenson replied to Warrior Xâ„¢'s topic in ARMA - ADDONS & MODS: DISCUSSION
that might help... http://www.flashpoint1985.com/cgi-bin....t=75199 dunno if it's even possible to add an extra sound for every pose (stand, crouch, prone) BB -
thx for that!!! eventhough it looks like a lot of fun running around the battlefield, u can just name a unit for example tony1 and then add a trigger with the following parameters: radio alpha, repeatingly and finally put " tony1 exec "camera.sqs" " into the "on activation"-field. that way u can execute a freely moveble camera by using the command menu (Radio Alpha). hope u get what i mean...kind of struggling with limited english skills here
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hey Tony, looks really tough how they fight but one suggestion: could u please use the camera.sqs next time you make a video of the AI? i would love to see how they approuch the enemy from above. that way we can see the tactics and the way they take cover a little bit better i think. BB
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WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
looking very nice. loving the slight green in it btw...u got PM -
Afghanistan - Ouruzgan Province
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i had problems setting up the rvmats right when i made custom vegetation too. so i'd recommend to also work on the rvmats so the texture doesn't look to different from the original ingame. i experienced that too. looking at bis-tree or opteryx lately released mlods for his vegetation can help alot. and maybe u should play around with colour balance also. desaturating may not be enough here (or maybe wrong). what was bugging me was the neon kind of touch the green in your texture has. try maybe mixing some more red or yellow in...dunno...not an expert...but i thought i'd have to amke that clear since i just said "desaturate" which i'm not so sure about anymore looking at your texture again.
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it's very nice to see someone make some enviromental objects...and a nice one too. one suggestion though...i think u have to lower the saturation of the foliage atleast a bit. especially when u compare it to the green ground texture on your screens it looks a bit unnatural. other than that i really like it
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How do i make destroyed buildings leave debris?!
BadBenson posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
i was wondering how one can make collapsed buildings leave debris. the building collapses if one defines the destructtype as destructbuiling but what do i have to add to make the building leave a custom debris model?! thx in advance BB this is what i've got so far... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class BaBe_Compound1 { units[] = {"","BaBe_Compound1"}; weapons[] = {""}; worlds[] = {""}; requiredVersion = 0.1; requiredAddons[] = {"CABuildings"}; }; }; class cfgVehicleClasses { class BaBe_Compound1 { displayName = "BaBe_Compound1"; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic : Building { class DestructionEffects; }; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects; }; class BaBe_Compound1:House { scope = public; Armor = 1000; model = "\BaBe_buildings\BaBe_Compound1.p3d"; displayName = "BaBe_Compound1"; VehicleClass = "BaBe_Compounds"; destrType="DestructBuilding"; }; }; -
How do i make destroyed buildings leave debris?!
BadBenson replied to BadBenson's topic in ARMA : CONFIGS AND SCRIPTING (addons)
thx man...but i got it already working with bisruins. i really wanna use a custom model but i couldn't find any addon which uses non-bis-ruins but if someone knows any pls tell me so i can look at it. BB -
How do i make destroyed buildings leave debris?!
BadBenson replied to BadBenson's topic in ARMA : CONFIGS AND SCRIPTING (addons)
k i tested it and for some reason this code makes the BISruinmodel work fine but u can't just replace the path and use a custom ruinmodel even if it's set up properly in o2. but thx anyways. this'll do it fir now. -
How do i make destroyed buildings leave debris?!
BadBenson replied to BadBenson's topic in ARMA : CONFIGS AND SCRIPTING (addons)
didn't test it yet but thx. i saw the thread but couldn't get anything out of it since the fact that it was for multiple buildings produced lots of code which confused me. so there actually was a reason i brought this up again. thx again i'll post later when i tested it. -
How do i make destroyed buildings leave debris?!
BadBenson replied to BadBenson's topic in ARMA : CONFIGS AND SCRIPTING (addons)
not what i asked for but surely still very helpful. thx for cleaning my mess...appreciated. -
beautiful model...also looks clean and perfect for arma according to "put the polies where they belong to" . can't wait to see it textured!
