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Everything posted by granQ
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actually i think it would be working. Got wheels turning, turrets rotating. To get a door open shouldnt be a problem. Kinda stoped explorering ArmA right now, waiting for some project to do, mission to play.. or a computer that makes it all possible (got a slow cpu..) But doors shouldnt be a problem at all.
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A basic tank,car would be great. Got my stuff ingame, but they not behaving correctly..
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I, like many others, is getting our hands dirty and trying..why not spreading your success alittle. First I couldnt get a car working, asked for help didnt get much so I tried harder now I hope this can help someone else. This is more a "tech demo" then a proper addon. Let me present.. As you can see its a USA grunt and a communist general together, because they understand sharing knowledge is vital..... For download: RC_ExplorerCar.zip 100 kb. BIG NOTE!. This release contains no known bugs, however the RC handguns.. its crap. It has one major bug, just remove it if you dont use it for what it was made for (helping others to get pistols ingame). have fun and good luck with your editing, I dont have any new projects right now so it will probaly be a while until you see another crap release from me. EDIT. IT IS JUST A UGLY CAR MODEL WITH A FANCY NAME.
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A "Homeworld: Planet Invasion". Imagine homeworld would land on the earth. Kinda like first groundcontrol. beautiful skypacks (would be great if could make diffrent skypes per diffrent islands but otherstand thats not the way ArmA made it), and droppods. Discussed this with a friend, we got enough projects for arma and life but we would really like this. Now we looking forward to Tiberium mod.
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well, in german it is: exempel In swedish it is: exempel in english it is: Exemple So I think it makes more sense for english to adapt.. Anyway, alot of thanks for this tutorial, I just read the model config and thought there was no way we could do anything without binarize. Tonight I got a "midsteering" vehicle working. But no idea whats the english name is for it.. Like the volvo dumper
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Bump it and say recommend Really great stuff there, working with the bones now, see if i got it right
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Unit texture uniform seams template
granQ replied to ebud's topic in ARMA - ADDONS & MODS: DISCUSSION
thanks for sharing.. this is great. -
it doesnt matter really. It still the unreal engine.. (and its really good but i doubt realistic deflection for wwii tanks was something the devs thought about). OFP was lacking alot on the damage side and i was hoping ArmA would be better but seems like more visual effects while keeping the "shortcuts", so instead of simulating or make real deflection, you just write a deflection=20% chance, not a good way to solve it.
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guys should try Red Orchestra.. its so great playing tanks against someone that doesnt know so much about deflection. In RO its possible to just park your tank with a small angle to his tank, it will deflect if there is like 45 degrees diffrence. In ArmA you say its a chance thing, that kinda suck. But if a group of modders can transform a Unreal game and get more realistic tank behaviours then BIS..hmm, its sad.
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no problem, atleast you tired to help. Personaly i feel the cfgmodels is the tricky part, cfgvehicles stuff is basicly same as in OFP.
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Once again I hope someone in the community that have find out how to make it work would help me alittle or I have to spend my day tomorrow finding out.. Fact is that I know some people know, can you just put up your config. Dont get it to work, unsure if the turret animation should be part of cfgmodels animations or just selections mention or whatever. So give me some light on this baby please..
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i mean arma.. is there some board i am missing?
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OKey, double post but anyway. its working. thanks for the help everyone, here is some working code for anyone that comes after me looking for the same thing. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lass CfgModels { class Car; //Declare base class. class RC_ExempelCar: Car { sectionsInherit = ""; sections[] ={"section1","brzdove svetlo","levy predni","pravy predni","pravy zadni","levy zadni","L svetlo", "P svetlo","clan"}; skeletonName = "Car"; class Animations { class RC_ExempelCarFrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_ExempelCarFrontWheelL { type = "rotationX"; source = "wheel"; selection = "levy predni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_ExempelCarFrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class RC_ExempelCarFrontWheelLTurn { type = "rotationY"; source = "drivingWheel"; selection = "levy predni"; axis = ""; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -25"; }; class RC_ExempelCarRearWheelR { type = "rotationX"; source = "wheel"; selection = "pravy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_ExempelCarRearWheelL { type = "rotationX"; source = "wheel"; selection = "levy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RC_ExempelCarDrivingWheel { type = "rotationZ"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = true; sourceAddress = "mirror"; minValue = -1; maxValue = 1; angle0 = "rad -35"; angle1 = "rad 35"; }; }; }; };
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According to what I heard from my swedish friend, someone is working, or going to work, on converting SFP to Armed Assault. I sure hope so, definately one of the best addonpacks out there, very complete, and highquality! please let us know about that..because its fucked up not to ask premissions first.
