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Everything posted by DaSquade
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Normal jumping soldier, not just side jump
DaSquade replied to PostaL's topic in ARMA 2 & OA - SUGGESTIONS
@Sturmer: It all depends on how the addon/object is made. Meaning, all BIS based models have a few 'special' lods (sort of layers if you don't know what i mean). One of those lods is 'roadway' lod. There you can add an model that represents where an persons feet/wheel will be able to move over. So as long as the angle of that shape isn't too steep, with a proper model you can walk over any object the maker would have wanted you to move over. Without that the 'geo' lod will prevent you to move passed it. Like DaveP said, the BIS 'jump over' is a predifined (static) animation that will bypass any geo, as long as it isn't too high (below the players hands more or less). Although this is a nice feature (comes afaik as there was an OFP based addon like this and there was some good comments on that), it add a new problem mentioned by PostaL. You can't 'jump' on heigher object witch is more or less the same idea. So it would be nice it BIS added a climb on key combo with animation. For most of us who played the previous games, we don't find it a big problem as it has always been like that. It is nice to finally see a low object jump feature. But i admite it opens the doors to the climb on animation. PS: With climb on i mean a slow climbing animation, so no bunny hop before you attack me. -
Mod to disable Motion Blur and Running Blur very needed
DaSquade replied to Areon's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good job again Kegetys (reported on armaholic for filehost if you allow). Good job aswell on your paa plugin (update). Thank you sir. -
Now that is an 'under the belt' comment...shame on you :). At least i didn't noticed any bugs and we were able to see the end :p. Ontopic: nice CGI movie.
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Custom faces/squad.xml - how to do it in ArmA2?
DaSquade replied to Rebel@heart's topic in ARMA 2 & OA - MULTIPLAYER
If not mistaken, arma supported other file types then .paa. You guys might want to try some jpeg's or png's.... Offcourse don't forget to change the extension in your xml: 'blablawhatevername.png' etc. -
True...although scripting etc isn't my cup of tea, i still think it will be very demanding (like Rock, and you i guess said, the more turrets the more demanding). Somehow i think even with the current extra codes, there might be a big breakthrough on this...BUT imho there are still several key codes missing afaik to make it usefull. Example: So VBS2 has a working AC-130, but from SP/MP tests i noticed without a proper sight adjustment (i forgot the codes they used for the FCS? on tanks...) it is plain guess work to hit something with an orbiting aircraft. Speed/angle/altitude for example are all variable factors witch influence aiming/hitting, so a conpensation code set is needed to fully make it usefull. Without it, it is pure guesswork (even a proper sight witch i make for testing) and it is a danger to use when friendly groundtroops are near :D. So somehow i can understand like Snake Man say, it is a multi problem item. One of those features BIS finds not worth investing in, it looks. Sad imho especially for those who have been here since the first serie and are looking for these things.
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I did made a pretty good detailed HGU-56 helmet with face shield including the pilot NVG, like a good year ago...but sadly it is still in WIP stage (already unwrapped). I did mentioned it to a mod, but due to other projects it hasn't got high priority. Maybe one day ;). EDIT: @Bravo and others: If not mistaken, ACE did added my Cougar 6x6. Sadly this was an older project (if not mistaken done during OFP days...so quality isn't super). @{G&L}ACF{SCOTDG}: Wait a few weeks and buy ArmA2, if not mistaken it will have XM8's by default. @DerRelienT: If not mistaken, NSXshadow or ShadowNX or was it Fishkoph, did made the M1117. Not sure if it got released though, at least i remember a WIP shot of it.
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For me the beta trackIR5 software works on my trackIR4, but for some reason my leaning registration isn't working smooth. Maybe i have to play with the settings, but still... PS: i had 4.1.036 and directly installed the beta 5 (witch is apperently i different individual software package and not an update). It is always hard to judge a price on a tool. Life is about making choices. As student that would be,....not going out to drink for 1-2-3 weeks depending on your drinks. A trackIR you have for life (or untill they make a new one), drinks only last for a night and a nasty bonus the next day.
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Can't help but i do have some helping answers: We all sucked the first time we tried something! Keep trying ... Unless you are 80 years old, you have time on your side.
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Hm not sure what level and desaturation has to do with the smdi's? I mean, like i wanted to point out...in order to make a good and realistic smdi you have to make a custom greyscalled representation of your colour texture, where as villa explained whites and blacks represents specular values. I mean, if you have different base colours (camo's etc) afaik there is no way to come to a decent greyscalled smdi template. But i must admite i'm no 'colour value export'. Also i actually have never experimented with crazzybump and its spec maps :s. (opens crazzybump).
