miles teg
Member-
Content Count
5229 -
Joined
-
Last visited
-
Medals
Everything posted by miles teg
-
Bulldozer soldier animation problem
miles teg posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
After reinstalling bulldozer and porting over my de-PBO'ed Bin, Core, and Language Core folders from my main ArmA2 folder (making backups of those folders in my "P" directory), I finally got bulldozer to work perfectly on vehicles. The problem is with soldier models. When they load up the arms and other parts of their bodies are all deformed even though the textures all load fine. I have the bulldozer viewer filepath setup correctly, but have no clue why I'm getting deformed soldier models. Does anyone have any ideas what files it is that controls this so I can hunt them down and add them in? I've gotten it working before on an older computer so I'm not a noob at this, and have been working with addons since the beginning of OFP. But for the life of me I can't figure out why it's doing this. Any help would be greatly appreciated as it's caused a halt to work on my mod (The Lost Brothers Mod). Also yes I've already searched on the forums and on Google and couldn't find info on this problem but I could be using the wrong key words for the search. Thanks, Chris G. aka-Miles Teg<GD> -
Bulldozer soldier animation problem
miles teg replied to miles teg's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
That worked perfectly! Thank you SOOO much buddy! Much appreciated! Chris G. aka-Miles Teg<GD> -
Is there any other way ...
miles teg replied to Punkrocker 2's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
A major reason is if we can't get Bulldozer to work. That is my problem. I get a "Shaders not valid (mismatch of exe and data?)" error with another brief error regarding cfg. voices before that. I have a legit bought versions of ArmA2 and OA that are both fully patched up and a 9800 GTX/GTX+ card that runs the games perfectly. I'm going to keep searching for fixes but it is VERY annoying as it's put on hold all my mod work. arrrrrrg! Chris G. aka-Miles Teg<GD> -
Microlight & Ultralight v1.3 Release
miles teg replied to konyo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Holy crap! ORSON!!! WOw you're still here buddy? Man I didn't know you were still active in the community. You helped my mod TONS after the OPGWC mod in OFP disbanded. I just wanted to give you a big public salute and thank you and glad to see you still helping out others in the community! Folks, if you don't know Orson please give him the respect he is due as he's a hell of a great guy who in the OFP day ranked up there with Footmunch, Mars911, Trenchfeet, Adammo, Col. Klink, Vipersheart, and other addon maker legends! 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 there is a bug on the T-72 then that is a BI bug as we're just using hidden selection textures on their model. As for the issue of the crew showing inside, I noticed that unfortunately on several of our addons and I'm not quite sure what is causing that. So far I've only noticed it when dust gets kicked up. I hope the solution doesn't require totally re-UV mapping the vehicles because if so...ack...I don't know if we'd be able to fix that anytime soon. At best on the T-55 we could swap it out for retextured BI T-55's but honestly ours is better as the model is more detailed and it has the DShK MG. But we'll do our best to get rid of as many bugs as possible. Right now I'm working on a small Saudi Army infantry/vehicle crew pack. Anybody have a G3 rifle MLOD/texture that they can spare? If not I'll have to give them FNFAL rifles. :( Chris G. aka-Miles Teg<GD> ---------- Post added at 05:23 PM ---------- Previous post was at 05:21 PM ---------- Oops sorry about that...arrg. Yeah I have so many critical messages that I can't delete (technical info for fixing bugs and permissions to use addons) that I can't delete many of them. But I'll find some to delete. One moment... thanks! EDIT- Ok deleted 4 messages...more room 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
Yes Andrei with help from other mission makers like Mikee has made some MP missions that will be released with the next update. :) -
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
Yup. I think I posted them on our thread in the discussion section of the forum but here are a few: All of these and our Hezbollah guys now have fully working OA compatible backpacks along with working laser pointers on the M4's (I still need to add them to some of the Tavor's). -
