miles teg
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The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, we're rock'n and roll'n on it and getting 'er done. Just be patient and hopefully very shortly I'll have both an ACE and non-ACE version done. Thanks also so much markb50k for getting those configs done and sending them so quickly. I still gotta redo the backpacks, and a fix a few more bugs Mark found, but hopefully it shouldn't take too long. Also finally, I'd like to make a public apology on behalf of the Lost Brothers Mod to Python.au for using his textures without his permission on our LAV-25 and LAV-25 Command vehicles on our Gulf War Mod Pack. It was not done intentionally, but it was still not excusable and we apologize deeply for the mistake. He has been very kind about the mistake and has generously allowed us to continue using the texture but we will be uploading shortly a revised Gulf War Pack to Armaholic that have appropriate credits. The updated version will also replace the the pack on our FTP. Chris G. aka-Miles Teg<GD> The Lost Brothers Mod Team Leader -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Markb50k, if you want to do non-ACE configs that would be great if you want to give it a try. It's a lot of work, but if you want to, then by all means go for it. I'm mainly concerned about the backpacks however as they may need to be reworked heavily model-wise if they are switched back to BI type backpacks. But maybe I'm wrong. At any rate, by all means go for it and what I can do is just pack the configs in separate PBO's with ACE configs in their own folder that users can choose to replace the default ones. Oh...however just be advised that you don't need to remove everything concerning ACE. Many things do not affect the stock BI system and only make the addon ACE compatible but not dependent on ACE. But if you're not sure about that, don't worry about it and I'll fix it later. Oh by the way. Did you install the ACE Extra pack? If the @ACEX folder is missing, that would be why you are having weapon errors most likely. But thanks again for the feedback and I really appreciate the help on writing the config for a non-ACE version. Currently I'm trying to get the IAF CH-53 fully working to see if I can squeeze that in before release. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok.. so far after feedback from Raafatah, it looks like it's working with the linked files, but I'm still waiting from feedback from the other beta testers. I also will be fixing the issue with the crew on the Merkava Mk3 (they were soldiers instead of crew so I'm switching them to proper tank crew guys). In addition, I'm removing the AH-1W Cobras as the IDF don't use those in real life and only the AH-1S which is already in the pack. Right now I'm just working credits just to make sure I credit everyone properly. Also I already know that F-16C has some quircky issues with the weapons and their proxies on the pylons. That will be sorted out on an update hopefully. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok... all the links have been sent out to 4 people so far for beta testing. Hopefully everything works. (Crossing fingers) If everything works (aside from usual small bugs), if any of you who I sent the betas to are good at screenshots, feel free to post those. Also if everything is pretty much working, I will post the links here for everyone to download (and send the info to Armaholic.com for them to put it up there). ---------- Post added at 15:04 ---------- Previous post was at 15:00 ---------- Also I forgot to add that if the pack is working, if ANYONE wants to host the pack on SIX updater (and for multiplayer gaming) please let me know. I'm hoping that perhaps the IDF Clan might maybe be able to find a server with someone who will know how to set everything up on the server. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok, cool. Well let me assemble the pack and stick it up on the FTP. I'll also get all the links for required addons. Oh, by the way, I was looking at how to set up a SIX updater and it looks like I'd need my own server (I just borrow my bro's FTP site, but I don't think he has control over the server itself). So I may be out of luck there unless someone tech savvy and with a server is willing to host the mod and understands how to setup all the SIX stuff. But hopefully we won't need to if the download links work with out mod. ---------- Post added at 03:54 ---------- Previous post was at 03:21 ---------- Ok...I got the pack uploading but it's going slow and I'm probably going to fall asleep before it's done. So I'll send you the links and anyone else interested in testing everything tomorrow. Thanks ya'all. