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icewindo

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Everything posted by icewindo

  1. Hey, here's an addon / Modders Resource I put together. I'm sure most people have noticed the lack of any women models in A3 so this package might fill the gap. It's an extremely early version (!) , please have a look at the readme. I won't continue this - mostly because of time reasons - but so it doesn't vanish I'm releasing it as a modders resource / partly playable. The addon version contains 3 pre-set units and an example mission with added high-pitched speakers (adding the voices addon-wise doesn't seem to work as the voice is not used). Have fun :) Screenshots: http://s7.directupload.net/images/130903/8cyfty2e.jpg http://s14.directupload.net/images/130903/at6j9sby.jpg By Zenger: http://arma.at.ua/Zenger/News_1/363/q1.jpg http://arma.at.ua/Zenger/News_1/363/q2.jpg Video (also explaining some stuff) Female Soldiers [bETA] v0.1 alpha Thanks for the mirror :) Mlod 0.1 Alpha http://www.mediafire.com/?fgpyl9c8d57lc2d Readme 09/03/13 - Female 0.1 (Alpha / Modders Resource) by Icewindo ============================================================= - this pack contains two new heads and a female body to be used in the creation of female soldiers - all the models were created using the great OSS (open source software) "MakeHuman" (makehuman.org) - As body armor + equipment is not "figure friendly" the heads don't look so bad on standard BIS models - As there's no female speech in A3 yet or women at all, speech can be simulated by using a high-pitched "Speaker9" - The faces are not animated. Although I could fix that, I lack the time. - the female body itself is not a very good rig. I lack the skill to get it done further but feel free to pick it up (and maybe add a shirt or sth. :) ) Credits ============================================================= BIS - Sample Models Makehuman software - Actual Female models (http://www.makehuman.org/) Icewindo - rigging and configs Licensing ============================================================= Commercial or military use prohibited You are free to use this addon, improve / modify and create derivates of the addon without asking. You are required to list this license and the original, full credits of this addon on release of your addon
  2. icewindo