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
Yes, as I mentioned earlier, we're going to try asking Vilas to use his V150's and make Saudi SANG versions of them. I used to live in a SANG compound in Riyadh when I was growing up which is why that would be especially cool to me. Oh but one bit of bad news. My Nvidia 8800GT card is dying on me...so things may slow down a bit. Typing on lowest resolution and 16bit colors right now and can't test anything out in Arma2 without getting a blue screen of death. :( Fortunately I have another unused computer that runs ArmA2 (my bros computer who left it at my house that I use for watching movies on a 52" LCD TV cuz it has a BlueRay drive on it). But it will be awhile before I get it fully set-up for editing and stuff. (sigh) Also no job at the moment so can't afford a new video card unless someone wants to donate one to me. 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
Well sadly our modelling abilities are very limited as our one modeller (Namman2) is slowing down his mod work until he gets a new computer (not easy in Gaza). The M728 I did was a very amateurish job of "frankenstein'ing" an existing M60 model with a dozer blade from our Israeli D9 and adding an A-frame that I tried to model myself. It's not a perfect model, but I think that it's definitely "close enough" until we get an expert model maker to update it. So basically all of the cool units you see are the result of the generosity of other addon makers like Rygugu, Vilas, SFC Itzhank, Snakeman, Eble and many others who have helped out our mod so greatly. Without them we'd have nothing. My hope is that by making very interesting and unique addons, that we will attract talented model makers and texture artists to join us. Until then, we work very hard modifying and retexturing these models to make them into something very unique (like the M728, Hezbollah, and Fedayeen models) We also welcome ANYONE who doesn't want to join us, but who would like to donate to us textured models or who would like to do some retextures of BI models for us. We need currently these retextured BI models preferably with a LoBo tag (LoBo_AH64_Egyptian.pbo for example on hex edited models): Israeli & Egyptian C130's Israeli and Egyptian AH-64 Israeli UH-60 Egyptian M1A1 Abrams Saudi Arabian M2 Bradley Egyptian and Iraqi L-39 Albatross Saudi Arabian and Egyptian CH-47 Chinook and probably a bunch of others I'm forgetting. As for the HEMMETT, sadly we can't port those as those were made by the COMBAT mod from OFP who sold their models to BI for VBS2. But... if someone is making some new ones we'd LOVE to use them in our mod because the IDF also uses them. I've also actually driven them in real life and they are TONS of fun to drive off-road. 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
Yup...but they really did use those Darth Vader helmets in real life which is very interesting. Our goal was to be the first mod for any FPS game to ever make these unique units. Unfortunately however they were not used in the Gulf War...but can be used with BI units to simulate battles from the 2nd invasion of Iraq. Regarding the wheels...yeah they stick out like a sore thumb and I will be replacing them today with new wheels as they ruin an otherwise very detailed 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
Arrg...just to bump it to the next page I'm gonna repost the pics otherwise nobody sees them: One nice new little screenshot: Saudi Arabian AMX-30. Model and Textures by Bizaroide (who also made our original Merkava Mk4) converted to ArmA2 to by me. This was a BEAUTIFUL model/textures made a long time ago that was never used by anyone. It was simply too beautiful a model to waste and I had always intended to eventually do a Saudi Arabian pack. Since we're doing Gulf War units, I figure I'd make a little Saudi Pack to include Saudi Arabian AMX-30, M1A1, and M60 tanks along with a little infantry pack. Eventually the Saudi Arabian pack might expand to include a few more vehicles but will not have high priority. I would however like to hopefully get Vilas to allow me to use his V-150 commando APC for some SANG (Saudi Arabian National Guard) commando units. The AMX-30, M60, and V-150 were all used during the battle of Khafji (a MASSIVE battle at the beginning of the 1st Gulf War when Saddam sent his 3rd Div into Saudi Arabia to seize the city of Khafji). I have also added on the U.S. side, Marine Force Recon and USMC ANGLICO units that also took part in the battle fighting side by side with the Saudis. Also a new pic of the updated Fedayeen-Saddam militia: USMC Force Recon (added black beanie cap) on left and USMC ANGLICO (1st Marine Div) on right: Chris G. aka-Miles Teg<GD> ---------- Post added at 04:27 AM ---------- Previous post was at 04:26 AM ---------- Yes, "The Lost Brothers" refers to the descendants of Isaac & Ishmail. -