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The infantry is ready more or less now. There are still some bugs on some of the weapons (and some that are just space holders until new versions are ready such as the crappy negev MG's that we have right now). But all of the Tavor equipped soldiers are now fully working. The main problem is figuring out if the versions of ACRE and ACE that are on Armaholic are going to work with our current stuff which is using the beta ACE, ACEX, and ACRE stuff that the United Operations server is using. I'm already envisioning a nightmare of dozens of people asking me why their IDF units don't work cuz they didn't install ACRE or ACE and ACEX properly and then demanding that I tell them how to fix it. I know Sickboy offered to help me get a LoBo SIX updater site setup. But that has it's own set of difficulties and challenges as it is far from user friendly and easily confuses noobies. If I have to redo all the configs to a non-ACE setup it would also mean using an entirely different set of backpacks based on the BI system (which means different models as well as for some stupid reason ACE positioned theirs totally different then BI backpacks as far as the raw model in O2 is concerned). Basically it would probably take another few months before I ever got around to finishing a non-ACE, non-ACRE version. So... ugh... With option #1 I'm going to have to back up all my ACE and ACRE related folders and then reinstall just what is available on ArmAholic in order to test them out with the LoBo stuff. If it works, then we're good to go. But if not... then I guess it will only be available via SIX updater assuming we can get that working.... ah crap...but I just realized that it may screw up some of the .dll files that Six updater installed on my computer if I use the manual installer on Armaholic. (Sigh).... this is probably going to get messy and I apologize in advance to the pissed off people who may have to serve as guinea pigs. If anyone does not have ACE or ACRE installed let me know if you'd like to help me test out the pack (as far as what we have working right now). That might save people a lot of grief. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
For right now, they won't have names. They will just be "Infantry", "Special Forces", "Border Police", and "Naval Commandos". That way it gives mission makers the flexibility to make them into any unit that they want especially since most IDF units basically look exactly the same (with a few exceptions). -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Unfortunately, there's no chance of a non-ACE version as scripts and features are deeply ingrained with things from the ACE mod that we aren't willing to compromise on. Also most other mods work with ACE working, they just can't use all of the ACE features. The only addons that have serious issues with ACE are those that use anything like Myke's missile box or Mando's scripts for missiles. Otherwise there shouldn't be any serious problems other then people who just hate ACE. Also I should forewarn that some of the vehicles like the Achzarit and Nagmashot will still be in beta stage as I am having a hell of a hard time getting the armor values to work properly in a balanced manner. Hopefully someone who is very experienced with doing tank addons will be able to help. For now however they will still be usable upon release, just not perfected yet. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Regarding the Hezbollah guys, those will be released in a separate pack. This upcoming pack will an IDF pack only. I should note however that it will REQUIRE the ACE mod pack. Right now I'm still fixing up some final issues with the armor values on the Nakpadon and a few little issues with the F-16. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Small correction Namman, the infantry was re-UV mapped by Contrails. I just wanted to clarify as contrails did a ton of work on the infantry model. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here's a pic of the Nakpadon in action. This APC is pretty much done other then the damage textures not working (I may have to include that fix in a later update): NAKPADON-Takes a lick'n, keeps on tick'n!!! -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm trying to get them released by this week sometime (I know I said last week but I had a film project that took up half the week where I was working from sunrise to sunset). The good news is that I think we got most the main bugs worked out the Nakpadon, I'm going to try and see if I can get a basic version of the F-16's working and then it should be good for a first public release. I just gotta fix an issue with the Maverick missiles and add in the BI flare system and then it should be fine for now. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Perhaps in an update we might look to see if that would be possible or not, but I'm not sure if it is possible to force the turret to move to a specific bearing via scripting and without an AI. You can kinda already do this with AI, but it's not very precise. At any rate, currently priority is on getting far less sexy issues fixed on other important vehicles unfortunately. The more I look at this week, the more it looks like the mod won't get released until next week as Thurs-Sunday I'm going to be working from sunrise to sunset on a film project. :( -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There's a slight delay in the release...it may take a few more days but I've been working like mad to fix a few odd bugs on the Nakpadon APC. There are major bugs on the IDF F-16 and Achzarit so those will be added later on in an update. Anyways, I just wanted to let you guys know in case you thought I forgot. I'm working very hard to get this pack out there