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icewindo

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Everything posted by icewindo

  1. icewindo

    [COOP] Seven Samurai

    Very interesting Rydygier, I feel honored by your mentionings and seeing some of the old stuff in action 🙂. AFAIK Ruppertle had a rather advanced melee system for his Star Wars modding work and the most impressive I've seen for the ArmA series, almost like another game (I think with AI attacks, too?).
  2. icewindo

    CONSP1RACIE5 (CON15)

    Hey MaturE/ Sled88, I just wanted to stop by and say thanks for your work. I remember playing through your OFP and ArmA1 conspiracies content when I was a student 😄. To this day I still have memories from some of the missions haha. Will sure give this a try when I finish my teacher training in September.
  3. icewindo

    Oculus Rift & Arma 3?

    As I understand it there are many different solutions and systems though. At this point it's bad for software developers to have many different VR systems. Stable VR = a system that is used by the majority of people and in wide circulation. Right now, VR is also too expensive to appear to the casual market (yet). Some VR solutions will die out, just like the HD DVD did and Blu-Ray survived. When that time comes, it will make everything easier.
  4. icewindo

    Arma 3 Science Fiction Map

    Yeah actually that should be solved if you stretch the texture accordingly. I once accessed the skydome model with another not approved method when the mlods hadn't been released to learn what was going on. But now with the MLOD release of ArmA2 we should be able to access the sky model "officially" or not :huh: . Can't look into my files now. But even if you don't stretch the texture, a pure star texture without nebulas seems to work the best as the stretch effect is not that apparent. http://www.armaholic.com/page.php?id=12765 Also really great looking buildings / caves you have there, I remember seeing them on armedassault.info I think. @Topic Superb map, I'm looking forward to it. And great use of custom models :)
  5. Ok so Icebreakr asked if I can work on some post apocalypse units and this lit up my modding spark. While I don't have time to work on own models, the A2 / OA files really offer a lot of content that I can cannibalize for some post apocalpytic work. Thanks to BIS and the detailed example models for A3 I was quick to have a first go at some modding again. Cars or static objects are out of the scope of this for time reasons. My aim is to create a first faction with a few different units and then see how I get on. I don't have my old files anymore, it's a complete reboot :) . next working on: hand anims LoDs some config work wound rvmats uniform adjustments so the vest doesn't clip anymore) more unit variation weapons PS: I experienced some addon theft in the past, with people claiming some addon work as their own or monetizing it / uploading it on Steam Workshop. If there's a good chance this happens again, not a good chance I will continue on this, let's see :huh: Having said that, let's see some stuff. Work will go slow, but I have some screens of a first unit to share. Faction: Remnants The remnants use a lot of (Western) pre-war gear and are probably equipped the best to deal with the dangers of living in a postapocalyptic work. Soldier with goggles (red tinted goggles inspired by Fallout New Vegas) Soldier / no helmet Soldier w goggles again / no weapons
  6. icewindo

    Post Apocalyptic Units

    Ty, it's really most of Johnny's work I am reusing here. The links seems broken but hah yep that bus looks mighty fine :)
  7. Yep, female soldiers / civilians have been possible for a longer time, it had been done in ArmA1 and ArmA2. The only problem maybe that you can't make them much smaller (in terms of height) than the men or you would gain distortions. And the hands. But other than that, no problem really. Sure, if you're a perfectionist (and masochist), you could create a new set of anims etc. But all that work just for smaller female models? Not worth the effort.
  8. icewindo

    Possibility of a new render for Arma 3?

    On a smaller scale, Squad is the superior game there. While it does not offer ArmA3's size and SP experience, the movement and performance is superior, even in its early stage. I also like that I don't have to scroll through a gazillion RP / Life servers to find a decent tactical game like it is the case with ArmA. This could have been made far easier by including exclude parameters in the server browser (so you can exclude e.g. "dayz" or "rpg" missions) but nobody could be bothered to implement this. It's a mad task finding a server you want to play on in A3.
  9. icewindo

    Will you keep buying ArmA games?