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
One nice new little screenshot: Saudi Arabian AMX-30. Model and Textures by Bizaroide (who also made our original Merkava Mk4) converted to ArmA2 to by me. This was a BEAUTIFUL model/textures made a long time ago that was never used by anyone. It was simply too beautiful a model to waste and I had always intended to eventually do a Saudi Arabian pack. Since we're doing Gulf War units, I figure I'd make a little Saudi Pack to include Saudi Arabian AMX-30, M1A1, and M60 tanks along with a little infantry pack. Eventually the Saudi Arabian pack might expand to include a few more vehicles but will not have high priority. I would however like to hopefully get Vilas to allow me to use his V-150 commando APC for some SANG (Saudi Arabian National Guard) commando units. The AMX-30, M60, and V-150 were all used during the battle of Khafji (a MASSIVE battle at the beginning of the 1st Gulf War when Saddam sent his 3rd Div into Saudi Arabia to seize the city of Khafji). I have also added on the U.S. side, Marine Force Recon and USMC ANGLICO units that also took part in the battle fighting side by side with the Saudis. Also a new pic of the updated Fedayeen-Saddam militia: USMC Force Recon (added black beanie cap) on left and USMC ANGLICO (1st Marine Div) on right: Chris G. aka-Miles Teg<GD> -
Cool. I'll download this for sure whent he full patch is released (Hopefully soon). It was always pissed me off that they turned off the ability to see incoming tracers with the rationale "you can't see incoming tracers in real life) which is total b.s. to those who have ever experienced incoming tracers and who know that YES you certainly can see tracers coming at you. The only thing that is not that realistic is more of an issue with the BI tracer system which is that they look elongated like you see on TV...but are not that way in real life. In real life they look like little glowing balls. It's the video/film process itself that cause the light to be stretched out over several frames of film and thus look like lasers on TV. Still it's better then nothing I suppose. But I hope one day someone will port the realistic tracer mod that someone made in OFP that had realistic ball shaped tracers along with ricochet'ing tracers that could actually kill or injure you if they hit you. 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
Hmm... I suppose it could be modified into a ZPU-1 or ZPU-2, but that would be kinda redundant. The main purpose of the ZPU-4 is just to have something not quite as deadly as the ZSU-23-2 where helicopters still have a fighting chance against it. Currently you only have around a 10-15% chance of survival in the most armored helicopters if you fly anywhere near a ZSU-23-2. With the ZPU-4 you have around a 50% chance of survival or higher depending on how far away you are and on the terrain. This way you get the "HOLY CRAP!" ass-pucker factor of getting shot at by ALOT of tracers and still possibly surviving to either fly away, land, or attack and destroy it. Oh yeah, I saw that page with the darth vader helmets. Those helmets now fetch a high price amongst military helmet collectors. However from other reports I've read they say that the material they're made with has very poor ballistic properties...but I've never heard of one of the helmets actually being tested. Whatever the case, they look awesome and were used in combat so we added them to our mod. :) Chris G. aka-Miles Teg<GD> -
Yes, but do they know how to cock, load, and shoot your gun? Do they take big guns or small guns? Do the hookers shoot-up the snow on Winter maps? Also do they know know how to handle a joystick in the cockpit? When engaging these hooker units in the bush, do we need a helmet on our soldier? When positioned aboard a ship in a mission how do they handle the seamen? In Warfare missions will they be too expensive or cheap and disposable? I sense that some updates are needed for these to be top-knotch hooker units.
