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DieAngel

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Everything posted by DieAngel

  1. DieAngel

    IDF's Corner shot

    TY for the support for the modeling i do pretty much everything in 3DS max 9 As for the use in a squad, it's pretty much a close quarter weapon, i hardly see a soldier using this in the open. The only advantage of this thing is thru doorframes, windows, over fences and the like. What i saw is that all the guys where equipped with this however. -edit- Extra picture i tried quickly with BIS's M9
  2. DieAngel

    IDF's Corner shot

    3-4 quads, i don't get it? and yeah it's the model for normal map generation. The game model itself will be much simpler but with a good normal map it's gonna be roughly the same.
  3. DieAngel

    IDF's Corner shot

    Now that the tools seems, to be released i'm again interested in making this weapon. so here is another update I think the glock i made will more be a placeholder than anything, i will probably use one from BIS, or whoever would like his weapon mounted on this baby remain to do on the front the camera. I worked already some on the other side (asymetric weapon) it lack a few screw and the rifle part is wrong for now. Can someone give me a polycount target for the final result? I'm not sure how many are okay for something like this. OOH BIS when do we get camera & render target materials?
  4. is there any way to pull out from google earth the heightfield data? I haven't found how yet.
  5. DieAngel

    Vulcan sound

    oh yeah fixed burst could work , tho fixed bursts of 1 - 2 seconds does feel long for a vulcan canon. As for the sound i do believe it doesn't sound that good because the sample is so small it hasn't enough length to have any "taste" i tried to cut and slice a new sound and i arrived to something that is pretty much the same. The actually sound has 7 shots in it that's already a lot , i dunno how longer i can make a burst while keeping it acceptable gameplay wise. Thing is when you hear a vulcan in real life, the shots are fired so fast that you can't hear the pause between the shots, (a friend of me says it sounds like a loud fart) . that's the sort of sound i tried to sample. :/
  6. I worked a bit in the game industry so i don't think these ideas are impossible to manage, but i have to admit i haven't much knowledges in the inner gears of ArmA. Comments are welcome. -Wound stabilisation system, when you are severely wounded you need medical assistance to stabilize you (or you will die of your wounds after a little while if nobody finish you before), it would give an use to the field medics. -Fast ammo transfer between teammates, would allow a way for regular soldiers to carry extra ammos for the machinegunner and for squad members to pass munitions quickly and easily (will also allow to squad members to carry extra ammos for weapons they don't use, like transporting a few rpg rounds for the rpg soldier of the group or m249 ammo boxes) -In the same idea of a fast inventory system, a way for a player to "reload" the weapon of one of his teammates (karl gustav/m249) , it could eventually save time, like when two soldiers handle a karl gustav they can shoot/load quite fast. -Give to the m249 saw the ability to load regular m16 clips when no more ammo boxes are available (the m249 usually has an alternative receiver to use them). -I am not sure about how often you MUST really change barrels of the machineguns, but it's another cool element. -A simple (yet not arcade ish) bladed combat system (hand held knife and rifle mounted bayonet) i can understand that it could be only of minor use but i could see a few situations it could be used. -Weapons occasional jamming in long missions, for the jamming , are conventional assault rifles able to shoot once a soldier has been carrying it into water? the gun 'could' refuse to work until a little time, so it is dry enough? -Launcher type weapons (rpg7/apila/karl gustav) backblast -Ability to "bury" explosive devices like corpses in ofp, you have to admit that a satchel in the middle of a road is more than suspect, its jsut a matter of pushing down the device a bit (maybe no complete burial of the explosive device) -claymores, with wired detonator (you would automatically drop the remote if you move further than 100 meters) or in booby trap mode ( would be able to "attach" the two ends of the tripwire between two vegetation features, like a bush and a tree) and anybody running between them trigger the claymore. you could disarm it by using the use menu on one of the tripwire ends. --Non gameplay but important feature-- , the ability to contact an URL and read the body of the page in sytring format, its the easiest and most cross platform way i know to lod/save small amount of data, even if it is just a persistant record of the results of the 100 last games on your server. I don't know if it qualify as mod but well. [i might edit the post if i get more ideas]
  7. i haven't been able to find if there has been a solution or a temporary fix for the gas levers on hotas joystick so the lowest position of the lever equal minipal engine power and the highest position equal maximum engine power, for helicopters and planes. Anyways to achieve it? or has someone found a good solution that i didn't foresee? so far , for what i saw, the gas lever is seen as an "all or none" input by the game., hence having the lever at 50% or more make the power climb and less than 50% cut the power. it seems for the planes it would be just a matter of shifting the range so it start to 0 and end to 100 rather than 50% to 100% , but for the helicopters it might be a bit harder. still, i really would like proper ways to control aircrafts :/
  8. Okay i would like to make a serie of mission about a group of players/revolutionaries that plot several assassinations/batiment destructions in order to weaked the government in place. Basically the players would be civilians and wouldn't be attacked by the local armed forces unless: A: they enter restricted zones B: they have weapons C: their "cover" is blown basically the 3rd point would be like a value that increase as the player is seen in case A and B by a soldier and decrease over time as they hide for example. Objectives would be like planting a bomb discretely during a government manifestation , detonating it at a key moment and retreating. Committing an assassination, the mission would also include acquiring the weapons and finding ways to transport it without raising the alarms. Stuffs like this. Any ideas to put me on track?
  9. DieAngel

    Cessna 182

    please please please a realistic cockpit
  10. is there a way to store datas from a multiplayer mission? like: -wiriting a text file, -a database? -open a webpage (httpobject fashion) anything that could allow some sort of "load/save" for a persistent mission?
  11. DieAngel

    I need more CONTROL!!

