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Everything posted by CameronMcDonald
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I'd like to see a UI mod that removes the bullet (but not magazine) counter from the top left. That'd be tops, I reckons.
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Vista Troubleshooting Thread: The one and only
CameronMcDonald replied to sickboy's topic in ARMA - TROUBLESHOOTING
4GB RAM = no-no. Either physically remove 1GB, or use bootmgr to load with only 3GB. Oh, wait. You say you've tried the things on the wiki page. Does that include physically removing 1 GB? -
Very nahce. Get some normal maps applied, then it'll look seriously good.
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Does the jam-fixing-reload animation take into account the unit's position (e.g. kneeling, standing, etc)? Just wondering if that's what you were using Mandoble's script for, cause it'd be a pain in the arse having a unit told to stay prone jumping to his feet just to clear a stoppage. Good work, btw, I was waiting for something along these lines to come out. Hopefully the jams don't occur too often (I'll test it shortly, once I'm done studying).
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Thanks mate, the mount you lent me helped a ton! The NODs themselves aren't exactly accurate, but I don't think anyone (except Nephilim :P ) will crucify me for that.
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ArmA Photography I - No images over 100kb.
CameronMcDonald replied to raedor's topic in ARMA - GENERAL
Tropic Lightning infantry on dusk exercise, Hawaii. -
Can't wait to get my ACU blokes into this. Nuts!
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Nice. This wouldn't happen to have those changes to the rain effects you were working on, would it, Matt? They looked mighty fine!
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I used to love making barricades in Doom RoE with the grabber, just to protect the NPCs I had to leave behind (and cause it's mindless fun). It'll be interesting to see how this goes!
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Awesome. I'm glad you're still working on these, I had a hell of a time with them in OFP. Keep them updates coming!
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ArmA Photography I - No images over 100kb.
CameronMcDonald replied to raedor's topic in ARMA - GENERAL
Heh, a little before-bed fun with ~100 Shilkas and ~100 Piper Warrior IIs: -
People who double post suck. Blasted internet.
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Yeah, I always forget that one, and spectral sounds better, if a bit too... ghostly to suit. :P
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They're coming, trust me, at least I and 4 (hundred) other people are making them. Good, custom made addons don't just spring up overnight, you know. People may have been able to get away with sloppy work in OFP, but in ArmA it's an entire new ballgame, for every texture you could make with a fake shine and shadow in OFP, there's a spectral map and normal map to be made in ArmA. The community just needs to be patient, and give us some time to get these things done and/or perfected.
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This officially whoops. Well done, Ketegtys, running at 10k view distance has never been so easy.
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Try renaming spine3 to Spine3.
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Please BIS, fix Stryker to Tank cargo values
CameronMcDonald replied to CarlGustaffa's topic in ARMA - ADDONS & MODS: DISCUSSION
Just for your reference, it's called "slat armor." Oh, there's a Stryker with slat armor in OFP, if you'd like to take a look at it. I don't think it'd be too hard to add this slat armour on... in fact, I might do it myself someday (with appropriate permissions). -
Q F T. Though this is really getting offtopic, and probably should be in the bitchin' thread. I seriously enjoy ArmA, and I think it looks (and has functionality) at least xty billion times better than OFP. Its smaller problems I'm patient enough to deal with, cause I know once I get the addon stuff I do on the side ingame and start making missions, all those little niggles that seem to get under people's fingernails just fade into insignificance for me.
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BISoldier Model Tutorial
CameronMcDonald replied to JBâ„¢'s topic in ARMA - ADDONS & MODS: DISCUSSION
Blast... sorry it didn't work. I feel bad cause my custom model is working fine. I find in these situations it's best just to start again (using another model as a base). Ah, damn those catseyes! Could I ask a favour, mate? Check your PM in around 3 minutes. -
I've taken a squiz into Robert's PBO, and the texturing is fine (well, as far as I can see), for example, the Deagle uses 2 colour textures (and related _nohq/_as textures), so it might have something to do with the models. But anyway, I digress. On a more personal note, how come I missed out on the beta, Jackal?
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Is that a rhetorical question? Seeing as Sam was one of the first to work with the VRAM-saving method of combining textures, naturally I think we'll see his SMGs optimised very nicely... talking 1 - 3 textures per weapon, perhaps an extra one or two for the optics if needed.
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BISoldier Model Tutorial
CameronMcDonald replied to JBâ„¢'s topic in ARMA - ADDONS & MODS: DISCUSSION
I'm sorry to get offtopic here mate... ...but could I ask exactly how you got the catseyes working? Was it to do with the _as or _smdi texture file? I haven't yet tried modifying my own custom units to see what works, so if you could tell me here I'd really appreciate it. I'm sorry about your wound problem; I really can't see anything that would be causing the problem. One thing I will ask is that you check the model's links (not the config, but the P3D itself - use O2's mass texturing renaming tool) to the following rvmats => ca\characters\data\us_hhl.rvmat ca\characters\data\us_soldier_body.rvmat and ensure that the links you give in the config are EXACTLY the same as those in the P3D, e.g. all lower case. Beyond that, I'm afraid I'm stumped. -
DMarkwick - does it block AI seeing "into" the tent as well, i.e. through the front door from outside?
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RH Pistol Pack v.1.0
CameronMcDonald replied to roberthammer's topic in ARMA - ADDONS & MODS: COMPLETE
Excellent! Looking forward to seeing the impovements on the other guns, too. Did you add any more LODs in? -
Excellent - can't wait to get a look at these subbies.