-
Hmm... hopefully there is some way of fixing that as they may or may not survive an anti-tank mine depending on the type that is used. For heavy armor, often anti-tank mines are stacked in real life (common Taliban technique) and even some of the larger Russian made ones can defeat most known MBT's in real life just with one. We called those K-kill class mines in the Army. They are very nasty and I'm not sure that even a MRAP could survive a hit from one of those. The TM-89 is a good example of a very nasty anti-tank mine. There are also various methods of fusing the weapons to bypass the heavier frontal belly armor of armored vehicles so that it explodes in the middle of the vehicle causing maximum casualites to troops embarked in the cargo section. I'm not an expert on landmines but I know a little bit from CET (Combat Engineer Training) training that all members of the US Army Corp of Engineers have to go through. At any rate, perhaps the armor rating can be pumped up a tiny bit so that AT mines just result in the crew bailing out. Another option is to create a custom mine pack to use with the MRAPs but since they are normally hidden, I think that the new IED's that came with the last update should be sufficient in simulating typical anti-tank mines used in Afghanistan. What I would like to see is more work on simulated mine-sweeping devices. I'm currently working on something like this using the attachto script but I need somene to model some anti-mine rollers for me. Currently I'm just experimenting with the WORKING anti-mine system that our mod made in OFP but that sadly nobody noticed back then. If I get it to work a version could be modified to work with these MRAP vehicles. Chris G. aka-Miles Teg<GD>
-
Ah damn...that really sucks. :(
-
South Africa had the earliest variants of such vehicles but they weren't called MRAPs back then. As for modern areas....maybe some are used by NATO in Kosovo perhaps? Not sure. But most likely you'll see some variant of MRAP used in U.N. missions around the world. 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
Oh I'm well aware of the Sheridan light tank. It's one of my favorite tanks, but unfortunatly I'm not a modeller. The M728 CEV I just put together from existing parts (and thus it's not 100% accurate on the model). However it's fairly close. But with that said, if I can get one of the Vietnam mods to allow my mod to use their Sheridan, I would LOVE to use it in our mod for the Gulf War pack. It was used in particular during the seizure of the Kuwaiti International Airport in its intended role as an airborne light tank. Sadly that was its last "hooah" with no replacement yet for the airborne forces. At any rate....most likely we won't see this tank or the 82nd Airborne infantry needed to go with it unless we get permission and MLOD's from a Vietnam mod that has a model of it. So if we do see it in our mod, it'll be in a future update. I'm hoping we'll get more help to expand this Gulf War pack after it's release so that eventually, with the help of the ArmA community, it will become a full Gulf War 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
Two new pics: The first is our Fedayeen militia (arm patch will be changed on final version to a Fedayeen patch) sporting a customized AK-47 and the infamous "Darth Vader" helmets. Yes they REALLY wore those. The second pic is of our 1991 era U.S. Special Forces (armed with MP-5's) with two Fedayeen militiamen in custody. Picture of real life Fedayeen militia with Darth Vader helmets: Chris G. aka-Miles Teg<GD> -
Will you add more compounds like on the Avgani map? HOnestly I think this is EXTREMELY important, otherwise it just doesn't feel right as typical building layouts in Middle East towns has all of the buildings packed together next to each other with only a few alley-ways and generally with compound walls around each house (and no walls around commercial buildings for shops). There should be enough good Middle Eastern buildings in Operation Arrowhead to make it fairly realistic...well unless you don't have OA in which case this project will probably never feel quite right. But if you do, the adobe type buildings should be more for small farms outside the city (although I did see a whole neighborhood of such buildings in Alexandria, Egypt). But as I said earlier, just look at the OPX Avgani city layout to get an idea of what I'm talking about as that layout is PERFECT and even more realistic then the city on the Zargabad map that BI made (although that is good also to examine as it is fairly close as well). But again, I'm not demanding this. I know it will take a LONG time and I thank you for releasing this beta. But please trust me on this advice otherwise the city will never really "feel" like an authentic Arab city. Also even better...study actual pictures of Fellujah neighborhoods. Example: http://www.michaeltotten.com/archives/images/An%20Edgy%20Calm%20in%20Fallujah.jpg Notice that there are NO gaps between the buildings. Also if sidewalks can be added to some areas that would be fantastic...but if you can't due to FPS and time issues that is understandable. http://www.michaeltotten.com/archives/images/Market%20Street%20Fallujah.jpg Notice the market tables/stands in front of the buildings. http://upload.wikimedia.org/wikipedia/commons/9/94/Fallujah_2004.JPG The above pic is a typical Fellujah neighboorhood. Notice how almost every house has a little courtyard/compound wall with a metal gate in front of the entrance. This is the most common architecture of your average house in almost any Arab country you go to. So in summary, if you put the commercial buildings close together (divided by streets only) and add more courtyards or compounds w/gates for residential neighborhoods, you will have a MUCH more realistic looking Fellujah. Yes...the object count will go up unfortunately however but this can be minimized with more fields and open areas in between neighborhoods and commercial areas. With that said, so far you have a very good start and it is definitely a usable map so again, good job so far! Chris G. aka-Miles Teg<GD>
