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Everything posted by icewindo
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Thanks, next version will probably also include visibly contaminated units, allready created the textures for these back then. Ok, thanks for fixing, seems OK now. --- And here's a small update, I made the mask visible in first person which is more atmospheric imo. It looks abit off with weapons drawn since the mask is part of the head selection and thus bends to the right when aiming but this might be fixed If I rather use the spine selection.
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Ok here's the ofpanim file pre-configured with the model hierarchy, skeleton and an example rtm I created. http://www.mediafire.com/download.php?i4pydavhp1kzodl I didn't have to set the pivot points thromp, they were allready set - maybe because I used the ArmA1 skeleton. Creating the anims is pretty crude though. It would be awesome if you could just align the skeleton by hand/mouse cursor and not just by using the axis.
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Yep the Armaholic DL seems to be broken, added mediafire again: http://www.mediafire.com/download.php?aaham4nbmgxjw3u Thanks, that might the rpt file errors spawning up but it seems weird it takes 2 minutes, I didn't notice any difference on my pc in loading times. When I find the time I'll see if I can try some stuff out.
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Thanks for the Mirror,added it to first post :) No problem, yep I was working on porting some more stuff but I had to cut the rope there since I had too many projects.
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Thanks dudes, yep I also like the way they look in ArmA2 with the super shader rvmat, they didn't look that good in my ArmA1 release.
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Ok thanks I'll give it a try. edit: maybe somebody else allready had this problem? ---------------- I'm using the Biskeleton p3d file from the ArmA1 sample models but each time I open it in ofpanim I get a "incorrect lods" error message. I can import the ofp example p3ds with no problem and if I resave them with the ArmA2 OA tools and open them in ofpanim again the same error appears. I also set the lods as in the ofp example p3d but that didnt work either. So I guess I have to convert them to OFP p3d format? I tried using convertp3d ( https://dev-heaven.net/projects/mikero-pbodll/files ) to convert the biskeleton.p3d but I couldn't get it to work (the process stops with error messages). im using ofpanim 0.981 http://ofp.gamepark.cz/index.php?showthis=5176&newlang=eng I'll also ask in the forums maybe sb else allready had this problem
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Hey thromp, any chance of a file with just the pivot points and hierarchy set (points 2-4) ? I understand your other points now since I was desperate enough to create my anims with just O2 lol. static anim worked out OK but the sword anim not so much I also have a funny bug with these anims, the camera positions are all down to the ground in external view. Maybe because O2 isn't thought for creating dynamic anims? Anyway you've helped me allready - I'm saving my stuff to googledrive somewhat regulary now :p .
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Crusades/Medieval Mod
icewindo replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks dudes, glad you like it. Rydgyier has scripted the units so that they can still be moved around with normal waypoints and thus probably HC. When they see a enemy they'll attack, but you should be able to move them arounds afterwards. Hehe, yep. Who's up for modelling a gondor guard, I allready have an orc model ;). --- Some news on the gallic front, folks (with rydgyiers script in action) http://s14.directupload.net/images/121213/igsfc3su.jpg http://s7.directupload.net/images/121213/7snfc9cm.jpg http://s7.directupload.net/images/121213/7zwefioq.jpg http://s1.directupload.net/images/121213/xehqw5st.jpg As you can see I created new animations, one static with proper shield holding when the units stand and one where they're walking with shields held. The finger positions with later be glued into position by editing the model and not by a anim, which is less painful to create. I created these new anims using just O2 and the ArmA1 anims lol. I also tried to create completely new melee animations with only O2 from scratch (yeah) and it worked, but they don't look so great. Guess it works better with ofpanim. I also added newly: - scabbard, gladius and cingulum from the VVV mod - new belt texture - remade the VVV helmet texture at double resolution - new scutum texture New details on the Lorica Segmentata (before it was all metal and no ornaments etc.) http://s14.directupload.net/images/121213/8mtrisrr.jpg http://s14.directupload.net/images/121213/gbjm6xq9.jpg The legionnaires only use 2 main textures now, so the section count was cut down to 5 (from 20 or so) which is better on performance. I could let 180 walk with good performance, this wasn't possible before. -