    MRB - ArmA 3 - Kartinator

    So this means that if a player stumbles upon any DLC vehicle while playing MP magic stops him from entering? I'm sorry but this is plain stupid and defeats the purpose of any "Light DLC". I always had thought BIS made the DLCs so users could enjoy FULL compability in MP minus the better graphics and sp missions. Although I don't play or mod ArmA these days anymore, thanks for the addon Burns.
  3. Hey dudes, here's my first ArmA3 addon - a blackop / swat units type addon. The units feature the A1 kevlar helmet with goggles and a custom mask face. The face is set by Identities to the AI so if you want to use the face yourself you have to go to your profile and change the face to MaskFace01 or define an identity in your mission in the description.ext and link it to the player. I didn't include nvgs on the units since I didn't like the look on the helmet :rolleyes: . Download: Mirror 1 http://www.armaholic.com/page.php?id=19446 Media xkwT5kJ2ftk Credits Thanks to: BIS - A1/A3 Sample models and good documentation on A3 features :)
  4. There's been some new people to the mod so there's some nice progress on units such as Space Marines etc. The forums: http://s1.zetaboards.com/OFPWH40K/index/ Most progress is being reported in the private sub forums. However some of the progress pics (mostly models) also get released on ModDB: http://www.moddb.com/mods/arma2wh40k/images/more-progress1#imagebox An alpha package of the Imperial Guard + Bloodpact Units had allready been released in March (for A2 OA), feel free to give it a try (But don't expect too much ;) ) : http://s1.zetaboards.com/OFPWH40K/topic/5415034/1/
  5. Hey, here's a standalone release of the hazmat units as requested by DanWelch I originally made for ArmA1. There's some bugs and issues so consider this a beta release. Screenshot http://s14.directupload.net/images/121224/imqz6fbi.jpg Video Download: http://www.armaholic.com/page.php?id=18238 Known problems: - arms look weird when the units hold a mp5 -> maybe caused by me tampering around with the arm thickness when I created the units for ArmA1 but I dunno, they use the ArmA2 hands though and I didn't have this error and other units based on ArmA1 mlods - no blood textures (me beeing lazy, plus the blood textures would look weird on the glossy/plastic like rvmats) - file size could be lower since I'm lazy and didn't configure hidden selections for the different color schemes (not really a bug though) - rpt file errors - they do not bother me (insert trollface.jpg here) ---- ...and merry christmas
  6. I ported this over today, quoting the readme here: _____________________________________________ Tomb Addon v 0.5 a tileset for creating a catacomb and egyptian temple ported from ArmA1 and created by Icewindo ========================================================= Introduction ____________________ This addon was nearly a direct port of my first addon, so it might fail some quality standards. If you would like to improve this addon or add other tilesets to it, drop me a PM at the BIS forums and I will send over the MLODs and/or add your textures to the package. ========================================================= Installation ____________________ Copy the pbos to the modfolder of your choice. Copy the example mission ("Example.cata_world") to your ArmA2/Missions or ArmA2 Other Profiles/Profilename/Missions folder depending on which profile you use. ========================================================= Usage ________________ To use this addon, you will need to open the included CataComb Island. This island contains a ground texture for the normal tomb and for the egyptian style in the northwestern corner. You can place the objects at other islands, but they normally are not suited for that, which is why I created Catacomb World. The addon is to be played from the inside, it will look strange from the outside. The included example mission contains an example setup for the egypt temple style and for the normal catacomb, click "markers" in editor for a description. To create your own tomb/temple, I advise to use a 3D Editor, such as the RTE or the BIS internal one. Be advised I created the tombs in the example mission some time ago when there was no 3D editor avaiable (I hand placed every single item and made use of copy-pase, which took quite some time) so the whole scene is subject to "overlapping" and sometimes resulting artifacts, which can't be removed without a proper reconstruction, of which I lack time and nerve. ========================================================= Requirements ________________ The example mission needs Mapfacts EU upgrade Download it from ArmAInfo: http://www.armedassault.info/index.php?cat=addons&id=967 Or Armaholic http://www.armaholic.com/page.php?id=6194 ========================================================= Credits Some Textures by cgtextures.com Icewindo ======================================================== Download: http://www.filefront.com/15740919/Catacomb.7z Screenshots/Video edit:Youtube tags dont seem to work... link: (click)
  7. Well it's quite simple actually, people have RL and stuff to do. LFH and the other dudes are still around, they'd just need more help (which is also said in the opening post). Especially important would be somebody with experience in O2 and infantry / vehicle rigging / modelling. I was part of the A2/A3 Wh40k team (retired / on leave) and managed to create an allright alpha for Imperial Guardsman + Bloodpact Infantry units based on some of LFH models. I'd have loved to do more, but RL can be a royal pain in the arse.
  8. Hey, here's a port of my Faux News Reporters pack for ArmA2 - which itself was heavily inspired by the brave faux news reporter General Carver of TacticalGamer back then. I wonder if he is still around :) . See this footage of Carver reporting in from the frontlines of the world: I didn't include the female reporter model since there's no proper female underwear body yet. Screens: Download http://www.mediafire.com/?z93roub1i9bgrhs Very Minmalistic Readme: Faux News Reporters for ArmA3 by Icewindo Credits: BIS (A1 samples) Icewindo (adjustments for A3)
  9. icewindo

    Arma 3 compared to Arma 2

    I'd go for the emotional disappointment card and I can't blame metalcraze so much for that since I have similar thoughts on some aspects. A3 shouldn't have been classified as a "full release" right from the start, more like "early access" right after the beta. A complete game is a complete game imo and not something you complete by (free) DLCs.
  10. icewindo

    Buildings devoid of life....