as soon as possible. Chris G. aka-Miles Teg<GD> -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Finally, I got some news. I'm going to be releasing the IDF pack soon that already we have on the United Operations servers where they have helped me fix many of the issues. I was going to redo everything with LoBo tags but decided that, to save time and avoid more bugs and errors, I'm just going to keep the UO tags on them. Right now I'm just trying to add in a few more things and they'll be ready. It will have an infantry pack with regular soldiers, commandos, naval comandos, and border police all armed with the tavor rifles (and variants) aside from MG gunners. We're still missing a good Negev but that will have to wait for an update. Aside from that they will have Humvees, a MH-60, an AH-1 Cobra, a AH-64 Longbow, and a C130.... oh and a Merkava Mk3 Baz tank with a working 60mm mortar system fired by the commander, a working smoke screen exhaust system activated by the driver, and a working rear view camera activated for the driver. The pack is fully ACE compatible and ACRE compatible (it includes custom radios). Anyhoo...I'm going to try and get it released by the end of this week. Here's a short video of the Merkava Mk3 using it's smoke screen done by one of my friends at UO that helped with the scripting on the tank: Chris G. Miles-Teg<GD> -
Making custom modelled/configured backpacks
miles teg posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok...here's my problem. My IDF soldiers have, overall, very unique backpacks that have no equivalent amongst any of the backpacks in OA from what I can tell. Does ANYONE out there have any clue about how to make a custom backpack? If anyone does, if you could release a MLOD of a backpack and its config I would be EXTREMELY appreciative. That way I have a template to use on a whole range of custom backpacks that can be found in my mod on both IDF and Arab infantry. If not... I'll probably just leave the backpack proxy off of my guys for now. Below is an example of the custom backpacks we're using that I'd like to get working so that they can actually be put into proxy form and be used to carry extra stuff: Chris G. aka-Miles Teg<GD> -
UPDATED May 29, 2009 This Taliban pack is a side project from The Lost Brothers Mod as we got tired of waiting around for someone else to make them. *If anyone is serious about improving them or adding additional models to the pack, please contact me. This pack includes: 1. Taliban soldiers, Taliban vehicles, & Taliban static weapons. 2. 80's Mujahadin soldiers (under independent) 80's Mujahadin vehicles, & 80's Mujahadin static weapons. 3. Afghan National Army soldiers, and an Afghan National Army pickup with DShK. 4. *American Covert Operations units 5. Custom Weapons Pack (Ak's, Lee-Enfield rifle, SPG-9, B-10) *** Note- ONLY IF YOU HAVE THE EXTENDED EVENT HANDLER PBO INSTALLED, the RPG, B-10, and SA-7 guys will yell stuff in Arabic when they fire their RPG or SA-7 weapons. *This will eventually be changed to the Pashtun language if I can find some good recordings (aside from the ever-popular "ALLAH'U AKBAR!" cry). **** EDIT (There now a couple of Pashto yells in the sounds). * *** To Install: remove "Arabic_Sounds.pbo" from your addons (or mod/addons) folder if you had the old version installed. *Arabic_addons.pbo is no longer needed and it will cause conflicts. Known bugs: No blood textures. AK47/M203 has issues with ACE. *Grenades fire, but stick in ground and don't fully explode (much as the ACE 40mm M203 grenades behave at short range simulating not reaching its minimum arming range). *Just use the M4/M203 guy in place of that one if you want M203 grenades. * Required Addons: loboweawponstaliban.pbo (included) Extended Event Handlers (not included but most people have it and the addons still work without...just no yells when they fire RPG's). ***UPDATED May 29, 2009 Version 1.5 Download Link (Mirrors apprciated): http://www.idfsquad.com/downloads/milesteg/LoBo_TalibanVer1_5.7z Update Log 1.5 Most of these updates were done by Snake Man (Big Thanks to him!). 1. All models fixed/optimized. 2. Pickup truck class names changed to avoid conflicts. 3. Config fixed to make it compatible with latest version of ACE. 4. Blood Textures are working now. 5. model.cfg files made seperate. 6. All configs generally cleaned up/optimized. 7. Crap that was not used all removed. Al-Qaeda Lashakar Al-Zil (Shadow Army) Brigade 055 on the move. Afghan National Army soldiers on patrol near the border with Pakistan. American Covert Operations units: Covert Operations Intel units moving through no-man's land along a dry river bed. Meet the Taliban! Thank you for using our addons. * Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod
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The ERA is pretty easy to do. It's just a matter of finding a box on a tank model (like one of the cargo boxes) that looks kinda like ERA. You then change the size a bit, and then add it to the tank making sure that the ERA on the turret are defined the same in Oxygen so that they rotate with the turret instead of floating around in the air. Oh...and I have to say: Rygugu is an awesome guy. He helps out a lot of people with his models and assistance.
