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miles teg

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Everything posted by miles teg

  1. Yeah I think that's what they're talking about Namman. Hey guys, what are you using to binarize these files? I got a custom model working perfectly unbinarized with no problems doing exactly all the directions to the letter. However I'm still using the ArmA 1 O2 tools. When I binarize the folder, and test it, the hands get all fubar and turn into huge blocks. Is this because of the old version of O2 or because something is still wrong with the model??? Namman is working with me on the same mod, so assistance with this issue would help us both. Any help would be much appreciated. Thank you! Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod
  2. miles teg

    the FEW

    OMG!!! WOW! Even if it is not totally perfect, something like your B-17 would be a dream to me. I had totally forgotten also about the predator drone and its turret so I guess I was wrong about the turret class thing. I noticed that some of the guns are still buggy (the rear and side guns sticking straight up) but overall aside from the "shooting through wings" problem, it seems it could still work vith very careful players and perhaps some turret movement limitations in the config to minimize self-inflected dammage. But I'm sure you're way ahead of me on that idea. Hats off to you for such fine work. You're absolutely right. I forgot that your mod had its own pilots so yeah no need to integrate them with any WWII mod. On areas that could use improvement- cannon/mg sounds. Those definitely need new sound samples. Also to get an idea of some better engine sounds, you might check out the sounds from Footmunch's old A1 Skyraider addon in OFP. http://ofp.gamepark.cz/index.php?showthis=5007 That thing had a THUNDEROUS radial engine sound that was just absolute perfect with that very distinguishable radial engine sound that you rarely hear any more in the skies today accept at air shows. I still remember the first time hearing the roar of those engines when an airshow was going on in my town. I was like, "What the hell is that??" and saw a formation of classic WWII fighters and a B-17 bomber flown by the Confederate Airforce. I'll never forget that sound. It just sent shivers up my spine. My father remembers seeing thousands in the sky returning from Europe one particular day shortly after WWII when he was a child... something that will never be seen or heard again today accept in simulators. With all this talk about sounds, if you need any help with sound editing, I'd be more then happy to help you seek out and edit high quality radial engine sounds. (I've done several custom helicopter and tank sounds in the past). So for example for a B17 sound I could take a good single radial engine sound, put them on several tracks of my multi-track software, time align them slight differently and adjust each one's pitch a minute amount to get a very authentic sounding multi-engine WWII bomber sound that could then be looped once mixed into a master stereo .wav sound. I hope also that you might think about some of the more interesting WWII warbirds that most WWII mods completely ignore. A prime example is the P-51 Blackwidow, a truly AWESOME warbird with its 20mm cannons and .50 cal gun turret on top (often removed or locked forward). The P-47 Thunderbolt is another excellent plane that I've never seen in the OFP/ArmA world of WWII mods. If you've never seen this documentary, you MUST see "A Fighter Pilot's Story", the story of Quentin C. Aanenson, a P-47 Fighter Pilot who flew some of the most insane missions in WWII and saw the war in the ground as an Airforce combat controller calling in airstrikes. If that documentary doesn't inspire you to make a P-47 (and move you to tears on some parts) I don't know what will. The narration is a bit amateurish, but thats because it's the pilot himself reading his memoirs so for me it made the documentary more meaningful. It also has some rare combat video from WWII. You can watch most of the documentary in 10 sections on YouTube here: http://www.youtube.com/watch?v=5EVUZZjuDHw At any rate, as always I know you will do what you enjoy making and what you want to fly as I know you're passionate about planes. I also know that regardless of what you make, I will enjoy flying them!!! So hats off sir to some really fine work!!! Chris G. aka-Miles Teg<GD>
  3. miles teg