    You must be kidding me. Good thing I don't have time to frequent these forums as often as i used to, spares me from reading such very strange, apologetic excuses. While we are at it, dont forget to delete all street signs and lamps. Because they might mess up driving, dont you know? Fixing things would be to easy. Edit: also please do a proper research on how the ai calculates the a2/a3 building paths, then post again.
  11. icewindo

    Napoleonic Mod 0.1 Alpha

    Sure dude that sounds great, i love the new sound :). Maybe you could release it as a sound replacer addon. I moved now for my studies so i wont have time (or Internet for my desktop PC :( ) but maybe SB. Could help you out with the configs if you need help with them.
  12. icewindo

    Napoleonic Mod 0.1 Alpha

    Using prone is kinda exploiting as its not intended to be used by player or AI. For AI i set all units with setunitpos up to stay up. I had planned to replace all prone anims with crouching for the units but this fell short of time. Its possible to do this with a few config edits. @foxhound Thanks for the mirror :)
  13. icewindo

    Napoleonic Mod 0.1 Alpha

    Very crappy reload anim just left the building: http://s14.directupload.net/images/131004/ile4rkii.jpg http://s1.directupload.net/images/131004/m4kenstt.jpg Until BIS releases a rigged A3 soldier, this is probably as best as it ever gets. (ok, plus my keyframe animation skills are very amateurish - though it took me just 1 hour to create the anim and export it, when it would have been 10 hours if I did the same thing in ofpanim). To my knowledge this is the first ever new reload anim for ArmA3 to be released. I used the old ArmA1 RTM maya setup by teacup for this. Can be used even now after all these years for ArmA3, though the legs are very basic and the fingers can't be animated. DL new version with the anim added to musket reloading: http://www.mediafire.com/?l38alk3cjpif3yf Ok, really last stuff I do here now. Romans await
  14. That's why there are two head versions. One for hollywood or civilians and one for the real deal Yeah this should be possible, the radio protocol changed abit though so its lot of cfg stuff. Breathing and hit sounds would be easier to change, since they're just a few lines. Feel free to give it a shot if you know some cfg stuff ;) .
  15. I opened up this thread to have the roman / ancient era mod and the medieval mod I work on, seperated. So the crusades/medieval mod ( http://forums.bistudio.com/showthread.php?96780-Crusades-Medieval-Mod ) should feature only medieval/crusade discussion while this one is for the ancient era mod. I'm also focussed more on the latter currently and a first release shouldn't be far / will come soonâ„¢. Videos Latest video of the legionnaires + crucifixion Testudo formation (static) Story based video series (using the "old" legionnaire model) Progress List (may have missed something) Orange features won't stop a first release but would be nice to have them in it, red needs to be finished for a release. Blue features will be looked into after the first release. Animations Dynamic - ice123_shield_bash_anim (Anim for roman scutum bash) [iMPROVABLE] - ice123_gladius_thrust_anim (Anim for roman gladius thrust) [iMPROVABLE] - ice123_walk_anim (forward walk anim for romans+barbarians) [OK] - ice123_run_anim (forward run anim for romans+barbarians) [OK] - ice123_shield_anim (shield holding anim for legionnaires when they stand still) [OK] - More anims / variations for romans [NICE2HAVE] - More anims / variations for barbarians (they will use boxing anims for now)[NICE2HAVE] Static - ice123_crucified_anim (cargo anim for "enterable" cross) [OK] - ice123_testudo_scutum_up (static anim for cutscenes to form a testudo formation [OK] Models Units - Roman legionnaire, Centurio, Optio, Vexillarius in Lorica Segmentata Armor [100% - OK] - Roman Archer [OK] - Gallic Noble [95% - section count reduceable) - Gallic Tribesman [80% - Some arm rigging adjustments needed) - Romans in Lorica Hamata [20% - initial model done] Postponed - Cavalry like in VVV OFP Mod [NICE2HAVE] - elephants, chariots and other cool stuff like in VVV OFP mod [NICE2HAVE] Buildings - Pallisades, Tower, Primitive Huts [OK - Maybe add AI paths for the huts] - Roman tent [OK] - more buildings and stuff, maybe also from the VVV mod? [NICE2HAVE] Configuration - Configure new cfgmoves class for romans - properly ! (right now i just replaced cfgmovesman in general)[100% - OK] - Properly configure the pilum cfgweapons / cfgammo [100%] Scripting - Add new "gallic" sounds to Rydgyiers script [OK] - Linefighting script for romans [NICE2HAVE - I can't do this as I fail at complex scripts] Demo Mission - Simple Gaul Attack at a roman formation [100%] Credits ProfTournesol / Stu - Nearly all roman + gallic objects, some infantry weapons, armor and shields and more Rydgyier - Melee script Mr Pedersen - Map Icewindo - Base gallic and roman infantry models, new inf. animations
  16. icewindo

