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Everything posted by CameronMcDonald
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Looks lovely. Tell me: - how many separate textures is the EBR using at this point? If it's > 3, it's too many! If it's < 3, ignore this. - you could also consider passing your finished model onto another modder to make your LODs/spectral maps/normal maps as well... neither are too hard with the right tools and you'd still receive due credit, of course! (...if you consider the last option, I recommend you PM the man they call Skaven...)
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I'm interested in seeing what happens when one of the tight-knit band 'o PMCs karks it. I mean, do they just magically resurrect themselves in the next op? Or do they play the incapacitated card? Just curious, cause the first thing I do when I get my hands on Queen's Gambit is to shoot Gandalf in the face. Â
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AA-12: 12 guage Auto Shotgun
CameronMcDonald replied to scubaman3D's topic in ARMA - ADDONS & MODS: DISCUSSION
Anything from the CAWS program is welcome here. I'm still to see the good ole Pancor Jackhammer or Armscorp Striker either. -
2nd Marine Expeditionary Force
CameronMcDonald replied to dren's topic in ARMA - ADDONS & MODS: COMPLETE
.RVMAT files are actually text files, like small configs - you open them with notepad. They tell the model where to look for their a) normal map and b) light map textures for the corresponding colour texture and how to apply them. My advice would be to look at a model with only one colour texture, one normal map and one light map (which ends with _smdi) like a weapon (such as Skaven's, which are very well done) and go from there. However, normal map (_nohq) and light map (_smdi) textures are editable with Photoshop, etc - just don't forget to change the alpha channel as well! -
2nd Marine Expeditionary Force
CameronMcDonald replied to dren's topic in ARMA - ADDONS & MODS: COMPLETE
That is why custom .RVMAT files are required. If custom .RVMAT files have been applied, and default normal maps are still being used, it denotes a hex editing error or some other kind of problem. I've managed to get custom maps working on all of the US models. -
Yeeh, it does seem like they're wearing Sumrak of some sort... probably a bit modern for CWC.
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2nd Marine Expeditionary Force
CameronMcDonald replied to dren's topic in ARMA - ADDONS & MODS: COMPLETE
Yes, and their filenames should end with _nohq (eg. whatever_nohq.paa) -
2nd Marine Expeditionary Force
CameronMcDonald replied to dren's topic in ARMA - ADDONS & MODS: COMPLETE
To remove the erroneous MOLLE strips, you'll need to edit the normal maps. -
.RVMATs point to _nohq textures (normal map textures), thus when you give something an RVMAT, you add the normal map from there.
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The Yanks are looking good - they just need to turn the USMC helmet into a PASGT and they'll be right on, from what I can see.
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RH Pistol Pack v.1.0
CameronMcDonald replied to roberthammer's topic in ARMA - ADDONS & MODS: COMPLETE
Nice. I'll give 'em a go. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Hey all, I finally returned from my expedition from the outback and have got some time to meself to resume working on the troops. At this point in time I'm still sorting out what goes where as far as gear, etc is concerned since my anonymous partner in crime is still working on getting the UV maps on the new vest 100% correct before I texture them. I haven't got any WIP pics to show, unfortunately, however I will say that I've been flicking through some OFP work and some unreleased gear I've had on my HD for quite some time to see whether it could be used... I'm talking things like UV strobes, tons more pouches, patrol caps, glasses, goggles... I've also been working on the rear MICH patch, and I also hope to get a rear neck protector going too. Hopefully I can get some O2 pics up soon, however I am still working on these, as best I can, so don't give up on me yet! -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah, since ballistic glasses are basically a necessity for today's US infantryman, the heavily armoured dudes will have shades to match. Fear not. -
1st Infantry Division
CameronMcDonald replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
@ CS - thanks mate, will do. @ Everyone - unfortunately, I've been rather busy, so updates are minimal, besides more work being done on the CBack's textures and general shape. Chances are I'll start up the CBack Hawk texture (for the medic) soon enough as well, once I get a little bit more time, probably midway through this week. I'm sorry for having so little to show. Good news, however, our anonymous modeller has been working on the model's UV maps itself some more, and tells me that although unfinished, he will add a checker map to it when he gets time to check the texture distortion, so things are still moving in that department. -
Bloody oath mate, know exactly how you feel... and I have to check them at uni.
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Russian Federation Units V.1
CameronMcDonald replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
Check your PM, please, Steve. Got some stuff for sending. NB. My first ever attempt at doing that whole parts-join-thingy. Look how crap the side is! Oh, and mods, one part of that is 102kb - please let it slide this time! -
1st MLOD from ARMA ODOL v40 - M16A4.P3D
CameronMcDonald replied to bxbx's topic in ARMA : O2 MODELLING
YOU LITTLE BEAUTY! <claps Synide on the back + passes him a cold one> -
1st MLOD from ARMA ODOL v40 - M16A4.P3D
CameronMcDonald replied to bxbx's topic in ARMA : O2 MODELLING
Where? -
1st MLOD from ARMA ODOL v40 - M16A4.P3D
CameronMcDonald replied to bxbx's topic in ARMA : O2 MODELLING
Can someone please ODOL the US Special Forces model(s) with two kneepads and pants legs tucked in? I need them for my infantry! -
Russian Federation Units V.1
CameronMcDonald replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
<D'oh> There goes all my texture work. ... Nice find! -
Heh, I'm VERY happy about ArmA at the moment. New patch on the horizon, got tools, modders are working hard, awesome addons already released... doesn't get much better than this. And I'm a Vista user too, and all is well. FINALLY. The dreaded out-o-texture-memory issue has fucked off, thanks to NVidia and M$ pulling together. Thank the Lord.
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WIP: stuff you are working on!
CameronMcDonald replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Yeah, that's a Kiowa. -
PC Discussion Thread - All PC related in here.
CameronMcDonald replied to Victor_S.'s topic in OFFTOPIC
No idea, but try RivaTuner at Guru3D, and see if you can't reproduce the problem. -
He's doing a SixPak (XM214 Microgun), I assume, not the Vulcan. EDIT - All though Neph is indeed correct, it's apparently impossible to fire unless mounted (appaz the recoil would lift a man off his feet). I'd still like to see it anyway, mate.
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Perserverence. Get your blokes into position (prone, watching suitable directions) ASAP. During the lulls, try and move them forward - the closer they are to the enemy, the safer your engineer buddies will be. Try and put them in bushes if you can. During all this you should be hiding behind some sandbags and popping whichever SLAgs your blokes miss/can't see. Good luck, it'll take a little practice.