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WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
as plaintiff said they're mirrored. and of course i'll make everything accessible. everything that improves them is welcome. there might be some strange things going on with the models since they were made for the first-person-view. so some details will be modeled on one side and represented only by the normalmap on the other. fixing that just isn't worth the effort since in my opinion it would be easier to model them from scratch. all i'm gonna do is try to make the textures look as good as possible in arma. -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
yeah the stock is kinda temp. most parts are made from scratch though not from diffuse or bumpmap. in some parts i used desaturated snippets of the diffusemap. i know the stock looks kinda crappy that's why i was thinking about redoing the whole texture for it with some detailed wood photograph. we'll see... -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
since stalker uses bumpmaps instead of normalmaps i have to make new normalmaps. SO THESE ARE THE MODELS FROM THE GAME S.T.A.L.K.E.R. ...I DIDN'T MAKE THE TEXTURES OR MODELS JUST THE NORMALMAPS AND SPECULARMAPS (just to make things clear ) this is what i've got so far... pic -
sad that the one doing it will have to secretively work on it since in this forum porting is punished with long, boring and pointless discourses about how worthless porting is compared to the god-like ritual of making a model from scratch...
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hey guys, seeing someone porting an APC from S.T.A.L.K.E.R. to Arma i had the idea to use the excellent weapon models too. although i got 2 of them roughly ingame yet this is more of a request. cuz i'm busy with my map and very unexperienced with configs and setting up weapons in O2 i thought i'd just bring up the idea and make the first step. so anyone experienced with getting weapons ingame pls PM me. of course i'm gonna finish it with or without help. but as i said i'm busy so it could take a long time. and i'm sure since these models are already covered with nice textures it shouldn't take to long for sumone experienced to set them up. pics... 1 2 3
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S.T.A.L.K.E.R. Weapons in Arma
BadBenson replied to BadBenson's topic in ARMA - ADDONS & MODS: DISCUSSION
sure...and i hope this will happen. but as my first post clearly says my goal was to make the first step only. of course i'm gonna stay involved in the developement (oh sorry...the lame porting, getting approval i/we basically arent supposed to). but i already have people helping me. and the plan was more to have experts working on the fancy stuff so the addon-quality fits the model's quality. i just don't think i can provide this alone...sorry btw.: i'm actually able to model but as we all (except some special ones among us) know that's not the plan...so -
S.T.A.L.K.E.R. Weapons in Arma
BadBenson replied to BadBenson's topic in ARMA - ADDONS & MODS: DISCUSSION
Edit: cute how u now fall back on your only plausible point yeah true i offended him cuz his straight negativity made me mad. so what! what have u to do with that since all your other points were just the cream for your lousy pie?! never said that dude. u should stop polishing your ego in here. it's ridiculous. this is not the end result. everybody realizes it but u. it was a test to seehow it looks ingame. not my work dude. ONLY the fact i plan to port was the point. you really are making up things from your mind...that's funny. i never refused critisizm. i just reacted on the statement that porting is lame. i'm sure this all is more sensitive for u guys than for me. and next time u should take his advice instead of making this "discussion" something it isn't. and now crawl back in your hole before u make it all worse. and before i forget: sorry for calling your lil girl a b****. i take that back. he just someone with nothing better to do but coming here calling the whole progress of porting lame. something better to do would've been giving some actual constructive critisizm. pointless in that stage of progress but stil better -
S.T.A.L.K.E.R. Weapons in Arma
BadBenson replied to BadBenson's topic in ARMA - ADDONS & MODS: DISCUSSION
http://www.fpsbanana.com/skins/35296 i not the first one i think that's the essential point here. u should realize that not everyone is making addons for approval. and for me your very emotional (yes i tended to that also ) reactions just shows that all that this is about is competition. u seem to think i just wanna impress with no effort. i can just say that the fact that i'm working on a bigscale island proves u wrong. i as i repeatedly tried to explain just love those models and want them in arma. if u can't get over it then go hang yourselves cuz the whining slowly starts to annoy me! the permission issue is just a poor point u put into this eventhough it has nothing to do with the actual reason for this aggression. zzzZZZ could u atleast use facts to make a fool of yorself?! pls just a matter of aesthetics for me. so now i think it's all said. some guys whine because they're jealous of those nice models (suprisingly some of them are weapon modelers ) and the rest (fortunatly) realize how pointless it all is... @plaintiff1: thx for the effort buddy. but unfortunatly this isn't about facts