Indy
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Posts posted by Indy
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Key features:
The ability to import your own customized units for specific training.
Wide range of tools available to create new models, worlds and scenarios.
So this mean it's editable? if yes we can just buy the standard version without addons and create them for it
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Key features:
The ability to import your own customized units for specific training.
Wide range of tools available to create new models, worlds and scenarios.
So this mean it's editable? if yes we can just buy the standard version without addons and create them for it
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i will be interested to know what is included in the VBS1 pack without addons, in the video there are only units included in the addons pack... Maybe if you buy only VBS1 you have only the "engine"?
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i will be interested to know what is included in the VBS1 pack without addons, in the video there are only units included in the addons pack... Maybe if you buy only VBS1 you have only the "engine"?
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I don't think that it will get cheaper, as it's a simulation not a game.And I don't think it makes big sense to buy VBS1 for us, since you most probably are not able to make custom addons for it. I don't know really anything about it, but it would make sense not being able to modify it in a way like we can with OFP1.
I really hope, that BIS removes the engine limitations from OFP 1, I'll pay for it, too, rather than waiting 2-x years for OFP 2.
Btw. nice fighter pilot...
The ability to import your own customized units for specific training
Wide range of tools available to create new models, worlds and scenarios
read it here http://virtualbattlespace.com/
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I don't think that it will get cheaper, as it's a simulation not a game.And I don't think it makes big sense to buy VBS1 for us, since you most probably are not able to make custom addons for it. I don't know really anything about it, but it would make sense not being able to modify it in a way like we can with OFP1.
I really hope, that BIS removes the engine limitations from OFP 1, I'll pay for it, too, rather than waiting 2-x years for OFP 2.
Btw. nice fighter pilot...
The ability to import your own customized units for specific training
Wide range of tools available to create new models, worlds and scenarios
read it here http://virtualbattlespace.com/
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An italian soldier has been created by our team, the screenshot shows an alfa version of it. The unit will be featured in our upcoming demo:
The model is by Dark Nova and textures are by Dr.Rebus
more screenshots and info on our site
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yes i found that out already...tested it on everon... saint philippe
i'm sitting in the DKM Challenger and the Nuclear Impact was 432.17 m (!) away and i didnt get killed? a bit unrealistic...
but very nice effect
maybe because the challenger has to much armour or the ground zero was behind a hill so you was a bit covered (try with an abrams).
Also if u are in a building the Geometry lod covers you from the explosion, but this is a bug of the game, only a "kill_all.sqs" Â script (if possible to do) can fix that
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ITALIAN WW2 has made another Italian weapon...the light anti-tank cannon 47/32 "Elefantino".
The 47mm gun was used for protect the Italian Infantry Battalions from tank attacks
in the desert of Africa and in the lands of Russia. It was possible to transform this cannon
in a static version (without wheels) to have a better aiming and fire!
The 3D model is by me and the textures are by Dr.Rebus.
Soon the static version of this cannon ingame!
More screenshots on our web page
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FIAT - REVELLI MOD. 35 UPDATE:
We're working on our first demo and now we have completed the machinegun Fiat - Revelli MOD.35
The 3D model is by Indy, the textures are by Dr.Rebus.
The Fiat mod.35 with the Breda mod.37 were the 2 most famous MG used by Italian army, and this fiat 35 will also be used on our CV33 tankette.
more screenshot and informations on our web page
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http://ofp.gamezone.cz/_hosted/ophusky/files/nk_night.rar
http://ofp.gamezone.cz/_hosted/ophusky/files/nuke.rar
here are 2 videos (day and night) of the nuke
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15 km is too much dude. thats 15000 m.yes, if u read, we reduced it to 1200 meters
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I've already tryied it and it doesn't lag on a P4 1600 mhz with an ati 9000 and 384mb of ram, so i don't know on other configurations but @ me doesn't lag... Xenom has reduced the damage radius to decrase the lag, and now it seems to be ok...
