Footmunch
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Everything posted by Footmunch
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Beta release: http://www.footmunch.org.uk/f16/rkta_F16.rar (4.5 MB) (Thanks to eddyD and Blue_Flight for testing and texture work) Included in the PBO are three versions (listed under BLUFOR->Air): CAP - Combat Air Patrol - 6 (BIS) AIM-9 Sidewinders CAS - Close Air Support - 4 AGM-65 Mavericks and rockets GBU - Precision Strike - 4 (BIS) GBU's - skin by eddyD All are marked as USAF - in the next release I will make the roundels and tail decals user-changeable to allow for international versions. Also, this next version should have an opening canopy, air brakes, extended damage textures, nozzle animation and some other bits and bobs. Any and all comments welcome...
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WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
F-5E Upgrade/conversion of old model - still lots to do. Around 2400 polys at the moment. -
Su-33 - OPFOR Fighter Bomber
Footmunch replied to [aps]gnat's topic in ARMA - ADDONS & MODS: DISCUSSION
Nice work guys -
I guess so - I haven't been keeping up on the 'signing' process. As an incentive for reskins, here's a psp file for the main skin: http://www.footmunch.org.uk/f16/skin.rar Here's a jpg of an example repaint: Also, the template for the tail 'decal' texture: http://www.footmunch.org.uk/f16/tail_template.rar Hope this helps.
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Sorry I've been away for a while. To anyone wanting to use the F-16 in a mod, I consent. To anyone wanting to upgrade and re-release, I consent. I would however like to make one request - if the addon is re-released please change the class names to avoid conflicts with any further version that I may release.
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just hitting sort faces once i got it down to 9 sections... The section count has been reduced (down to 9 IIRC) in the new models I'm working on using the sort faces thing. I hadn't done it in the original because I had no idea it had such an effect on performance. There are some points that are _definitely_ on top of each other, and that is by design (canopy, tail decals, etc). So the merge points thing is not recommended. I'll check out the AA tracking issue. Is there a Tunguska or SAM-9 in ArmA yet?
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OK: 1) Performance/Speed : I'll try upping the top speed and the weight a little - this should increase the thrust to weight ratio and help out with the AI landing. I'll look into afterburner scripts. 2) Cockpit 'rear'/ over the shoulder: This is being fixed right now. 3) Size/scale : The model's sized to the same scale as the BIS A-10, but I think the pilot could be moved a little in the resolution lods to make him sit a bit higher. 4) Weapon locking : I can't reproduce the problems with the hand-held AA systems (ie I can lock up the F-16 with the Strela). Also, the CAP version will not lock onto ground targets - this is as designed. 5) Weapon errors : My mistake on the rocket numbers - I'll fix it immediately. 6) Nav lights : Yep, they'll be moved. 7) Self-shading on GBU version : Will be fixed. 8) Engine sounds : These are being worked on. I'll filter the very high frequencies where necessary. 9) Other versions/models : Once I expose the roundel and tailcode selections, international (Norway, Belgium, Spain, etc) versions should be doable. I can't commit to specific F-16I/D/A models at the moment - sorry. However, total reskins should also be easier now that the whole model is mapped to a single texture: RACS and IAF paint jobs are being considered.
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Is that looking backwards in the cockpit? I'll fix it in the next version. AIM-9's on wingtips - It's an engine limitation. I can model them in and let them be non-firing, but it feels a bit 'broken' when in game. The better resolution is multi-weapon scripting, but that won't be ready for a few weeks.
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Really quite soon, I'd say
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looking nice... what is progress with this addon ? I'm aiming for a beta release within the next few weeks.
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Apologies for the lateness, but here it is: Link -> http://www.footmunch.org.uk/beta/rktsu33.rar Coming in to land with airbrake deployed. Anti-shipping version with Kh-31 loadout Alternative camo version (based on a Su-35 scheme) There are 6 versions: 3 different weapon loadouts (air-to-air, bomber and anti-ship) times the 2 colour schemes. All are roundel-aware and have auto-ecm, rolling wheels, leading-edge + trailing-edge flaps, moving canards, animated hook, etc. These planes use Hardrock/Vektorboson's key-script to give semi-auto afterburner and airbrake with the E and S keys. Thanks to Gedis for reference material and beta-testing and Gnat and UNN for Kuznetzov acceptance/testing. Still to do: Ejection seat routines Better afterburner texture/animation/sounds Parabrake scripting (not guaranteed...) 'Folded' versions (with a fold/unfold option, perhaps...) Any and all comments are gratefully accepted.
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WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Hawk 200 Colour scheme based on RAAF Hawk. Still a lot to do... -
I've got '_co' DXT1 paa files appearing in the UV Editor and Background texture, but there seems to be a problem with '_ca' DXT5 paa files. Is it just me?
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Classname is AH1W - there's a full list here: http://community.bistudio.com/wiki/ArmA:_Vehicles
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You could make a new cargo anim...
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Sounds like an issue with either the landcontact LOD or geometry LOD. You could check out the old BISBus example model...
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WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
The F-16 is going to be the first release - it's currently serving as a test bed for my learning the new ArmA config & scripting. Once I've got the basics sorted out, more planes will follow (Phantom, Hawk 200, Backfire, etc) -
WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Quick Buldozer shots: Currently 3k faces, rear gunner (hopefully functional) will add ~800. Should be able to simulate the 3.7cm guns as 'zuni'. No gear anim or HUD -
WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
Very nice! What about a South Sahrani variant? Flag, band over the hull etc. Definite possibility, but the Royal Navy versions will be first. -
WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
River Class OPV (Offshore Patrol Vessel) - just about fits in the geometry/roadway size limits: Currently at 2.8k faces. -
WIP: stuff you are working on!
Footmunch replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
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hidden selctions on the optics
Footmunch replied to sfc.itzhak's topic in ARMA : CONFIGS AND SCRIPTING (addons)
You _may_ be able to do this via the new HUD/MFD stuff. The biki has a page on it here: http://community.bistudio.com/wiki/HUD -
You should be able to use any standard hex editor - Links here
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Addon problem with old tools
Footmunch replied to MehMan's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Are all the errors the same (bad UV co-ords)? Is point 4007* somewhere near the front wheel or intake? Looks as though the mapping has got damaged. Maybe try exporting it from Max again? * - The point ID is the first column in the point-properties dialog - Shft-E in O2 -
Addon problem with old tools
Footmunch replied to MehMan's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Have you checked in your ArmA.rpt file? It should be generated in: C:\Documents and Settings\[Windows User Name]\Local Settings\Application Data\ArmA It gives a lot of feedback on model problems that doesn't appear in game. Don't worry about the sharp edges in the O2 preview - it _always_ does that. There are usually some depth-errors as well. One other thing I'd recommend - use PAATool rather than TexView - it gives visibly better results.