    the FEW

    Personally I think that the map part is not so important as the plane part. CSJ, is is the is a Battle of Britain mod or a full WWII aircraft mod? I would HIGHLY recommend that you concentrate on a wide variety of WWII planes in order to stimulate other WWII mods to actually get on the ball and start releasing stuff. YOu could tell them that they can use your planes only when they have stuff close to being released. :) That would give'em something to work for. I noticed the Japanese pilot (alot of texture mapping problems) so I imagine that there will eventually be Zeroes? My dream would be to have working bombers with actual working turret gunners but sadly I guess that's still an impossible dream (BI for some bizarre reason never implemented turret classes on fixed wing aircraft as far as I know). Imagine MP games with a full German bomber crew on gun turrets trying to fend off Hurricanes and Spitfires piloted by opposing players! Or vice versa a formation of B-17 bombers fending off M109's. One doable thing would be maybe have the Stuka dive bombers with the "siren" added to it that a player could switch on (and that other players would hear as they dive). At any rate this plane pack is a really good start. I hope that it continues to grow. Now all we need is some WWII infantry and armor. Sadly I imagine that will be years away from now. Chris G. aka-Miles Teg<GD>
  4. That's because Fromz is an insanely skilled addonmaker. I looked everywhere trying to find anything on the ACE Wiki about making addons compatible with ACE to no avail. I was planning on making the LoBo mod fully ACE compatible but after some of the insane levels of complexity I see being added into ACE, I'm reconsidering this. Also SFC.Itzhak just donated his stuff to ACE but for whatever reason it hasn't been put out in any betas. (They are spectacular CH-46 and CH-53 helicopters that I have betas of and helped do the sounds for assuming he ended up using my engine sounds). At any rate, making models/textures and making addons are two different things. Making the entire addon means being both a modeller and a texture artist while also learning how to do all of the config work. With infantry it is VERY difficult doing custom infantry models if you're doing it from scratch as you must label each section of the body perfect in accordance to BI standards and naming for their skeleton system. So unless Tomato knows how to do all of these things, he would need the assistance of a mod team or at least an individual addon maker with that type of expertise. Body armor isn't too bad to get working on the skeleton, however the shoulder sections and the groin protector section likely will be a pain in the ass to get working with the main body skeleton. I had to do this with a PASGT flack vest and had alot of difficulties with the shoulder section. I have massive respect for the guys who have done entire infantry models from scratch and actually got them to work properly. Chris G. aka-Miles Teg<GD>
  5. ACE2 is also a gigantic mod team with alot of politics going on. Yes they are doing alot of cool stuff, but currently they are also doing alot of stuff that is PISSING OFF the community to no end. I'm almost about to quit TG over all the ACE insanity. Anyways, if he wants to join all that, that's cool. But Tomato, if you want to do something unique and very different I hope you will join my mod team (The Lost Brothers). We are tiny compared to ACE, but we've stood the test of time and are in ArmA2 for the long haul with addons that are very different from everyone else. But if you want to team up with the script kiddies and wanna be soldiers who think they must be so hyperrealistic that they have to include different lengths of rope to fastrope from a helicopter (seriously they devoted an insane amount of scripting to this) then that's cool. I for one am fed up with ACE. They are definitely not the be-all, end-all of addon making and are just making a once excellent mod into something horrifically complicated and buggy that only the most extreme hardcore simulation fanatics will be attracted to. This is coming from an ex-US Army man who was once an ACE supporter. Now, it's just getting rediculous. But anyways call it envy or whatever. I'm just tired of brilliant addon makers getting sucked into that blackhole, getting burned out, and then just leaving the mod making scene for ArmA2. In the LoBo Mod that will not happen. We keep things simple balancing realism and fun. If not us check out other great mods like the FFAA mod or the RKSL team. Chris G. aka-Miles Teg<GD> The Lost Brothers Mod Team Leader
  6. Yeah, Dr. Manhattan is Jewish didn't ya know? lol!