    Nah, ArmA3 is probably my last ArmA. I've loved the games and excessively played and modded them, learning as I went on. But for me ArmA just is too much of a timesink now - I need to invest too much time to have a good experience. I guess I am "casualized" in a way that I do not see the fun anymore in driving around endlessly large maps. Which is funny, because I also dislike some of ArmA3's casual gamers appeasement steps. My attention span for gaming is about 1-2h now and that's just not enough time for ArmA from my experience. I'm waiting for SQUAD to get more polished and then I'll switch to there from Project Reality. No need to wait for a specific time or join a clan, just some instant tactical action.
  10. icewindo

    Disappointed with lack of Interactability on Tanoa

    So instead of improving the indoor AI which has been nearly the same since OFP you remove enterable houses...
  11. Stalker Units 0.5a ported by Icewindo ==================== Description ___________ Contains Units for ArmA2 converted from the PC game "S.T.A.L.K.E.R.: Shadow of Chernobyl" of GSC Gameworld with their permission (see credits). Changes to the models were done in the following: -Created named selections for animating the units -Added blood textures -Added Several LODs -added models with ArmA2 heads The units will animate in general ok, but as they're completely different models than stock ArmA2 and as a limit of my skills, the units will look funny from the side when kneeling and have stretching issues in some death positions. So, consider this a WIP release. Also keep in mind most of the models rank only 3.5k polys (with added ArmA2 hands, ex. head) while a ArmA2 Russian Soldier has 7.5k polys (ex. head). Still, they look pretty cool imo. See a video of them in action at Namalsk (great place to play with these units): ==================== Screenshots ___________ http://www.pixentral.com/pics/1r2Yjf95uIGeCqo5Pt7GlrOJeoR1.jpg http://www.pixentral.com/pics/1PuWUeAIEkFjha7HkZTQ7fdBxLJ1Z50.jpg ==================== Download: ___________ V 0.6a (new release @27th July 2012 - needs Combined Ops) - replaced Stalker and military hand models with BIS ArmA2 arms so the arms should animate better now, legs will strech though as I didn't change them - added glass rvmats to the scientist, military and stalker models for nicer look (see pics) Mirror 1 http://www.armaholic.com/page.php?id=9795 Mirror 2 http://www.armedassault.info/index.php?game=1&cat=addons&id=1300 Thanks for these mirrors :) ==================== Installation ___________ Copy the pbos to the modfolder of your choice, start the game. ==================== Credits ___________ GSC Gameworld - Permission to port based on this quote: "According to Anton Bolshakov the project manager, on 2007-05-29, GSC grants users rights to modification and non-commercial use of the game content. Users retain ownership of their contributed materials, but require GSC's permission for commercial use. If GSC decides that it wants to publish a mod, it will negotiate royalties with the mod author." See Google to verify (Direct links doesn't seem to work for this forum) http://tinyurl.com/y8m6enp Redistribution ___________ You are free to modify this addon and release modifications of this one, afterall, these are GSC's Models and not mine. If you release your modified work to the public you will have to grant access to your MLODs if requested, after all, in the spirit of modding I'm doing the same. Mlod (dont download this one for playing, that's the one further up in the post) : http://www.mediafire.com/?s5lk7xt4togr18i [Mlod Updated - 18th September 2012]
  12. icewindo

    Disappointed with lack of Interactability on Tanoa

    Not intending to sound too douchey but this is very disappointing and I am not satisfied with a "sorry we had no resources" explanation. ArmA2 OA (before DayZ) sold a fraction of copies compared to the sales what we see now and it had working interiors in most of the buildings (with furniture too...). Also, if truly "no resources" are available (which is kind of hard to believe), why not sideline the project - officially - as a community effort? Ask who is interested, give access to the MLODs and let the community to a little magic. When I still had time to mod, I'd have been interesting in doing that for ArmA3. But I had had faith in BIS that they'd put in furniture on their own. I always thought it was a temporary thing...
  13. icewindo