    The x52 is an excellent joystick. I highly recommend it. I know i own one myself, but even the cheapest helicopter game is offering to map the collective to the thruster axis properly. Seems arma was designed with keyboard users only in mind :/
  12. DieAngel

    I need more CONTROL!!

    what about more control for helicopters? The controls for the collective are horrible with everything else than a keyboard -_- .
  13. DieAngel

    motion capture

    there is a cheap way to do that will request 2 camera, a black outfit and some white tape. Put white tape at your joins, knees, ankles elbows, etc... Film yourself in your movement from the two point of view (write down their position /orientation/focal/zoom) clone these camera in 3dsmax and put the two videos on background planes. next you take the skeleton of the character and try to match the white markers every few images. Mo cap is hard really even with the proper tools you need a very good "actor"
  14. DieAngel

    IDF's Corner shot

    There we are, the front assembly, after a bit of delay (i have a busy life). I am making a glock as reference, but if someone has a better one you can PM me as i am not very good at making handguns. enjoy, i hope to finish this thing someday
  15. Okay i would like to make a serie of mission about a group of players/revolutionaries that plot several assassinations/batiment destructions in order to weaked the government in place. Basically the players would be civilians and wouldn't be attacked by the local armed forces unless: A: they enter restricted zones B: they have weapons C: their "cover" is blown basically the 3rd point would be like a value that increase as the player is seen in case A and B by a soldier and decrease over time as they hide for example. Objectives would be like planting a bomb discretely during a government manifestation , detonating it at a key moment and retreating. Committing an assassination, the mission would also include acquiring the weapons and finding ways to transport it without raising the alarms. Stuffs like this. Any ideas to put me on track?
  16. DieAngel

    Why Does Everyone get so up tight on these forums?

    heh i am sorry if that's how it sound, it's just how i feel sometimes.
  17. DieAngel

    Why Does Everyone get so up tight on these forums?

    its just i feel there are key points in arma that are crippled intentionally. Not just stripped features but elements deliberately changed to justify the price tag on vbs2 compared to Arma . As for the "professional game" we all know that for war simulation freaks everything that has been engineered for the army is blessed bread. I would forgive them if it was stripped of the stuffs specific to military training. But do they have to strip all the units, and the game features just because we aren't paying pro price? Just because we aren't professional mean that we are just paying beta testers? I know that there wasn't much time to develop Arma and that it is pretty much still in development, but does that means every innovative features have to be pumped in vbs2 while we are left to re engineer them ourself with the yet to come modding tools? if i was paranoid i would say the arma is a shortcut from BIS to rack more cash to develop vbs2 and maybe, maybe game2 "Lets sell a stripped down version of our great military training tool to all the dumb players that will pay whatever we throw to them. That will increase our fundings quickly at small costs and allow us to achieve our greater goal"
  18. DieAngel

    Why Does Everyone get so up tight on these forums?

    Well i have to say i am a bit disapointed too but i bear it. okay i say it. Considering how much money BIS will be making with the sales of arma i was expecting that arma would be like vbs2 i have hardly seen one , maybe two features that are out of the reach of gamers. If both share the base code it makes me wonder. IS ARMA intentionally cripled to the profit of vbs2? A bit like Microsoft make a shitty home edition from their full featured ultimate editions? Now i might be wrong, i honestly hope i am wrong but , lets look at it, that "military training system" has a lot of things WE would like, so if its the same code base, why not giving it to us! It's not for what it will cost now that function X and Y IS developed already. -The plane/copter commands are crippled so the gas controls only make sense for a keyboard. -The tracers look unrealistic at best -The AT4 is re loadable ?? -The 2D editor was fair enough for OFP, but we get no improvements (like the 3D editor) which would be a godsend to align objects, build complex sceneries and tweak missions. -The after action review, while not exactly geared to players would be great for co-op players to analyze where they failed and why in a mission. -The deployable tire traps and barb wire coals could offer great tactical possibilities (and open the concept to mod other similar "plant & extend" devices) -The scope range finders are not working properly (why putting one if it can't be used?) -The talons and UAVs would be great tactical devices (and could even spawn nex game modes) -What about the chinook, it was already in OFP, why removing it from Arma and keep it in vbs2 ? rant off I really hope this post might be of any use but i doubt it will get noticed.
  19. DieAngel

    X35B

    vbs2 is out? How much for a license?
  20. DieAngel

    Any news on the gas lever/pedal control mapping?

    judgment is in the eye of the beholder
  21. DieAngel

    Any news on the gas lever/pedal control mapping?

    posted it as a feature, not sure if it was a bug or a feature so...
  22. delete this thread, noticed it got already one
  23. DieAngel

    Any news on the gas lever/pedal control mapping?

    that's the thing, i, wished it would be possible to map the gas lever of some joystick so: on aircrafts: 0% = 0% engine trust 100% = 100% engine trust on helicopters: 0% = 0% lifting power 100% = 100% lifting power most gas levers have no 50% marker and it actually feel very weird to have only 50% of the whole lever sensitivity to accelerate.
  24. DieAngel

    Vista proformance tip

    vista is a ressource hog really, i would avoid it for now if you can
  25. DieAngel

    Vista proformance tip

    vista is a ressource hog really, i would avoid it for now if you can
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