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Everything posted by Jackal326
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Well, I have decided to include animated goggles on one model of each type (i.e. 1 x Woodland Camo and 1 x Desert Camo). This may not be to everyone's liking, but that is how its gonna be. On another note over at http://sjb.ofprc.net/SJB_SRT_NEW_Des.jpg, you can find a quick screenshot I took of the new Desert camo that will completely replace the old version which many found to be too old and outdated. You can also see the new flak jacket/vest that will be as standard on all the recon units (as well as the SRT Members, although Woodland Recon, Desert Recon and SRT Units' vests will each have different textures). Check out the screenshot anyway, and let me know your opinions.
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Well, I'm glad I inspired someone to do something constructive instead of pissinf and moaning at other mods to replicate the idea on their units. (God I love sarcasm)
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If that is unwanted, just remove the proxy ;)
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Due so server issues, I've had to re-upload the NVG portion of the site, as well as the addon itself, so if you experience any "Error: 404" messages just keep trying. In other news, the server that hosts us might be moving, so if/when it does, I'll post the new links here.
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I've updated the M82A1 with a better muzzle flash and other texture tweaks, check out http://sjb.ofprc.net/SRT2/Weapons/Images/SJB_M82A1_UPDT1.jpg for a screenshot. I've also decided to add a PSG-1 pack to the mix, as it is a more popular law enforcement sniper rifle and I felt it might come in handy for the SRT. Screenshots can be found, here, here and here. The PSG-1 Model (and some most textures) are by A-Lone-Wolf and Shrike,
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If you use the original (version 1.0) installer to UNinstall the first version, then use the v1.1 installer to install the new version, everything should work OK. As has been said, changing texture does give the clearer view, but also gives all other "less advanced" sides the same advantage they would not have in RL. Then there is the problem with calls of cheating in MP with the modified files etc.
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I've updated the NVG's  FIXES FOR VERSION 1.1 - Fixed the "hole" seen on distant LODs - Fixed the shadow not having a helmet - Fixed the "black belt" visible on distant LODs - Several Code tweaks. So check out the news at http://sjb.ofprc.net/SJB_NVG/, and grab the download from the bottom of that page (in .MSI AND .ZIP format for those who for whatever reason couldn't/wouldn't run the .MSI installer for version 1.0).
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The same problem I have run into. If I find a fix, I'll be sure to let you know (I expect the same in return )
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At present, it can only be used by the one unit that is added to the editor. I am still working on ways to have it so other units can use it. On another note, yes, an update for my SRT Pack is planned, but no date is set as other projects keep distracting me :P
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Due to the high demand for a .ZIP file format, one will be uploaded sometime tomorrow (Thursday) containing an updated version (v1.1) fixing the texture bugs, as well as the "hole" visible in the model in several of the LODs. An updated version of the .MSI will also be uploaded.
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I apologise again, I took that from the Config.cpp (which I converted to a Config.bin for the release), which requires the double set of "s to recognise the command. Edited in my previous post.
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Hey, don't blame me, take it up with BIS who designed the AAE interface etc. Perhaps I will upload a .zip version tomrrow with just the readme.txt the .PBO and the mission file in it, so people like yourself with many mod folders can download.
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Sorry, I meant to include such information in the readme.txt Anyway, if you place the following code in your unit's INIT line, the goggles should be down when the mission starts. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animate ["CovertNVG", 1] In contrast, if you use <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animate ["CovertNVG", 0] after that in the mission (in a trigger for example, substituting "this" with the unit's name) then it will raise the goggles again.
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I dont believe the COLT 1911 Supports LAMs, but I'll research into it, and see if I can get some reference images. (If anyone has any pictures of a COLT 1911 with an LAM on attached upon it, either post a link to it, or e-mail it to me). Thanks.
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Yeah, I noticed that when I compared it with this foxy picture. I assure you, this will be ammended in the fix. In other news, I've updated the Beretta 92F, but having messed with the class names, some of my SRT Units that formerly carried the silenced Beretta 92F, now carry the non-silenced Beretta 92F, and the now non-silenced magazines. Sorry, but for the Config.cpp to function properly and come into line with the rest of the pack, it had top be changed. The good news is, I plan to make (at least) one SP Mission to go with the pack, and hopefully make the pack "Addons At Ease" Compliant, once I figure at the EULA thing :P On the Glock Front, I do plan to make an L.A.M. for it, as well as a Silenced version...a similar set up to the USP with the various versions etc.
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I know what you mean, but have no idea how it could be implemented. The current "animation" is very simple, but detecting when the pistol has no ammo in the current mag, would be very complex, and require scripting I'd imagine. If anyone else has a suggestion about how this could be done, let me know either here, or by PM.
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Try running the game "normally" without Hardware T&L on...it should work fine then.
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M16 with optics? cfg name etc
Jackal326 replied to Nick220286's topic in OFP : MISSION EDITING & SCRIPTING
Man is my old M16A2 E3 still kicking about? I had no idea :P I'm going to be updating it some time in the enar future so if anyone is still monitoring this thred and is interested, watch this space. -
SORTED. I just re-downloaded, and re-installed Binarize. Problem solved. No crashes and the hi-poly models that I thought were causing the crash, are now processed successfully with ease.
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Is Binarize's usage limited by the number of polygons/faces the models it converts has? I ask this as I have several rather hi-poly weapon models (with BIS Style scaled LODs), that when I go to Binarize them, I get one of Windows XP's infamous 'An Illegal Error has Occured, would you like to send the error report' message. When I click either Send Report or Don't Send, Binarize closes, and my models remain un-converted to OLOD. I dont know whether this has any bearing on the situation, but I am using the 'Binarize IT' (aka BIT) utility by ColonelKlink. Any help is appreciated, Jackal326
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I have been working on a pack of M21 rifles, and a pack of M14s, which after a while, I decided to turn into a combined pack of M21 and M14 Rifles. The pack will contain: - Basic M21 Sniper Rifle, - Silenced M21, - M21 with Bipod, - Silenced M21 with Bipod, - Basic M14, - Silenced M14 (a la Raven Shield), - M14 with ACOG Scope (again a la Raven Shield), - A Silenced M14 with ACOG. UN-CONFIRMED INCLUSIONS: - C-Mag M14/M21 - New Ammo Crate - Camo versions of the M21/M14 The models are reworks of the BIS M21 Model, using high resolution JPG Textures for the pilot view, and PAC/PAA Files for the lower LODs as has become my (SJB's) standard. Early screenshots can be found here. Any comments/suggestions are welcome.
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I receive this error message partway through the Binarize Process. The error occurs whether I use BIT, or the conventional Binarize technique. This leads me to believe it is not the fault of your utility, rather something to do with Binarize.exe itself. Any suggestions/methods I can use to work around the problem are most welcome. Thanks, Jackal326
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I'll take all suggestions under advisement. To prevent the fingers from clipping through the trigger guard, means moving it so the grip clips through the fingers....its one or the other so I went for the 'lesser of two evils'
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I have updated 'The Handgun Project Website' It now contains a preview section of what is to (hopefully) come in PACK TWO. Check it out and let me know what you think.
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I'll take that under advisement Lt_Phoenix. I'm currently busy with....well, a secret project for SJB, so work on the SRT Pack is currently on hold for now, but have no fear, it will start again soon, I'm just having a break from it for a while