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Gvozd

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Posts posted by Gvozd


  1. I hope this might help a little bit

    http://community.bistudio.com/wiki/Face_Wound_Textures

    http://community.bistudio.com/wiki/CfgFaces_Arma2

    Regarding wound textures on soldier models. I'm just learning this myself, to me it looks like you have two sets of textures for wounds.

    1) face + hands/feet (ie bare skin).

    2) main body clothing (not including gear / accessories).

    So for example in ca\characters\us_soldier_b.p3d has the following textures.

    bare skin texture: ca\characters\hhl\hhl_02_co.paa

    bare skin rvmat: ca\characters\data\us_rukavy_hhl.rvmat

    and

    body clothing texture: ca\characters\data\us_soldieracu_ohrnute_co.paa

    body clothing rvmat: ca\characters\data\us_soldier_b_body.rvmat

    Full wound texture config.cpp part:

    CODE: SELECT ALL

    class Wounds

    {

    tex[] = {};

    mat[] =

    {

    "ca\characters\data\us_rukavy_hhl.rvmat",

    "ca\characters\data\us_rukavy_hhl_wound1.rvmat",

    "ca\characters\data\us_rukavy_hhl_wound2.rvmat",

    "ca\characters\data\us_soldier_b_body.rvmat",

    "ca\characters\data\us_soldier_b_body_wound1.rvmat",

    "ca\characters\data\us_soldier_b_body_wound2.rvmat"

    };

    };

    Seems like BIS is using individual textures for all soldiers which include the damage textures.

    So in a nutshell, you need to check what texture are you using for your soldiers BARE SKIN and then for BODY CLOTHING. For these two textures you affiliate the rvmat into the class wounds config and hook up for the damage textures.

    Damage textures as image, they seem to be same size as the normal textures and use alpha channel transparency to apply the blood / damage parts.

    Hope this clears something up, it did for me


  2. I wonder if there's a possibility to make in-game zombies to look a little-bit reaslistic like zombies, i.e. add blood stains on them (stains like they appear upon bullet hit in Arma)?

    It really would be great if zombies could have such "exterior"

    http://i280.photobucket.com/albums/kk190/Winimperial/arma22009-06-0623-51-01-68.jpg >100kb!

    ---------- Post added at 15:08 ---------- Previous post was at 14:57 ----------

    I've found a The-Undead-Mod and zombies are looking GOOD there (including even dogs). I wish current zombie mod have zombies that are looking like that


  3. Firstly, i'd like to thank all who was involved in creation of such atmospherical mission. Since Fort Zombie game i hasn't played anything like this. Keep it coming mates!

    So, as Ihatecheaters already said, the cars are imbalanced compared to zombies. They have nothing to do with fueled-to-top car because they can't stop it. I also would like to propose some ideas regarding cars and hope they will be useful. The main idea is good old RANDOM ;) so there should not be any operational gas station at all (without options), players would have to search in any of given type of buildings (garages, farms e.t.c) in order to find any remains of fuel (canisters, barrels) to refuel a vehicle. Needless to say that location of canisters and % of their fill should be random in each start ;) I'm sure, this will make cars much harder to maintain operational.

    Also there's some features i'd like to propose:

    1. Make some of zombies (i.e. zombie-soldiers) armed with weapons, but make them as much inaccurate as possible (i.e. make their hands wounded)

    2. If possible, make zombie-dogs (hello from "I'm a legend")

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