  7. Hey Tomato. This is Chris G. aka-Miles Teg<GD>, team leader of the Lost Brothers Mod. We are the oldest existing mod from the Operation Flashpoint days with a massive mod in OFP, a fairly good size mod in ArmA, and now currently focused on porting our mod to ArmA II along with making new higher quality addons and models. Our main problem is that we do not have any in-house modellers and could really use your help. I know you're more focused on US Army type stuff, however Israel uses alot of US military equipment and has some of the most awesome and unique weapons on the planet. You also would have a free reign on working on whatever projects you wish. I'm not a draconian taskmaster or anything. I just give feedback and try to insure that the addons are as realistic as possible and also help to coordinate efforts between different addon makers so that people aren't accidentaly working on the same thing. Right now we will be porting over IDF, Egyptian, Syrian, Hezbollah, and Hamas units to ArmA II including the Merkava Mk1, 2, 3, and 4 series tanks, the Namer heavy APC, the Achzirit heavy APC, the M60A3 (IDF and Egyptian Army), UH-1N, F-15E, F-16C, F-16I, Westland Mk2 Commando, Gazelle gunship, AH-1S Cobra gunship, F-4E, A-4, Golan MRAP, Ze'ev MRAP, IDF uparmored humvees, landrovers, a huge range of ships, etc.. etc.. For infantry we have almost every major unit of the IDF, we have artillery, and we have unique infantry weapons like the Tavor rifle, the Negev LMG, the Shipon AT rocket, and the Spike SR and Spike LR ATGM's. We also have done historical infantry and armor from the 6 Day War and Yom Kippur War periods (released in ArmA1). However... alot of these models are outdated and we really could use help updating alot of our models especially with the infantry and weapons. If you are interested any of your work that also could be used for other mods, you would be free to share. In our mod we believe 100% in sharing anything we make ourselves as long as it is not going to another IDF mod in ArmA2 (that would create duplicate addons). So far however we are the only ones making Israeli addons as well as unique Arab military addons. We have plans for later doing advanced Jordanian tanks like the Phenoix Mk2 and the Falcon tank (challenger 1 with a 120mm remote turret). So if you want a low-pressure, easy to get along with mod, that is making something very unique and that have history of ACTUALLY RELEASING ADDONS (and not just hording stuff for years). Then I think that you will really enjoy working with us. We are extremely small however and could REALLY use your help! So thank you for at least considering us and I hope to hear back from you soon. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod- The Brothers Isaac & Ishmael
  8. The reason why I say that the 30kg (standard combat load more or less) is unrealistic when it comes to exhaustion in ACE2 is that when I was a M60 gunner, during one particular training exercise at Ft. Hood, I was able to jog up and down a hill with close to that load of ammo and gear (probably around 27kg) for about 300 meters with a sprint towards the end. Yeah I was exhausted as hell and thought I'd have a heart attack, but I didn't stop as it was a simulated assault and we had to cover ground very quickly. That's why I thought it was absurd that you pass out so quickly now in the new version. It was fine how it was before as it stopped the dreaded ".50 cal sniper with Javelin" noobs and forced long range missions to use proper walking marches. Now however, you have to walk everywhere and God help you if you hit a large enemy patrol and have to sprint. Generally you end up dying trying to drop your ruck after going to the gear screen. If you forget and pass out, you are still exhausted even if you manage to drop your ruck. So I REALLY hope that they go back to the original fatigue settings. It was fine as it was. If not, then that will be a huge disappointment as even a MG gunner will be almost useless without a backpack. Right now NOBODY takes the MG spot because of this issue or they dump it very quickly after realizing that they can't run at all with a realistic M240 ammo load. So with that said, I hope that the ACE2 Dev team listens to one of their biggest end-users (Tactical Gamer.com) as we have a large number of veterans and active duty soldiers from around the world and only wish for ACE2 to be as excellent as possible. We also have a profound appreciation for the hard work that has gone into this mod so far and wish the best for everyone on the ACE2 dev team. Chris G. aka-Miles Teg<GD>
  9. Just to give some feedback from the Tactical Gamer server regarding ACE2. I am a supporting member of the Tactical Gamer community which uses ACE2 beta. There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about. 1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions). 2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily. 3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this. Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated. Chris G. aka-Miles Teg<GD>
  10. miles teg

