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I.M.G.

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About I.M.G.

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  1. I did, i am though having issues, see http://forums.bistudio.com/showthread.php?t=120629
  2. I've installed the new tools pack, binpbo refuses to save it's settings. ---------- Post added at 01:19 AM ---------- Previous post was Yesterday at 11:23 PM ---------- restarted machine the machine, all now appears fine.
  3. I.M.G.

    Breaking Orbit

    I would like to see an increase to the maximum altitude, say 150,000m.
  4. My thanks, this last post is what i was expecting from the community. Please note, i am a founding member of City Life and as such am aware intimately of the points you rasied. Hence this post requesting assistance from the game developer who is best positioned to provide the enviroment that with minamise the afore mentioned issues. peace, may the maths win
  5. I see that 'Evil Echo' & 'That Guy' can not be part of the rpg community, coming from a Master Sergeant & Gunnery Sergeant i would have thought they would have seen the need for memory, or maybe the should think before responding
  6. I.M.G.

    Working 4 Season Map

    I agree with this post, adding ArmA II was all about graphics, lets request a physics & functionality boost for ArmA III
  7. one of the items at the top of my wish list is a user friendly, potentially integral method for saving mission stats (object positions, player stats etc) to a database. Anybody else agree?
  8. As always, working hard ArMaTeC
  9. As always, working hard ArMaTeC
  10. I.M.G.

    Road shadows

    a copy of 'asf25.p3d' (ArmA I) with.. 'asf_new_co.paa' 'asf.rvmat' 'asf_new_nohq.paa' 'asf_new_sm.paa' RVMAT----------------------------------------------------------- ambient[] = {1.0,1.0,1.0,0.99}; diffuse[] = {1.0,1.0,1.0,0.99}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {0,0,0,1}; specular[] = {0.2,0.2,0.2,1}; specularPower = 300; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "cl_police\roads\asf_new_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage5 { texture = "#(rgb,8,8,3)color(1,0.2,1,1,SMDI)"; uvSource = "tex"; class uvTransform { aside[] = {0.8,0.0,0.0}; up[] = {0.0,8.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(7.53,5.44)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; CONFIG---------------------------------------------------------------- class cl_tarmac: Static { scope = 2; access = 1; cost = 0; mapSize = 29; faction = "CIV"; destrType = "DestructNo"; icon = "\cl_police\roads\tarmac_icon.paa"; model = "\cl_police\roads\asf25.p3d"; displayName = "Tarmac"; accuracy = 0.3; ladders[] = {}; vehicleClass = "cl_buildings"; };
  11. Somebody had too, all we need from BIS now is access to raw models to animate level (railroad) crossings etc. & who will be first with a station building rather than helo pad. Gachopin, nice start
  12. I.M.G.

    Carry case animation

    You can then bring up user input / output window?
  13. I.M.G.

    Carry case animation

    Put it on the ground infront of you and use ammo crate anim?
  14. I.M.G.

    SPON Scuba

    Just a minor comment, for me I found no relation to helicopter ascend / descend, ‘Q’ and ‘Z’ functioned for me, I can’t rem’ remapping so I’m not sure if this will be of assistance to others. Aside from that, congrat’s Spooner.
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