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*kicks the BIS forum seach (no luck). Anyway, someone (forgot) was that kind to make a texture tutorial a few months ago where he explained the SMDI making. In short it involves deleting the red channel (it should look white). Inverting the Blue channel or often it is even better to delete the blue channel aswell. But also it is a mather of playing around with the brightness and contrast. Also all depends on your original made smdi texture. As you probebly know, you can't make an _nohq and _smdi texture out a _co texture. They bought need to be remade in greyscales form representing what you want to achive. With organic textures it is often a game of playing with the levels, contast, brightness etc etc... Imho SMDI's are the hardess part of them all...at least to get them good and realistic. Especially if you need several in the same 'pack'. EDIT: found the tutorial
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A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Since there is some fuss about the MODs file size, here is a standalone icon that can be used as destop-icon. Be aware: filesize is 38182 bytes!!! Â ->ACE standalone icon -
Wait, so if i understand it you want perfect stable animations so you have a perfect stable aim at all times (on slow walk)? I have no military background what so ever...but i do have a riffle of +-3kg. It isn't a real riffle (lead pellets or how one calles it)... Point is, only robots can hold a riffle perfectly alligned with its target. Even the slightest walk give a small sway. Please proove me wrong. Don't say you want aim like in most FPS where you have the feeling you are hoovering over the battlefield?
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A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for answering, i might be wrong but afaik i didn't had the useal warnings (breathing, blacking-out) when the weapon sway/upperbody kicked in. I will keep an eye on it though... Again, not complaining here . -
A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
@i0n0s: Thanks for the clearification. Something to look/test deeper into then i guess, unless some of the ACE devs have a direct explanation for it. About the HuntIR: I suppose the lack of proper info on the Wiki is because ACE decided to implant this (wonderfull and usefull imho) round in the mod at the very last moment. Again my thanks goes to ACE, Norrin and Q for making that possible. *Who needs an UAV when you have that in your backpack. I should better make and post my own bugreport on the ACE forum (i hope Scuba passes on my bugreports ), but you might want to check out some of those items like the HuntIR round and monitor. Those items can't be packed into your backpack. Personally i found them items one doesn't directly need in the main inventory list, but rather items one unpacks under safe conditions so you have the time. An other buggy i had a few times: Will need to check more into it, but sometimes my character behaves like an 'retarded' person. Sorry can't give it an other name, but his upper body (sholders-head etc) go uncontrolable when running and walking. This often happens when going uphill afaik. Hard to explain under what exact conditions that happens, maybe others have had it aswell. I'll try to reproduce it one of these days. No 'problem', it just looks...funny. -
A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
@i0n0s: What happend aswell? The out of breath tempuary or continue breathout even after you dropped the parachute etc..over a very long periode of non-intense movement? Just wanted to know.... Fully agree with all those suggestions. I was already very happy to see the current changes, but agree it could use some extra 'cleaning of the screen' and removing of arcade elements like the icons. God i hate them . Additionally and not sure if even possible, but it might be nice if there was a widescreen UI 'replacement'. Atm the useractions, GPS etc are all located on 4:3 position witch is logic. Afaik, it would need a new additional UI as everything is defined in X,Y values instead of allign right/down for example. Anyway, just part of the suggestion and what could make ACE even better offcourse. -
A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Well i have mixed feelings. Personally i think the current system if fair and realistic. Afaik it checks units weight, users animation (sprint, run, walk etc) and it checks even if the unit is running up a hill or not (not sure about last though). From a realisme point, again i think it is spot on. It isn't an olympic atlete they wanted to simulat, although we can assume most soldiers have their training. On the other hand, i do agree it might be good to allow 1/4 or 2/4 more time before it fully kicks in, all for the gameplay. But i can understand if ACE really wants to go realisme. Bug? Recently i was running with my parachute and a backpack, i know..heavly packed, to the heli that was 20-25m away. I dropped down just before the heli without breath...I got in the heli still 'blacking out', dropped parachute (into heli cargo) as it turned out the pilot was going to land, during the flight i never got back on normal breathing...landed and continued slow walk up hill. After a small firefight of 5-10min and again a slow walk downhill, still blacking out. 10 minutes past untill our pickheli arrived, during the flight still blacking out....landed, small fire fight again and still blacking out. Untill i got shot. Something tells me something went wrong in the scripts. Anyway, not complaining. All for realisme here . -
