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hund

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Everything posted by hund

  1. Looks nice. I did notice that the helmet is a little sharp compared to the bleached-out A3 textures. I wish I had the ballistic mask thingy that these helmets have sometimes, would've completed the look. Alas the download link for those was expired when i got there.
  2. So, I have these russian assault helmets that Max1048 released in mlod format some time back. I fixed them up and put them in game along with a gorka suit. Seeing as I only do models if I have a need for them in a mission, I don't really see me doing anymore work on this guy in the foreseeable future, but maybe one of you fine gentlemen could put it to a better use. Screenie 1: http://imageshack.dk//viewimage.php?file=/imagesfree/EkX16719.jpg Screenie 2: http://imageshack.dk//viewimage.php?file=/imagesfree/IR316746.jpg If you do pick this up, please remember to credit Max1048 for his hard work on that excellent helmet, he deserves the praise. Anyways, you can get the mlods here: http://www.multiupload.nl/ICZZLTTAOI
  3. The longest two month ban in the history of two month bans, eh? ;D
  4. Decided to make a special purpose russian dude to see how addons work in A3: http://imageshack.dk//viewimage.php?file=/imagesfree/EkX16719.jpg http://imageshack.dk//viewimage.php?file=/imagesfree/IR316746.jpg Helmet by Max 1048, Tex by Me.
  5. For what it is worth, me and mine have had lots of fun playing your mod, so thanks for putting in the considerable effort of making it and we wish you the best of luck in the future.
  6. hund

    ARMA 3 donation

    Or if you're really flush, buy a super-dooper server for the peeps to play on.
  7. hund

    ARMA 3 donation

    If you're into the giving-away-games-for-free business, you might as well slap a competition of some kind on top, like a "Who Can Draw The Prettiest Pony" kinda thing, only for arma. People like competitions. But maybe they like just getting free shit more. I dunno.
  8. hund

    High resolution wallpapers

    You might want to have that looked at, dude. ;D
  9. I dunno about you bastards, but I am going to try all the Things, because once A3 comes out of the box it'll be too late.
  10. Not models, rangers. Although one or both might have gone on to have succesful modelling careers after they got out of the military, who knows? (It's a real picture of real people - the closest thing you will get ingame is probably daviegarys rangers: http://www.armaholic.com/page.php?id=14295)
  11. Nice and simple, a job well done Mr. Cat.
  12. hund

    J.S.R.S. 1.5

    Well that is quite the conundrum, is it not? One guy gets dependencies but another does not - the mystery thickens!
  13. hund

    J.S.R.S. 1.5

    I see what you're saying there Mr. Yokhanan, and I tend to agree. However, in the interest of perfection - and JSRS is by all means a labour of love and something akin to an object d'art within the small world that is sound modding, so perfection should be an entirely obtainable milestone - it would be desirable to have such issues ironed out (if at all possible), right? I think that was what Mr. Jinef was getting at with his bug report.
  14. I do so love hidden selections, they make everything profoundly spiffing for the editing gentleman at large. I feel like a shopaholic in a shoe store. Very nice units indeed, Mr. Aa.
  15. The respawn and mprespawn addeventhandlers might be worth a look: http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers
  16. If you want to avoid addon dependencies (which most editor upgrades come with - dunno about these ones): 1. Place an object from the editor on the map (a pallet will do nicely). 2. Name the pallet if you want (not nescessary, but helpful if you want to do this a lot). 3. Save the mission. 4. Open the mission.sqm and locate the pallet (this is where the name comes in handy, you can quickly search for it then) 5. Replace the pallet classname with the classname of the desired building. And voila, you now have the building in the mission instead of the pallet. One downside to this is that you can't open up the object in the editor after giving it a new class, as this will cause it to revert to the default editor-compatible classname (since the editor won't know how to display the chosen classname). One useful init entry for building is: this setvectorup [0,0,1] - so the building stays nice and level instead of sloping with the terrain. List of arma classnames: http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php
  17. Hell in the Pacific has player suppression. They use overlays to get around the post-processing limitation.
  18. Sharing is caring, Mr. Fox. You have my respect, sir.
  19. http://community.bistudio.com/wiki/ArmA:_Sample_Models
  20. Sad to hear that dude, but in the end it is better if you only use stuff that you have permissions to use, or you will have the Evil Men breathing down your neck in no time. Still a solid effort tho, and I hope to see a version with new hands and such some day in the future - maybe the hands from johnnys SF would do the trick.
  21. Very nice models, any plans for a woodland variant? Also, DMweapons (the M4 pck from DM) seems to be a requirement, for gloves, scarves and other such paraphernalia. All in all some very solid work there boys, thumbs up from me!
  22. As other people have stated many times before, this is a really good campaign, hats off to you. However, I do wish that JIP would become available at some time in the future of this marvellous project, as we are having tremendous trouble keeping a game going with 12 players. At some point someone will crash, lose connection to the internet or some other unfortunate instance, and then it is back to square one for the rest of us. So if I had one wish, it would be JIP. Other than that, this is a spectacular piece of work - easilly worth a few assorted awards, Mr. Nothing.
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