    The Lost Brothers Mod

    Yeah I saw that... I'll have to check out their configs to see if I can figure out how they did that. The hard part however is figuring out what they're saying or what English phrases they replaced. :( Chris G. aka-Miles Teg<GD>
  11. miles teg

    The Lost Brothers Mod

    Actually the problem wasn't so much with the voices. We have alot (although not all of them are good quality). The problem is in figuring out how to code it to mimick the BI sounds. As of now, until someone else does it and I can see how its done, its way above any of our scripting levels. I might check on the editing forums to see if anyone knows how to do this. I don't want to replace the BI sounds (as some mods did in OFP), but just to have them make certain sounds when certain actions are done such as responding to greetings and stuff. The only thing I do know how to do is make them yell stuff when they fire RPG's. lol! And even that is a little tricky and I'm not sure if it'll work in ArmA 2. Also I will add the voice pack for mission makers to use on triggers. It was in our ArmA 1 pack, but sadly nobody made missions with it (or with our mod period). Now, fortunately I'm a supporting member of the Tactical Gamer server so I'll probably be getting them to start up a "Mod night" where some of the members will make some missions for our mod. That will be very nice. At any rate, right now LoBo is in the process of getting our infantry fully working and then converting a few vehicles for an initial release. The infantry is the main goal as they are the core of the mod. Once that is done and we have our Hamas converted (and then Hezbollah) we'll also see about making them ACE2 compatible where they can take full advantage of ACE2 features (at a later date). Hopefully however it won't make them dependent on ACE2. If it does, then I'll just leave them as they are. They'll work in ACE2, but just won't be able to use a few ACE features. So no biggie. Chris G. aka-Miles Teg<GD>
  12. miles teg

    Danish Army V1.0

    Some Danish SF guys with the MICH type helmets and a few faces with beards would be excellent! Chris G. aka-Miles Teg<GD>
  13. Yeah.. I agree. Some Chinese Special Forces with balaclavas, goggles, knee-pads, leg holsters, heavy body armor, etc... would be very cool. Chris G. aka-Miles Teg<GD>
  14. Yeah I agree about a SU-27 Flanker in Chinese textures. That would fill the gap for Chinese Airpower especially if one ground attack variant was made. You might also contact Andy Lee from the old OFP ROC 3 mod to see if he will allow you to use and update any of his PLA models. That was a fantastic mod back in the old days, and Andy Lee is a great person. I remember he stopped making addons because of real life issues, but I'm sure he'd love to see his work carried on into ArmA 2. Half of it is Taiwanese military stuff, but the other half is PLA. Not sure if any of of his email addresses still work though. That's the main problem. At any rate, I'd recommend getting help from other great Chinese addon makers like Tony Ranger if he's not already involved with VME or some other mod. Also concerning the aircraft models that you sold, simply contact the company regarding the legal issues and what is or isn't allowed under the contract with them. Normally their legal department will tell you what you can and can't do. Just make sure that they know that the ArmA 2 addons are non-profit addons that wouldn't be sold. Some companies are cool about this and don't care. Others strictly prohibit that. However I know that you want good relations with them so that they buy more of your addons. :) At any rate, check out the OFP ROC3 mod models and see if you can find Andy Lee (if him being Taiwanese doesn't get you into problems with Chinese authorities). His mod is here and was one of the greatest mods in OFP: http://ofp.gamepark.cz/index.php?showthis=6392 EDIT--oops... I tried it again actually and while it was good for the time, I forgot how crude some models were and there aren't many PLA tanks or aircraft....so ignore the ROC mod help suggestion. Chris G. aka-Miles Teg<GD>
  15. miles teg