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explorer seems to be such name for cars.. and why config, because its not meant to be played, its meant for addon makers that isnt so skilled with coding (guys like me yesterday), can download, depbo, check the config (explore the code) and make more kickass vehicles
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Well, first of all, it is not impossible for me to share knowledge. I posted a example on the G85 forums, but my english isn't the best to do a proper description of how to achive it. So I think releasing would be the best method because you can look up config and model settings directly from the PBO and I can help you if you got questions then. Feel free to PM me. you so slow on your replies, been 12 h Anyway, thanks for wanting to help out and maybe I will ask you some questions later..have just started to look into the cfgmodel part. Anyway, I did got it working and released a small car to show how one way is. Dont wish to capture this thread, but if anyone is intreseted check the "completed addons" thread or search for "rc_explorercar"
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downloaded two packs from him but none of them contained a cfg model. Now, the wheels are rotating like they should, but not turning when I turn.. Current config parts: Same but easier to read <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Car; //Declare base class. class my_Car: Car { sectionsInherit = "Car"; sections[] ={"section1","brzdove svetlo","levy predni","pravy predni","pravy zadni","levy zadni","L svetlo", "P svetlo","clan"}; skeletonName = "Car"; class Animations { class my_CarFrontWheelR { type = "rotationX"; source = "wheel"; selection = "wheel"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class my_CarFrontWheelL { type = "rotationX"; source = "wheel"; selection = "wheel"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class my_CarRearWheelR { type = "rotationX"; source = "wheel"; selection = "pravy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class my_CarRearWheelL { type = "rotationX"; source = "wheel"; selection = "levy zadni"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; }; }; };
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you only carry 3 or so.. not discussing the amount but the "reload" I would say Red Orchestra is the game that solves the animation best.. its simpel but you can easy throw yourself in cover better then any other game, grenades and so on. Showing that you can combine a fast game with realism. The game can be almost as quick as quake (okey maybe not but close) and keeping it realistic. OFP/arma is in general too slow, great game, one of kind but wouldnt hurt if you could throw youself on the ground at any time without the need for a long sync with the animation.
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I know you wish to be first and everything, but impossible for you to share the knowledge? Would be nice for others.
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Well, i think its silly that OFrP put down so many hundres of hours I would guess and cant get some money from someone that is willing to pay for it... because I feel the same with the Swedish addon we made. The army wants, we would love to sell it but BIS copyright rules makes it impossible.. anyway, just take the chance to say good work no matter what rumor is going on. OFrP is intreseting for me because you like we did choose not to do a mod but you make a whole new side, new weapons, vehicles, soldiers and improve the gameplay with scripts without doing the mod thing. Secondly, you seem to always be alittle better then us, scripting and quality on addons.. I salute you.
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Transparncy was cool, didnt see that And nope, this is released and I won't spend one more minute on it. Next time i touch it is when i remove the zip from my server. I am just experimenting as everyone else, but try to share my progress to speed things up and because I think to few help out..
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EDIT!! The addon is now released, but two threads for a shitty addon like this wouldnt be worth it. Here is download: RC_ResHandguns.zip 2.6 mb includes a bug with the recoil, sorry people. Just use this to observ.. Includes the 8 handguns that was included with OperationFlashpoint: Resistance. Moderator, could you please rename the title to: RC_ResHandguns and move to completed addons? if anyone wonders, RC is the tag: Red Cottage. You will hear from us again. until then.lets wait for the tools? /EDIT!! Please feel free to discuss in this thread. OK, let me know what you think. Do you want "bis old content" into arma. + quick, everything done, matter of import - ugly as hell or A "ofp" mod later, with custom community made stuff. Like a new shiny mi24. + pretty as girls but with pixelshaders - will take alot of time Tomorrow I plan to release all the handguns from Operation Flashpoint: Resistance. There is some flaws but they still look nice, dont they? Clock is 02.50 so time for sleep, just wished to share it with you. Here is the two first i imported. Second, I dont know how many or if any OFP2ArmA addons i make, but would you like them to have BIS class names or should I add a tag? Right now I am using my own tag, but I thought if people later on wished to use old missions, BIS classnames would be good idea. Think i will go with my tag, any other suggestions? Comments?
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It would be possible, you can download and do it yourself. I dont plan to do anything more, what I am busy doing now is to show how to make a AT weapon. Like I said this addons is not so much for "playing" but more to learning. EDIT. Oh that was simpel, just rotate 90 degress. Anyway, started this wikked page instead. How to import models
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this is what is needed more than anything,right now . buildings with animated doors. forget the old wepaons, therw ould only one benefit from importing ofp weapons and that would be for someone who wants to convert maps that use those weapons in ammo crates especially the ones that are not carried over to arma with same p3d names. 2nd would be forget the old ofp islands 4 years of everon on pc and 18 months on xbox ,that path is well trodden . get the better community islands in like afghanistan and iraq and if we must have ofp islands make them winter versions. but mosy of all , buildings and buildings with opening doors. look what a pauper without tools must do to get a workaround oops p.s good job on guns tho nice job on the doors, if its yours? And i do agree with you, have no intreset. Its just a "post" in the discussion about the CWR future and everything, havent done any serious testing or intend to keep this. Also it is to encourage people to try do their own stuff, so its not a "proper" release to be used for actually gaming, but more for people that want to learn how to do and so on.. i think i said this enough times.
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EDIT!! The addon is now released, but two threads for a shitty addon like this wouldnt be worth it. Here is download: RC_ResHandguns.zip 2.6 mb Includes the 8 handguns that was included with OperationFlashpoint: Resistance. Moderator, could you please rename the title to: RC_ResHandguns and move to completed addons? if anyone wonders, RC is the tag: Red Cottage. You will hear from us again. until then.lets wait for the tools? /EDIT!! Please feel free to discuss in this thread. OK, let me know what you think. Do you want "bis old content" into arma. + quick, everything done, matter of import - ugly as hell or A "ofp" mod later, with custom community made stuff. Like a new shiny mi24. + pretty as girls but with pixelshaders - will take alot of time Tomorrow I plan to release all the handguns from Operation Flashpoint: Resistance. There is some flaws but they still look nice, dont they? Clock is 02.50 so time for sleep, just wished to share it with you. Here is the two first i imported. Second, I dont know how many or if any OFP2ArmA addons i make, but would you like them to have BIS class names or should I add a tag? Right now I am using my own tag, but I thought if people later on wished to use old missions, BIS classnames would be good idea. Think i will go with my tag, any other suggestions? Comments?