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TGW M163 Vulcan for CO
miles teg replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very cool! Xeno, would you be interested in doing an IDF Machbet for the Lost Brothers Mod? I could probably do it myself, but we have other major projects that are giving me a lot of problems (like trying to get the suspension system working on the Merkava Mk4 and the Achzarit along with a wierd invincible armor bug on the Achzarit). If not, that's cool. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Been slowly working on stuff. As of now, the pack will not require ACE as well as that was the only way I could get the backpacks working properly for some reason. We also now have the tanks in the pack set up to be ACE compatible as well. OUr main problem is getting the suspension working on the Merkava Mk4 and the Achzarit APC. There is also a bizarre problem where the armor on the Achzarit is invincible...the crew die after some big hits, but the tank doesn't get dammaged. Very wierd issue with the Fire Geometry that has me stumped...but I'll probably just rip the fire geometry from the Merkava and modify it... and then see if that fixes the problem. On the infantry the only work needed is a wee bit of work on some of the M4's that aren't being held quite right so I just gotta fix the animation on them. But other then that, the infantry are good to go. Chris G. aka-Miles Teg<GD> -
Fire Geometry / indestructable APC problems
miles teg posted a topic in ARMA 2 & OA : MODELLING - (O2)
I've spent a long time searching the forums and so far I can't find anyone specifically talking about this problem and I also searched the BI Wiki...so here are the problems. In my mod (The Lost Brothers Mod), we have an Achzarit heavy APC model that worked fine in ArmA1 with no problems. However in ArmA2, for some reasons the tank is immune to all dammage no matter how low I set the armor values at. Here is an example of the config: #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class achzrit { units[] = {}; requiredVersion = 1.0; }; }; #include <CfgSkeletons.h> class CfgFactionClasses { class IDF { displayName = "Israeli Defence Force"; priority = 5; side = "TWest"; }; }; class CfgVehicleClasses { class idf_armor_corp { displayName = "IDF Armor Corp"; }; }; class CfgVehicles { class Land; // External class reference class LandVehicle : Land { class NewTurret; // External class reference class ViewOptics; // External class reference }; class Tank : LandVehicle { weapons[] = {}; magazines[] = {}; class Turrets { class MainTurret : NewTurret { class Turrets { class CommanderOptics : NewTurret {}; }; }; }; class ViewOptics : ViewOptics {}; }; class m1a1 : tank{}; class achzrit : m1a1 { displayName = "achzrit"; model = "\achzrit\achzrit.p3d"; selectionLeftOffset = "pasanimL"; selectionRightOffset = "pasanimP"; scope=2; faction = "IDF"; vehicleClass = "idf_armor_corp"; side = 1; accuracy = 0.8; picture = "\ca\tracked\Data\ico\M1_abrams_CA.paa"; Icon = "\Ca\tracked\Data\map_ico\icomap_m1a1_CA.paa"; mapSize = 7; armor = 500; maxSpeed = 50; hiddenSelections[] = {""}; hiddenSelectionsTextures[] = {""}; transportSoldier = 7; hasCommander = true; crew = "IDF_Tanker"; canFloat = 0; driverInAction = "BMP2_Driver"; soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A2_track_v2", 5.01187, 1}; soundEngine[] = {"\achzrit\Sound\mk3engine.wav",10,1}; memoryPointTrack1L = "Stopa ll"; memoryPointTrack1R = "Stopa lr"; memoryPointTrack2L = "Stopa rl"; memoryPointTrack2R = "Stopa rr"; cargoIsCoDriver[] = {0}; cargoAction[] ={"Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","Stryker_Cargo01","BMP2_Commander"}; driverForceOptics = 0; class AnimationSources { class Ramp // Should be the same as your selection name. { source = "user"; //The controller is defined as a user animation. animPeriod = 4; //The animation period used for this controller. initPhase=0; //Initial phase when object is created. 