-
I agree with Requiem. If you look at the OPX Avgani map, you will see how a proper Middle Eastern town looks like. Almost every neighborhood has houses within small compounds. The Avgani map is so realistic I could almost smell the flinty desert air. (BTW I grew up in the Middle East and have travelled around the region so I know what towns in the region look like). So, for what it's worthy, if you copy the lay out of the neighborhoods in Avgani, your map will look MUCH more realistic IMHO. Also I think you can do this just using BI objects so I don't think you'll need to use the OPX objects (although that would make it a little nicer). But so far it's not too bad. Keep up the good work as I know map making is not easy and so far you're doing a good job. 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
One more pic of USMC 1st Marine Division infantry: All our infantry now have ALICE LBE's (ammo harness) and and BDU uniforms are now more washed out (they were too bright earlier). I also now have helmet bands on all the kevlar helmet textures (it looked wierd before with that missing) and a few units have goggles. USMC infantry have woodland PASGT vests (as was common with USMC deployed to Desert Shield/Storm. Our US Army 1st Cav infantry have the desert cammo PASGT vest covers. Both have appropriate unit patches on arm as well in subdued colors. They also all can use the OA backpacks (although the pack has already its own custom backpack .pbo for these guys and the Iraqis). 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
We have not been idle... in the process of preparing for the update to what is now a Gulf War section of our mod, I decided to create one of my favorite tanks that I was familiar with during my younger days in the US Army Corp of Engineers..... I introduce to you the first M728 Combat Engineering Vehicle ever made for the OFP/ArmA franchise: Info on the real life M728: http://www.fas.org/man/dod-101/sys/land/m728.htm This model is based upon Rygugu's fantastic M60A3 addon. I give 98% of the credit to Rygugu as he has been extremely generous in helping the Lost Brothers Mod and is a first rate addon maker. I also give credit to Andrei who did the great texture modification, texture-repathing, and config modification. With that said, please forgive my mediocre addon making skills as the dozer blade and A-Frame was cobbled together from parts on our D-9 bulldozer. Still I think it looks fairly close and all-in-all and not too bad. Plus I added in the config the 165mm cannon and its ammo for it to give you some seriously AWESOME firepower. However don't use it against enemy tanks as you'll probably die as its cannon is short range and you can actually see the round firing out of the cannon a bit like a mortar. The main mission of this bad boy is breaching minefields, bunkers, concertina wire, masonry walls, anti-tank barriers, and other obstacles....not to mention blowing the hell out of buildings and infantry. So in the next update you will see 3 M60 variants: The standard M60A3, the M60A3 with ERA (reactive armor), and the M728 CEV with ERA. My hope is that some skilled addon makers will work with me to improve the M728 and possibly also help to create some bridgelayers as well as other combat engineering vehicles that have been sorely lacking in ArmA2. So maybe this will be a bit of stimulus to the imagination's of other addon makers. For example, I'd love to see the British and Russian mod's make more Combat Engineer Vehicles (CEV's). That would make things much more interesting and provide more scenarios for mission makers as hardly anyone ever does any engineer missions. Anyways, I hope you guys like how it looks and a mighty "Hoaaah" and "Essayons" to all my 12Fox MOS friends who once drove these beasts and to all my fellow Corp of Engineers soldiers past and current. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers -
Ok, thanks for the info 3Dartist. After all this beautiful modelling work is done, I hope that there are some talented addon makers to help actually make it all work and to texture it all properly (unless you are also doing all the textures. I know it will be ALOT of work getting details like animations, proper sound configs, carpet bombing capability, and (dare I hope) maybe even remote gun turrets! Do they still have gun turrets on those? I know that "The Few" mod has a B-17 bomber with working gun turrets and carpet bomb system. Then of coarse there are the fun Bear variants with the cruise missiles and anti-ship missiles all of which would be cool. But for sure the ability to sit in the rear and look out the window would feel very cool...maybe even make the gunner as a bombadier with some type of downward facing bomb sight for high altitude bombing. It would be difficult to script into a config but would be something very cool for multi-player missions as BLUFOR players on another team flying intercept missions would have to climb very vast to intercept the bomber (and avoid OPFOR fighters escorting the bomber). I'm a member of a very large multi-player ArmA2 community by the way (United Operations made up of Tactical Gamer's ArmA2 community that broke away) and I'm sure such an addon would become part of the standard addons used on their servers. Maybe if the plane comes out working well in ArmA2, many of the same config scripts and features could be applied to future bomber addons. Such community projects are truly what make the ArmA2 community and addons evolve to new levels of awesomeness! So keep up the amazing work! It will be such a joy to see a classic warbird like this plane flying the skies of ArmA2. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod