Eviscerator
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Everything posted by Eviscerator
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ive seen it and got the blueprints, its not high priority but ill get round to it someday
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i think that the one in the pack is an edited m113, im not sure but it may be, im about 3/4 of my way through making a proper model of the aavp7a1 which is going to be used by tales of war
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i have the huey at someone from tales of war, the ka-50 and ah-1w are with vixer and we are going to make them outside of any mods so they should be done soon as theres no hold up while other models have more priority
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well the f16 has the same poly count and i have no trouble with that
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thats a UH-1N most of the huey models coming to ofp are the older ones
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tales of war are making a ch-53
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http://www.subseacableservices.com/Ash RealismPack.zip copy and paste that in your browser
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try ftp://www.gamezone.cz/ofpd/unofaddons/Ash%20RealismPack.zip
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My mp test (at version 1.58 atm) goes through the screens with all the logo's on then just as its about to launch the main menu crashes back to the desktop and gives me the error message of: "Cannot Memory Map dta\music.pbo" theres no problem with my main game which as far as i can work out uses the same music.pbo as the mp test, i originally got it to workbut then after a couple of days of playing with it (it was 1.55 then) it started showing this message, after a few days of the message i installed the 1.58 and it still didnt work, so then i completely uninstalled operation flashpoint and then did a clean install then with no addons in the folder tryed both ofp and the mp test, ofp worked and mp test still didnt, im just about to try the 1.60 now, can anyone help?
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i actually saw the virtual memory just didnt realise that was the swap file... Total virtual memory: 1.56gb available virtual memory: 1.2gb but the one on following your instructions says 720mb
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Windows XP 512mb SDRAM and im not sure where i find out about my swap file, and avon lady when i reinstalled i tried it again with only bis addons installed, still didnt work
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he doesnt, believe me
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using the m2_mg.p3d from the demo of course
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er this would be extremely easy, it would looks stupid but would be easy, you just remove the bipod (bis models come apart, and scale it down until its tiny and 'hide' it in the gun
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same problem with 1.60 but no message this time
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the exit thing can be controlled, i know for sure that the blackhawk has something that controls this for both the pilot and cargo, its just a single vertice in the config block for each place
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theres another thread about this right below this one
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mc vojakw2 mc vojakwo2 i think 'vojak' is soldier in czech or something, pretty straight forward from there top one is west soldier normal i think, and the second one is officer, basically just change the w to an e if you ever want to find the east units
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you cant change the amount of letters in the .p3d, so T75m\ can only be changed to another 4 letter word, or you change the names of the textures so they have less names although thats a lot more work, so basically try Fm249 and it should work (youll need to start from the original .p3d though)
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yes you can change the m2 just p3d2obj the .p3d and edit the m2 on blocks 1 10 and 11, its possible to get it looking somewhere near a minigun
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http://www.onnovanbraam.com/ another good blueprint site, fas.org has some good ones too leopard 1^ leopard 2^
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marcel made one i think its up at ww.ofp.info search through the weapons for it
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Addamo's c-130 - getting there
Eviscerator replied to theavonlady's topic in ADDONS & MODS: COMPLETE
Armament: Internal bay for up to nine torpedoes, bombs and depth charges; Sidewinder AAMs can be carried on underwing pylons for self-defence. -
Addamo's c-130 - getting there
Eviscerator replied to theavonlady's topic in ADDONS & MODS: COMPLETE
its the nimrod