0 = CLOSED }; class Ramp1 // Should be the same as your selection name. { source = "user"; //The controller is defined as a user animation. animPeriod = 4; //The animation period used for this controller. initPhase=0; //Initial phase when object is created. 0 = CLOSED }; }; class Turrets : Turrets { class MainTurret : MainTurret { gunnerAction = "Abrams_Gunner"; gunnerInAction = "Abrams_Gunner"; animationSourceHatch = "hatchGunner"; weapons[] = {"M240_veh","SmokeLauncher"}; body = "otocvez"; gun = "otochlaven"; hasGunner = 1; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.00316228, 1.0}; magazines[] = {"1200Rnd_762x51_M240", "1200Rnd_762x51_M240","SmokeLauncherMag","SmokeLauncherMag"}; forceHideGunner = 0; GunnerForceOptics = 0; gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner"; minElev = -33; maxElev = 33; initElev = 0; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.166; minFov = 0.025; maxFov = 0.333; }; class Turrets : Turrets { class CommanderOptics : CommanderOptics { gunBeg = "gun_muzzle"; gunEnd = "gun_chamber"; body = "otocvelitele"; gun = "otochlavenvelitele"; GunnerForceOptics = 1; minElev = -30; maxElev = 30; initElev = 0; minTurn = -200; maxTurn = 200; initTurn = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; gunnerAction = "T72_CommanderOUT"; gunnerInAction = "T72_CommanderOUT"; gunnerOpticsModel = "\ca\weapons\optika_empty"; }; }; }; }; class EventHandlers { GetIn = "_this exec ""\achzrit\rampin.sqs"""; GetOut = "_this exec ""\achzrit\rampin.sqs"""; }; // class EventHandlers class UserActions { class Openramp { displayName="lower ramp"; position="pos_action"; radius=7.500000; onlyForPlayer= false; condition="this animationPhase ""ramp1"" < 0.5 AND (PLAYER == driver this)"; statement="this animate [""ramp"", 1];this animate [""ramp1"", 1]"; }; class CloseDoors { displayName="raise ramp"; position="pos_action"; radius=7.500000; onlyForPlayer= false; condition="this animationPhase ""ramp1"" >= 0.5 AND (PLAYER == driver this)"; statement="this animate [""ramp"", 0];this animate [""ramp1"", 0]"; }; }; }; }; }; Below is a example of the model.cfg: class CfgSkeletons { class Tank; //Define base class. class achzritBones : Tank { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "levy predni","", "levy dalsi","", "levy prostredni","", "levy zadni","", "pravy predni","", "pravy dalsi","", "pravy prostredni","", "pravy zadni","", "OtocVez","", "OtocHlaven","OtocVez", "otocvelitele","", "otochlavenvelitele", "otocvelitele", "kolol1","", "kolol2","", "kolol3","", "kolol4","", "kolol5","", "kolol6","", "koll1","", "koll2","", "kolop1","", "kolop2","", "kolop3","", "kolop4","", "kolop5","", "kolop6","", "Poklop_Gunner","", "poklop_Driver","", "ramp","", "ramp1","", "kolp1","", "kolp2","" }; }; }; class CfgModels { class Tank; //Declare base class. class achzrit: TANK { sectionsInherit = ""; sections[] ={"pas_P","koll1","koll2","kolp1","kolp2","koloL1","koloL2","koloL3","koloL4","koloL5","koloL6","kolP1","koloP1","koloP2","koloP3","koloP4","koloP5","koloP6","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo","HatchGunner", "otocvelitele" ,"otochlavenvelitele", "HatchDriver", "P svetlo"}; skeletonName = "achzritBones"; class Animations { class OtocVez { type = "rotationY"; source = "mainTurret"; selection = "OtocVez"; axis = "OsaVeze"; memory = true; sourceAddress = "loop"; minValue = rad -360; maxValue = rad +360; angle0 = rad -360; angle1 = "rad 360"; }; class OtocHlaven { type = "rotationX"; source = "mainGun"; selection = "OtocHlaven"; axis = "OsaHlavne"; memory = true; sourceAddress = "clamp"; minValue = "rad -20.5"; maxValue = "rad 35"; angle0 = "rad -20.5"; angle1 = "rad 35"; }; class otocvelitele { type = "rotationY"; source = "obsTurret"; selection = "otocvelitele"; axis = "osavelitele"; memory = true; sourceAddress = "loop"; minValue = rad -200; maxValue = rad +230; angle0 = rad -230; angle1 = "rad 200"; }; class otochlavenvelitele { type = "rotationX"; source = "obsGun"; selection = "otochlavenvelitele"; axis = "osahlavnevelitele"; memory = true; sourceAddress = "clamp"; minValue = "rad -30"; maxValue = "rad 30"; angle0 = "rad -30"; angle1 = "rad 30"; }; class achkoloL1 { type = "rotationX"; source = "wheelL"; selection = "kolol1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class achkoloL2 :achkoloL1 { selection = "kolol2"; }; class achkoloL3 :achkoloL1 { selection = "kolol3"; }; class achkoloL4 :achkoloL1 { selection = "kolol4"; }; class achkoloL5 :achkoloL1 { selection = "kolol5"; }; class achkoloL6 :achkoloL1 { selection = "kolol6"; }; class achkoll1 :achkoloL1 { selection = "koll1"; }; class achkoll2 :achkoloL1 { selection = "koll2"; }; class achkolop1 { type = "rotationX"; source = "wheelr"; selection = "kolop1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class achkolop2 :achkolop1 { selection = "kolop2"; }; class achkolop3 :achkolop1 { selection = "kolop3"; }; class achkolop4 :achkolop1 { selection = "kolop4"; }; class achkolop5 :achkolop1 { selection = "kolop5"; }; class achkolop6 :achkolop1 { selection = "kolop6"; }; class achkolop7 :achkolop1 { selection = "kolop7"; }; class achkolop8 :achkolop1 { selection = "kolop8"; }; class achkolop9 :achkolop1 { selection = "kolop9"; }; class achkolp1 :achkolop1 { selection = "kolp1"; }; class achkolp2 :achkolop1 { selection = "kolp2"; }; class mkDrivingWheel { type = "rotationZ"; source = "drivingWheel"; selection = "volant"; axis = "osavolantkon"; memory = true; sourceAddress = "mirror"; minValue = -1; maxValue = 1; angle0 = "rad -35"; angle1 = "rad 35"; }; class HatchGunner { type = "rotation"; source = "HatchGunner"; selection="poklop_gunner"; axis="osa_poklop_gunner"; minValue = 0; maxValue = 1; angle0 = 0; angle1= rad -90; }; class HatchDriver { type = "rotation"; source = "HatchDriver"; selection="poklop_driver"; axis="osa_poklop_driver"; minValue = 0; maxValue = 1; angle0 = 0; angle1= rad -90; }; class RAMP { type ="rotation"; sourceAddress="clamp"; source ="user"; initPhase=1; animPeriod =4; selection ="RAMP"; axis ="osa_ramp"; angle0 =0; angle1=-1.396258; }; class RAMP1 { type ="rotation"; sourceAddress="clamp"; source ="user"; initPhase=1; animPeriod =4; selection ="RAMP1"; axis ="osa_ramp1"; angle0 =0; angle1=0.226892; }; }; }; }; I looked at the fire geometry, checked topology and everything is fine (although proxies light up which I guess is normal). I then checked Convexity and two points light up, but I'm not sure if those would cause this issue as otherwise it is an extremely simple box-like LOD. If anything if there was a problem with the convexity I would assume that I would have the 2nd related problem that I'm dealing with on a CH-53 model in which bullets go through parts of the model where they shouldn't (and kill the troops inside). When I selected component convext hull to fix the convexity issues, I then got the opposite problem which is that despite the fact that it left the rear of the chopper and door areas open, bullets now do not hit the exposed door gunners or the infantry in the back as it did before. In other words it removed all gaps/holes in the model through which bullets could go through...which is not what I wanted. Very frustrating!!! I should add that these models were not made by me, but by