Hey, here's my take on a gore mod for ArmA2 which I had some ideas about when I scripted the knights for my medieval mod to lose their heads and I got asked on YT if that could be added to standard ArmA2 units. I currently have two different kind of techniques. Keep in mind I base the gibs based on effects I've seen in games and movies. However if there'd be comments on how to improve it, I'd be happy to hear them. Techniques 1. The original soldier model gets deleted and gets replaced with custom gibs (helmet, arm, body parts) - All the gib models are spawned as "things" so they are physiqued, so you could roll the parts over and move them - I could texture the gibs further so there'd be gibs for the US Army, Civilians, Marines... - the executed script could then use a iskindof (http://community.bistudio.com/wiki/isKindOf) to create body part gibs according to the model of the unit like I've seen from Rydgyiers scripts for my medieval mod 2. The original soldier model stays, additional gibs are added - This can only be done with mlods as you need to add some selections, parts... - this however allows to custom hide a body part part of your choice (see example video) - e.g. a unit could walk over a mine and lose it's legs while still staying alive gamewise (hiddenselections) - this could be combined with some stock ArmA2 animations Video with some examples Large Test with Technique 1 I've also added Gaias EW blood hit effect to a little extended eventhandlers addon to work with all units (even animals). Works OK but last time there was some lag and I didn't had time yet to check if it really was the addon.
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Hey thromp, can you please reupload your example files/package? The dl link is gone and I'd like to give ofpanim a try.
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Crusades/Medieval Mod
icewindo replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks :) - there were definitely some tricky scenes in there. -
Crusades/Medieval Mod
icewindo replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The melee system for this mod is scripted (made by Rydgyier) and it's intented for in the sense of arma - unarmed units - . I think the dayz approach (use a real weapon as a melee tool) fits better to your mod as it still allows the unit to use rifles/handguns, which the melee script doesn't. You could take a look at the config files and see how dayz does it, although this wouldn't work for AI I guess. Yep and it would be nice to see some melee enhancements / native implementation in ArmA3 like in OFP with the "strokegun" (that allowed melee combat for players+AI without any scripts at all). Well Ryan wasn't kidding, I made even more weird stuff... like this :) : (that was by accident... i changed the model.cfg when I tried making the shields to stop arrows, but it didn't turn out as planned) @ryanbeckey0 About the orcs, I guess these would stay seperate, like the romans. Keeps the download size small and people can decide what they want to use. ------ And here's two videos showing some of the roman stuff (and telling a little story - took some time so i hope you like it) : -
Crusades/Medieval Mod
icewindo replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
... and here they are (atleast the first warchief), thanks again for your models :) http://i.imgur.com/loFTc.jpg http://i.imgur.com/4ophW.jpg --- The armor (replaced texture), shield, sword, helmet and beard are all from ProfTournesols VVV mod (http://forums.bistudio.com/showthread.php?134507-Veni-Vidi-Vici-Mod-beta-1-0) and they look pretty good even in ArmA2 I think. Note the units still have a normal hand position. I solved this for my knights by deleting the finger selections and moving the fingers manually into the right position so the hand is only moved by the left / right hand selection. This way they grasp the blade and it doesn't magically float. Here's also some new features on the legionnaires (added Profs VVV stuff -helmet, scabbard, signum and standard used) http://i.imgur.com/YW1Lu.jpg http://i.imgur.com/p1i1x.jpg Thanks, yep I can do such a video, 18th century would be nice but I don't want to open up another bottle. Ofc. the scripts could be used in some way. Thanks dudes, about the archers, I have created two types of archers. One type has limited ammo (12) and the other dude gets a new arrow everytime he shoots one so I think it's a OK solution. I also added animation syncing to rydgyiers melee script so it works in MP and it's pretty fun playing "tower defense" with hordes of enemies storming the tower. -
Can't tell friend from foe in this game!