    Napoleonic Era Addon's

    Hey very nice work, just saw this. I will try this out :)
  14. Thanks ok I will have a look at it then :)
  15. Wow thanks for this, this is what I always wanted to have but never had the skills to create :D :D I asked about something similar back some time ago as I didn't quite like the BIS dialogue system, yours really feels like one found in games such as Baldurs Gate etc. I guess this is making me sound spoiled but is there any chance the system can be expanded to include NWN2 / Kotor style dialogue boxes? I mean like this (so the dialogue options are directly under the characters and the camera centers on them): ArmA2 Concept Original Example from KOTOR I looked into the demo and it seems the direct camera is limited to ambient dialogue (which is alreay great anyway).
  16. Ok so some guys might remember my conceptual 19th century project thread. I've added a SP mission to the mod, some fixes and (compared to the first version) more fancy stuff like some pouches and "nextgen" rvmats. The mod is still conceptual though so I classify this an early alpha release. As I don't have any time to continue this I'm putting up the files before they vanish, maybe it helps somebody else in mod creation. And for me, it's fun to run around with a musket, even in it's early stage. Download http://www.armaholic.com/page.php?id=22905 Thanks for the mirror :) Download mlod: http://www.mediafire.com/download/6apeybmc8bbm714/ice123_musket-mlod.7z Screens: http://s7.directupload.net/images/131001/fopfvf7d.jpg http://s7.directupload.net/images/131001/6sfyd2bs.jpg Credits BIS (A1, A3 Samples, Blood Particle Cfg from EW) Icewindo Permission Feel free to use the files in the creation of any ArmA3 mod, no asking for permission is required. Commercial and military use prohibited.
  17. ...I'm back So, after a long hiatus I've given modding a try again. Progress will be incredible slow compared to my previous works because I only mod now when I feel like it, not because I feel like I "have to". I'll also stay with just one project. On the bright side, this will prevent me from burning out and not make me treat this like work (like I did in the past :plain: ) . So, my project will be a retake on the Post Apocalyptic Units using A2 sample stuff. My modelling skills are rather limited so I'm very glad we have the A2 sample stuff now. The units will follow my previous A2 units style, but I won't recycle the ArmA1 stuff (that I based my models on). For the A3 units I'll use the A2 samples + limited own stuff and "start fresh". So, here are some screens of the first two units I'm working on: http://i.imgur.com/xt1TCvq.jpg http://i.imgur.com/lkeb5kd.jpg http://i.imgur.com/gMWvNvN.jpg They're from the "Remnants" faction. I imagine those guys as people who have quite a good supply of eastern and western military gear, so they'd have the most high-tech stuff from previous times. I plan to add another faction which is equipped more "hobo / selfmade style" with custom helmets, bows, armor plating etc. But one step at a time. That's it for now, I'll try to skim through my inbox in the next few days. :bounce3:
  18. Hi, Has anybody insight on why we all are using NOHQ maps but not NO maps? I created 2048x textures for both and the no map is way smaller (2.07 MB) than the nohq (4.85 MB) but I didn't spot any quality differences in the texture itself. I also used NO maps on some large normalmaps for a2 in the past but nobody seemed to complain (other than silently enjoying the smaller file sizes). Didn't spot differences in the reflections on the model either. Opening up the nohq or no I noticed that no is saved as DXT1 and nohq as DXT5. Apparently DXT1 loses alpha channel information, but that should not be important on solid textures. http://www.grandprixgames.org/read.php?4,452531,452769 The BIKI doesn't seem to have info on that.
  19. icewindo

    Less Voice Mod (Radio)

    Thanks guys, glad you like it :) Ok, here's a quick video of it in action: And another mirror: https://www.mediafire.com/?pr86c5z5xswroen
  20. Hey, so as I recently played OFP again abit, the radio voices got abit tiresome after some time. As I didn't want to disable all radio sounds, I created a little sound replacement that deletes: - all X o'clock sounds - all number sounds - all NATO alphabet sounds - the radio static sounds (looks like they got some new HD equipment) This seriously speeds up AI communication and limits chatter and for me it's a better alternative to going "deaf" and installing a non-radio mod. I also replaced the default transmission end sound with this one for a more classy impression: https://www.freesound.org/people/FlyinEye/sounds/160223/ Dunno, maybe it's fun to sb. so I'm posting it here. :bounce3: Download: http://www.gamefront.com/files/24505723/_less_voice.7z Installation: You know the drill... it's a standard modfolder, no need to overwrite the original voice.pbo... License: http://www.bistudio.com/english/community/licenses/arma-public-license-share-alike Video:
  21. icewindo

    Post Apocalyptic Stuff

    Ok I never thought of using this "lame excuse" but wow... damn. Well all my mod files are gone. Talk about backups and stuff. Arguably it wasn't much to begin with as I started "fresh" (2 soldiers with different A2 gear and new textures, 3 new weapons), yet these days it's enough to demotivate me as much. Well, I'm an idiot for not backing up my files - even the upcoming HDD failure was visible - my 3rd HDD sometimes didn't boot up. As the SMART values were OK, I falsely assumed faulty cabling. Well, didn't look into it further and some odd week later it won't start anymore, even with an USB adapter. It's my first ever HDD to fail me in 10+ years of computing.
  22. 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
  23. 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.
  24. 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 :)
  25. 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/
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