LandrosRadick
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Invitation to help voiced new campaign
LandrosRadick replied to UgolSkosa's topic in ARMA - USER MISSIONS
Ugol, got word from Q that you needed some voice acting work. We could probably provide a voice for each of the nine roles. I took a look at the sentences and cleaned/restructured them a little. I haven't taken a look at the demo yet but hopefully this will suit it. It sounds like a lot of these are over the radio, which I can provide a believable radio sound if you want. Let me know. Here is an example file I did about a year ago from a live game with three different filters: http://ofp.umbr.net/videos/RadioFilter.wmv -
Is this a clientside only addon like the Tracers or no? Would very much like to use this in multiplayer even if it does bias me to a disadvantage
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Sounds awesome Jackal! Can't wait to see the HK416 and LR300!
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Awesome.. Rexxenexx and Mr Burns, thank you!
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First screenshots by PedagneMOD
LandrosRadick replied to arremba_san_zorzo's topic in ARMA - ADDONS & MODS: DISCUSSION
I didn't mean any offense to his hard work, however the just is still justified for my own question. I've done various work as video editor and as a graphic artist and illustrator so I've had my share of "I've put 15 days into this work and all you can say is bleh?". So if you're releasing something to the public, grow a thick skin and take some criticism. Have I personally, retextured units? No, but at the same time I recognize the hardwork, however there's such a glut of "mods" that are literally just retextures it makes you question "why." Because of the lack of information given here in the first post, I had to question. I could have put it nicely with whipped cream and a cherry ontop, but really I'm more blunt and to the point than anything. You could add weapons in via some 3rd party mod mod and just take a pic of some new camo you put on and call it a mod, but without even knowing what's going on except for the camo and some minor modifications that I'm not going to notice in the first place, yeah.. The "just" needs a proper response for it to become unjustified, which it now is from the second link of the author. Now THAT is some awesome looking stuff and I do eagerly await the Italian forces (since my immediate heritage is from there). -
Can anyone post up some video of this and DMMarkwicks Beta 3 effects? My ArmA PC is down at the moment and I would very much like to view this in action Thanks!
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First screenshots by PedagneMOD
LandrosRadick replied to arremba_san_zorzo's topic in ARMA - ADDONS & MODS: DISCUSSION
Is this just a retexture mod? -
Advanced Combat Environment
LandrosRadick replied to Exsosus's topic in ARMA - ADDONS & MODS: DISCUSSION
While it would be great if it was all polished right off the bat, some communities really are hankering for OFP/WGL features. Not to knock BIS, but really, a lot of the WGL stuff was fun even though it was realistic and much of it should have been included right at the getgo for ArmA.. (such as the injury system, artillery and vehicle damage models). I suppose you could replace WGL with VBS2 and you'd probably still get the same effect.. -
Help with Guided Weapons (ACE)
LandrosRadick replied to phaeden's topic in ARMA - ADDONS & MODS: DISCUSSION
Have you tried contacting BIS for help on this Phaeden? Sounds like an engine limitation.. -
Euphoria isn't it's own physics based addon though. It integrates directly with whatever Physics engine is already in the game and movement is dictated by the game engine itself. I do agree that large crowds of people might become more of a problem, but I don't forsee 200 units battling it out in Game2 (unless they are upping the scale of combat in Game2 as opposed to ArmA). It'd be interesting to see what a developer can ACTUALLY do as opposed to just speculating, which is why I urged them to look into it and think about it heavily.. They do include a Learning Edition to get hands on. I think I'll contact NaturalMotion to see how large crowds of 50+ might actually handle in current gen and see if that scales to 100+ on next-gen.
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Game2, if they really want to not make it so animation dependent, they can use the kit from NaturalMotion which CREATES animations on the fly in the game engine itself. I highly recommend that BIS take a close LONG look at Euphoria or other naturalmotion products as it can take character animations to a whole new dynamic level! http://naturalmotion.com/euphoria.htm Also, this is already in use with an upcoming Indiana Jones game (and possibly Star Wars Unleashed): http://ps3.ign.com/articles/705/705489p1.html
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6thSense.eu Presents: Tracers (Beta)
LandrosRadick replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
In response to the 3D model graphic from earlier pages, I think the tail of the tracer still needs to be shorter and taper off instead of a sphere/circle and cylinder.. If I was at home I would draw a more fanciful presentation but basically it should look like this: O=- rather than O=== -
Is there a place in the currecode to specify what kind of object it uses to make the 'tracer'? If so, can this object be included in the pbo? Cause I can make the tracer graphic, but I don't know enough about the coding to include it... Looks good so far but man we HAVE to get away from that blob!
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I believe (from what I was told) the team broke up and had parted ways.. I don't think any of them will be making a return as a group.. You're our only hope Centipede!
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Centipede, nice job on converting Wolfbanes tracers! We're one step closer to some awesome tracers! You should look into the Swedish Forces Pack (v4) for OFP and convert their tracers as they are MUCH better than Wolfbanes.. I believe they are the same ones in the SLX mod for OFP. You can find the OFP mod here: http://operationflashpoint.filefront.com/file....h;48440