icewindo replied to AndrewMont's topic in ARMA 2 & OA - GENERAL
That's what I go by :) As long as you're not getting shot at you have plenty of time to use that binocs or acog to verify a threat. No need for hasty decisions. Ofc. in a pvp mission you might be a little more trigger happy but I value the life of my virtual comrades more than my own. Playing project reality as a snipper/spotter combination me and my buddy probably missed some enemies as we always spent a good portion of time identifying a target to be sure that dude over there actually was an enemy. -
Crusades/Medieval Mod
icewindo replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Didn't see you posted here, thanks Vilas :) Not so much news on the medieval front these days but when I recycled my roman models from ArmA1 for the post apocalypse units I couldn't help but go back in time abit. So I resurrected these models I made back like ages ago, edited them abit and put them into ArmA2. Atleast for walking the AI scales pretty good at their formation, who's gonna script a fsm for battle line fighting now :p ? For regular fighting these guys can allready use rydgyiers melee script but still it'd be more awesome seeing them fighting 'the way they did'. As for the pilum, I allready created one model which you can see on the legionnaires. The legionnaires all have two pila, atleast I read it on the net that it was common to carry two. They wear lorica segmentata, the more famous armor which was introduced in the 1st century AD. The helmet is not really done and missing some sections, like the rear neckguard. The skirt-protector-thing (forgot the name) is also missing. The dude seen in the beginning of the video is supposed to be the Vexillarius of the legion (standard bearer guy) but he has no standard to carry yet. The total number of men seen in the video is 160, which makes up exactly the number of Legionnaires deployed in one maniple. One maniple (after the marius reforms) consisted of 2 centuries with 80 legionnaires each. -
Simple mod idea. command menu
icewindo replied to SlimPow's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You can allready use voice commands (with a free software), use this configuration: http://clans.gameclubcentral.com/shoot/profiles/flashpoint.xml Shoot Download http://clans.gameclubcentral.com/shoot/downloads.php You only need to modify the file abit since some key combinations changed from OFP -> ArmA2 but last time I checked it all worked OK in ArmA1. For good results you need to train the voice profile abit, a good microphone helps and you can adjust the cpu time spend for recognizing your commands (somewhere in windows system control - voice recognition or so). The nice thing is that you can instantly adjust the phrases you need to say or expand. E.g. if you want your whole squad to go prone you'd say "Squad - go prone" . <command name="SELECT - Whole squad" phrase="squad"> <key type="`"/> </command> <command name="COMBAT - Go prone" phrase="go prone"> <key type="7"/> <key type="6"/> </command> You could change that easily to "All, hit the dirt" by modifying the phrase. Shoot also works with alot of other games, just need to setup a profile. -
Nice video sled and great atmosphere with the lights+visions, looking forward to this :) . I like the change of gameplay.