Replacing the interior
DaSquade replied to soul_assassin's topic in ARMA : CONFIGS AND SCRIPTING (addons)
The only 'easy' way (easy from a non scripter-cfg guy like me ) would be like creating around each cargo proxy a black box very close around him and have window on eye level (like the stock drivers view). That means you will need to put your cargo proxys mirrored so they look outside and can't see the person sitting infront of him. Problem is the cargodude will still be able to look around his black box and not sure what the lightning/shadow will do, therefor put him in a plain darkdark black box. Just giving this example as afaik you can only have a 'scope' view for driver/gunner(s)/commander. If you don't understand i make a quick example. On the other hand, cfg or script wise you maybe can give them a scope view like the driver. But no experience there. -
A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Can't give a keycard or something, but i do noticed that the change SCOPE<->IRONSIGHT (reddot) works with ctrl-shift-F key instead of shift-F. But i'm using F already for switching firemodes etc. You might want to check the ACE wiki features (if not mistaken) for most keys/functions. -
A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Boy, the ACE mod is soo sweet even for a BETA. Been playing with ACE and the afghan village on MP the past two days. This feel like a new game to me. Glad i donated some of my old and new stuff too the mod. Feels so great not to have to edit something or use replacement files . I wasn't that interested in ArmA lately and i honestly had my doughts of ACE mod, but for now VBS2 is collecting dust. -
Normally if you run the 'check faces' option and you have a '* Cannot generate ST coordinates', that selection could be the one that is messing up the model.
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A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
*Input from donator, so no official ACE comment: I had a talk with Scuba one day about weather the MK should be a primairy or secondairy weapon. In RL this weapon can be considered as a secondairy weapon as FN designed the weapon that way (small) so it could fit into a backpack easly. Also since it is a single shot/reload grenade launcher i personally don't think this should be used as a main weapon. Sadly all secondairy weapons are limited to a 'pistol' animation, so you can't have bought...beeing a secondary weapon and have a primary (riffle based) animation. Maybe, ACE should consider making two version, prim and second based weapon...so a player can choose to put the primairy weapon in his backpack. In the end, there is the M32 (early WIP by the way), so like i told Scuba, the MK is nice but who would pick the Mk when you can run around with a 6pack full reload grenade launcher instead . Anyway, congrats to the ACE team and donators. I would say, keep up the spirit. -
A.C.E. Advanced Combat Environment Public Release!
DaSquade replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
A congrats with the release of beta 1.00. Haven't checked yet, but looking forward to it. A big thanks to all who done 'something' (->big or small). -
WIP: stuff you are working on!
DaSquade replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
@TankCommander: Looks good to me. Any numbers of the model (polycount) or wires? Personally i would leave out the hard/sharp edges around the trigger hole. Better leave that to the textures (normal/diffuse/color maps) as that will normally give you more controle over giving it a smooth sharp line, if you understand. ->Is it my eyes or what is that bad antialising line on the stock, noticable in pic nr.2? -
Ic, but how often do you keep its original size or shape. Scaling isn't a problem, although keeping it ratio is harder (unless you use a checker map). But the moment you modifiy your cilinder, extrude or whatever, you are again stuck. But again, i haven't played much with the uv mapper of O2 (wasn't aware of the auto-unwrap).
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@Messiah : OMG ! First of all i haven't looked much into the O2 UV mapping that much, i only use it for very simple and plain uv's, for stuff i'm too lazy to export-import-export to an other proper uv mapping program... But are you serious this is the only way to unwrap a cilinder? I know i used this methode in the very old days (OFP days). I never learned how to unwrap in other programs so i sticked to this method for all my cilinders, very time consuming method. If this is indeed the only proper way to unwrap in O2, i would really suggest you learn a difference program as there it is very easy to unwrap. I stick to modo (not perfect, but does the job). A cilinder for example is unwrapped in 3 clicks. 1. Select the top and button cap edges. 2. Select one edge where you want the tube to be split/opened. 3. Unwrap. -> Result is 2 caps and an plain tube. Also never found a quick way how to reduce already unwrapped stuff in O2 (for reduced lods). Again, programs like modo make it as easy as riding a bike. Pick the edge selection tool, select your edges you want to remove and hit the backspace key. Edges removed and uvmap stays intact, at least if you removed non-main UV parts edges. Just my 2cent. O2 is only a super program for low poly modelling and setting up your model. All the rest is useless imho .