    Hole in mesh in-game. Also RVMAT troubles.

    Make sure you go to BinPBO -> options and add *.rvmat to the list of files to be copied directly. Encrypted rvmats may cause problems. As for the rvmat itself I'd start with a simple rvmat containing only a nohq map and the env_co map. Later you can expand with AS and SMDI maps, play around with the specular power, etc. MC maps are needed for the bloodtexture maps. Also see this: http://forums.bistudio.com/showthread.php?86018-RVMAT-basics-(SuperShader-MultiMaterial-SkinShader-Procedural-etc) See this sample here for a working starter rvmat (copy text and save as .rvmat file) :
  17. Yep, if you use a static MG you can see how much effective proper weapon resting would be with a HMG or LMG. Or ofc. with the ace mod in previous titles. It's awesome to mow down enemies with little recoil, making suppressive fire very effective and deadly.
  18. That kinda sounds like a cheap excuse (by BIS), BIS have used scripts themselves quite alot in their games, I doubt they use no scripts at all in ArmA3...
  19. My "hoping me" thinks that this will be fixed in time and that compared to the A2 release they just left out bugged/unfinished features (campaign, first aid module, other modules...) so it wouldn't be as big as a desaster as the ArmA2 release back then (which was quite buggy). Still, it involves alot of trust and time will tell wether I was right or wrong.
  20. Yep it's still a great CPU for it's price (sold regulary, atleast here in Germany) and it's stable at high clocks, just need a tower CPU cooler and fan and you're set. Also the mainboards for socket 1155 are cheaper than the new 1150.
  21. icewindo

    Napoleonic Mod 0.1 Alpha

    @All Thanks for the feedback, nice to see you like it even if it's a "early bird" :) Thanks yep there exists way to create custom animation that don't look so bad without mocapping, by using teacups ArmA1 RTM setup. It's very efficient compared to ofpanim however it still takes some time to setup etc and the fingers itself can't be animated. But compared to ofpanim it's without a doubt like 1000% faster. I think Bad Benson also had some template file for maya. Hehe thanks :) . Yep I replayed the mission quite some time too, it definitely is a change of pace.
  22. icewindo

    Mods and ARMA 3 on the same level as FSX?

    It's easy to overlook some of the details. I imagine the FSX community allready has similar problems as described in my post here: http://forums.bistudio.com/showthread.php?165321-Mods-and-ARMA-3-on-the-same-level-as-FSX&p=2518791#post2518791
  23. icewindo

    Napoleonic Mod 0.1 Alpha

    That depends on the dowry :p . France would be a nice change of weather though - rain is very common here.
  24. icewindo

    Mods and ARMA 3 on the same level as FSX?

    This thread is an example of that. I partly blame DayZ - with more people attracted to ArmA3 - statistically, there are more people having (imo) weird ideas such as in this thread. I'm probably sounding like a old man, but we didn't have these strange ideas back in the good old times.
  25. Imo deadly melee attacks should result in immediate ragdoll death, this would look smoother. If the attack doesn't kill with one hit, ofc. a animation makes sense though.
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