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EIGHT NOTCHES: the story from Gun & Magic world
icewindo replied to Rydygier's topic in ARMA 2 & OA - USER MISSIONS
Nice to see this released Rydygier :) . Did you guys try to add titleText ["", "BLACK FADED", 0]; into the init line of the player in the intro/real mission? Afaik that solved my problems back then when I created missions. -
Hehe, also a little color probably doesn't hurt - Scipii and Jullii resurface :p ? http://www.pixentral.com/pics/1lLYqMBVjkDO6BMzAawIrquOL9iiu0.jpg http://www.pixentral.com/pics/1Xi0fhySKkTBJ7Q9LL8aOPyj7Jctu0.jpg
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Thanks Reaper, If you have some requests that would help in your campaign (which I'm interested in :) ) I'd be happy to include them if I can. Maybe you could create a prioritized list of things you'd like to have and I'll see what I can come up with. As for modelling, I'm modelling all my stuff in O2 since I . I've tried out 3dsmax+Blender and I can tell it's way more easy to create complex models in them but I kinda got stuck with O2. For modding tutorials you can try these: http://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm Mondkalbs tutorial is more up-to-date since it includes normal mapping but still there's some wisdom in the ofp tutorials. I started with the building tutorial and then just tried around, first with the ArmA1 mlods. Still I don't classify myself as a very good modeller, I mostly create simple stuff and make good use of the ArmA1 sample models mlod release. ------------ Other stuff Behold, the power of atom... :) http://www.pixentral.com/pics/1xTeZBH5DDR7nheIP1icrq62fHRXp.jpg Basic Fence http://www.pixentral.com/pics/1SgoO9yuFlTKdCL0Tl65bf4Kq98Wx.jpg Ural (bis wrecked texture, will be modified abit) http://www.pixentral.com/pics/17YFI1iDrThIqVfpX5dgApONE17iu0.jpg @Touristo Glad you like the units, you have some nice suggestions and stuff to add, but scripting a complex food/survival system is out of my reach. If it's of use to scripters I could add in some stuff like canned food, flasks etc. using magazine slots.
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Some new ideas here... on no specific timeschedule :) 3rd faction (on west side) - the Seekers. The seekers probably spent too much time in the wastes and used scrap metal and rags to build a Lorica Segmentata. Loosely inspired by Fallout New Vegas. I recycled my old roman ArmA1 models for these, looks nice I think. http://www.pixentral.com/pics/117z4BV9QYtVBWtIjNOOs5lsIOcvm.jpg http://www.pixentral.com/pics/1OpNbGqJnJbaGPrwnCJqAEiL2Blnr.jpg http://www.pixentral.com/pics/1Fd2ivjKYe6CUbpBmEQmr4MNXmdNXK.jpg Vehicle damage rvmats work on the skoda now, with luck I will get them to work for the others, too... And here's the added sedan + some improvements on the reinforced car http://www.pixentral.com/pics/1Xf6VtDXN5V5MPjNN4zefnGIrdbWDU.jpg http://www.pixentral.com/pics/1eymQOV0RJ9wbgPXQbROD1lUamKMs1.jpg
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Well I fixed the arms for some units (see first post) by replacing the arms with ArmA2 arms (cheap fix but it worked :p ) and then add the stalker textures again but the twisting legs are one of the main reasons I called all released versions "alpha" so far. @Denton Maybe this Weighting Tutorial by StalkerGB will help in improving the anims, I never applied manual weighting to the models. http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview
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Gore Mod / Wound effects
icewindo replied to icewindo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for the comments and suggestions guys, I didn't have time to read all through yet but I'll do soon. As for the scripts, I'll try to create them myself first and hopefully learn some more stuff. I also have some other modding stuff so no worries if I don't check in as soon. ;) -
Hey, I'm thinking of modding some vehicles but one point I've never been able to crack is damage, glass damage and wheel damage. Only got wreck models for airplanes to work, but that's rather simple as it's just a different model and involves no rvmats. I found this tutorial by gnat (thanks :) ) on damage selections etc. but it's for ArmA1 and doesn't include all points https://community.bistudio.com/wiki/Vehicle_Damage I also found a wheel damage tutorial on armastack. It'd be really great if anyone could upload a simple vehicle model with working model.cfg, config.cpp and a basic rvmat. Studying existing models is how I got my knowledge on infantry units together and that worked out allright for me. Thanks, Icewindo
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Vehicle Damage / mlod request
icewindo replied to icewindo's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks Thromp, that hide stuff seems allright and I'll definitely check it out :bounce3:. yep its far better than the standard arma "make everything rusty" behaviour. I'lll probably edit my models so they e.g. the roof gets blown off . i've allready got a mlod by pm so i myself don't need one to study anymore