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http://xenom.altervista.org/B83_nuke.gif
http://xenom.altervista.org/B83_nuke_night.gifhttp://xenom.altervista.org/B83_nuke_night.gif
http://xenom.altervista.org/screenshot98.jpg
http://xenom.altervista.org/screenshot99.jpg
http://xenom.altervista.org/screenshot100.jpg
http://xenom.altervista.org/screenshot101.jpg
Xenom has made this great Nuclear Bomb for OFP
As you can see from the screenshots it's a really impressive work
Features:
• Impressive realism
• Very cool grafic effects:
 - Mushroom
 - Dinamic lights
 - Shock wave
 - Explosion Flash
 - Dust after the shock wave
• Different effects if the bomb detonates in water
• Instant messages when the bomb is launched and message of it's impact point
• Massive devastation
PS: The power of the  B83 it's of 1200 kt that are really high, Xenom has reduced the power of the bomb or any object in a 15km radius from ground zero will be destroyed.
Expect a release really soon
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Here are some screenshot of the new model of my CV33 that i was working on. In the picture there is a standard version that will be equiped with 2FIAT - REVELLI MOD. 35, the second version in the screenshots it's the flame thrower variant with an auxiliary fuel tank mounted on the back. More info and pictures on ITA WW2 MOD
We are still searching for talented people (3d modellers, skinners, scripters) to make this mod better and faster, Â if u are interested send me a mail at G8MOD@libero.it
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We wanted to release the demo in february but we are a small team so i can't say a release date, i can just say that it will be in the next 1 or 2 months... depends on how many of us will be working on it
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News Update:
Our talented team member Klallo has made the Italian tank M 13/40, a lot of this tanks were used in Africa's campaign and El Alamein battle.
More screenshot on ITA WW2
We are still searching for more people (3d modellers, texture artist, scripters) if you are interested to join mail me at:G8MOD@libero.it
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sometime i've some problem with the ** geo lod  Âeveryone has problems with it but this is a thing, another thing is not being able to create it
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What you're asking is perfect addon makers to come join you, when you don't have a website, any info on anything you've done, or anything regarding YOUR skills. You don't appreciate how hard it is to make an addon as far as I know, and you expect people to come to you when you have a simple idea, flocking around you begging to make addons. It just doesn't happen.Take my advice and post more information.
EDIT: Did I say I was blind?
My bad... I see the site now.
sorry but next time read the full post and try to use the mouse, there already was our web page, i give you all informations you need, and there are more on our site and on our forums.
We are not searching perfect addon makers, no one is perfect but GOOD addon makers, i know probably better than you how hard it's and how much time takes to create an addon. But we just don't want addon makers that don't provide us completed models, or don't know how to create, for example, a geometry lod.
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Hi all, i've tryed to use the modelspecial function on my riffles to be able to load them with different types of magazines. This thing works fine but when the magazine is loaded there is no shadow rendered for my riffle, i know that this is a OFP bug because the same happens to the M16 + Mortart. Anyway this doesn't happen on hand guns where the shadow is correctly rendered (not really correctly, the viewed shadow is the one in the main model every time, but there is a shadow).
Do someone of you know if it's possible to solve this bug?
Thx
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try here www.3dtotal.com there are some good tutorials, but in any case u must know the 3ds max interface
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does the other non-shadow lods have the LodNoShadow with value 1 set up in lods proprieties?
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[EDIT] I found a solution to my problem: for people that want to know how to do random muzzleflash on theyr riffles without scripts:
create the flash texture and name it flash.01.paa and map the muzzle flash with your texture in O2.
now create 2 or more different textures for the flash and name them flash.02.paa; flash.03.paa and so on
Place them in the pbo and it will work
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Hi all, i'm working on the M.A.B. (submachine gun used by italian ww2 soldiers) and i wanted to know if it's possible to have a random muzzleflash when firing. I know that the original "zasleh" texture randomly changes everytime I fire, but i changed the texture with a better one but i don't know how to create the random file effect.
I've tryied with a script using the setobject texture funciton but it didn't worked, anyone knows how to do this?
Vbs1 release
in NEWS DISCUSSION
Posted
the engine is not the same, it's improved, and i think it's better create something for VBS than for a limited engine