SFC. ITZHAK (who is very hard to get ahold of) who made them for our mod. I only edit models/textures and so I'm not an addon "maker". As such I never did grasp many of the subtle aspects of addon design. ArmA2 (and demand for higher quality and more features) has also made the process infinitely more complex compared to the easy days of OFP addon making. Adding to the problems are how ports from ArmA1 often have a ton of problems when trying to get them to work in ArmA2. Another question however: Are there any solid tutorials on the ins and outs of geometry/fire-geometry/hit-point geometry LOD's? I've read MondKalps addon making tutorial but it didn't answer my issues and the BI Wiki info was very basic. I'm wondering if there is some kind of relationship between the geometry, hit-point, and fire-geometry LOD's? Do the geometry and fire-geometry LOD's have to be identical? If anyone can help me on these issues I will be very appreciative and if they want I can post pictures of the LOD's in question. Thank you in advance. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod (The oldest surviving mod from the OFP days) -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That would be awesome as we do have a few textures that could use some updating, although our main problem is UVmapping. By any chance do you know how to UV map models? We have alot of OFP based models that need some fresh UV mapping for optimum performance as currently they use like 50 different textures rather then 2 or three main textures. However, certainly some good Arab voices would be good. We actually do already have a Hebrew and Arab voice pack although it could be updated with more standard Saudi Arabic and perhaps better recording quality. I also would like to do some things like add some Arabic voices in our Arab tanks for firing/loading/targetting commands. I'll see if I can come up with a list of phrases that we need recorded or maybe you might have some ideas of things you'd like to hear. Chris G. aka-Miles Teg<GD> -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If one of the Chinese mods would be kind enough to let us use their model/textures, then yeah absolutely we'd love to add it to the Iraqi forces. As you said, this was the main APC used by Iraq during the Gulf War so absolutely it would be very nice to have it in this mod. Chris G. aka-Miles Teg<GD> -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah. We he is helping me and we're going to be combining our stuff together. I'm working on that now actually as I'm preparing the IDF infantry. They just need a little bit more work and I'm trying to get the suspension working on the Merkava Mk4 roadwheels/tracks5 right now which is a pain in the nuts. If ANYONE knows anything about working on tank addons, I could REALLY REALLY use your help as our Merkava Mk3 and Nagmachon needs alot more work. Most likely those two won't be in the pack unless I get some help fast. I also may need some help even to get the Merkava Mk4 roadwheel suspension working properly if I can't figure out what I'm doing wrong. It's probably something very small but I can't figure out what as I compare my model memory points and config and model.cfg to that of other tank models that have working suspension systems....arrrrg. At any rate, the good news is that our Gulf War Mod pack update is going to be released very soon. Here is a 2nd video for it showing some of the new things like the T-55 Enigma, vastly updated T-62, and the Mig-29: Chris G. aka-Miles Teg<GD> -
The Lost Brothers Mod Official Release thread for ArmA2/OA
miles teg replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok cool Uzi...just let me know when you send it or just email me if my inbox is full.