    Extracting PBOs after 1.05 patch

    I tried doing that registry editing script and that failed to work (I get an error saying that it's not a registry script). Does anyone have an idiots guide for dummies on how to edit the registry files. I think the last time I did anything like that was in Windows 98 so please forgive my lack of computer skills. I just don't want to erase the wrong files from the wrong folder. I tried running regedit and I can't find anything dealing with .pbo files. But there are so many folders, I have no idea where it would even be or how they should be edited. I tried also using the search function on my C directory and no joy finding any reg files when searching for .pbo or pbo. I am using Windows Vista and simply doing "right click and open with .cpbo" doesn't work. So any help on this would be nice, otherwise no more addon editing for me and no more conversions of my mod's stuff from OFP and ArmA I. EDIT: Nevermind. I got it to work using another version of the reg script (or I copy and pasted something wrong). Running this worked: http://www.506th-pir.org/scripts/oktane/remove_arma2_pbo_association.reg Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod
  16. miles teg

    The Lost Brother's Mod: IDF Infantry Ver. 4

    Just as a last post on this thread, I want OFP users to know that LoBo is no longer working on the OFP stuff and haven't been for a long time. We released a massive volume of addons for our mod consisting of a huge range of infantry, tanks, helicopters, planes, wonderful Middle East maps, and even a massive naval armada. So I don't think anyone can say that we didn't make anything for OFP. We are very proud of our OFP mod. But we've moved on and currently are slowly developing our mod for ArmA 2 (after a modest but still sizable mod for ArmA 1). If anyone has questions about our OFP mod or is having trouble finding a link or whatnot, just PM me or email me and I'll do my best to help. With that said, for those of you who are hardcore OFP players, please enjoy our OFP mod and make some great missions on the amazing maps we made (Sinai, Lebanon, Iran/Iraq). Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod (the oldest surviving mod from the early OFP days)
  17. miles teg

    Patch 1.05 Satisfaction Survey

    I can't even get mine installed as it keeps saying my D- drive that it's installed on, is almost full when I have 1.83 gigs still left. How much HD space is needed to install it? Is it looking at my C drive instead? I should also mention that I have the horrific DVD burner bug on the damn copy protection on my legit 505 disk so maybe that has something to do with it not being able to install. I hope someone can help me with this issue. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod
  18. miles teg

    DIH 1970s Generic African Units

    That sucks that they won't allow you to change the roundel. You would think that the addon makers would WANT their addon to be used in a great mod pack like the one you guys are making. There are not exactly any 1960's or 70's era Russian addon packs to use their Mig-15. Chris G. aka-Miles Teg<GD>
  19. Vilas did ya put Major Woody's fixes into your arty so that they work with BI artillery modules? That would definitely make your arty units MUCH more useful and even more awesome! While the ammo won't be realistic at least they would work as actual artillery instead of just as tanks (assuming the fix works). Keep up the good work Vilas! Chris G. aka-Miles Teg<GD>
  20. Ah ok, thanks ShadowY. As I get more help for fixing the bug on the T-62 (when its ported over to ArmA2) I'll use that fix and that update you posted on an update for the ArmA 1 historic pack. Thanks for posting that! Much appreciated. To Chris G. aka-Miles Teg<GD>
  21. That's just how the model we got from the BF2 IDF Mod team came and re-mapping the entire tank for a new sideskirt would have been a pain in the ass. I thought it was fine as its common to see parts of the sideskirts blown off on tanks that are in combat...although it probably would have only been on one side. But oh well. I thought it looked fine and it really looks scary seeing those big Centurions charging at you if you play as an Egyptian or Syrian soldier. Overall a wonderful classic MBT. THe only bug on it is the commander's hatch opens funny. I tried messing with that for hours and couldn't figure out why the model gets squished regardless of where I put the memory points for the hatch. So I just left the animation memory points where the hatch squashing isn't too noticable. So at any rate, that's about it now for historical units aside from a few later era helicopters and armor. The good thing about these is that they are easier to convert to ArmA II and thus it's good if I get them fully working in ArmA 1 first as they have alot of issues. However probably the first thing next are updated Israeli and Arab aircraft packs. The Israeli aircraft will be released first as these have the least number of problems I think. But its been so long since I beta tested them that I need to go through all of them again to be sure. The Syrian and Egyptian aircraft are awesome, but unfortunately have alot of bugs to fix on the weapon proxies (bombs and missiles still showing as being visible on the wing after dropping them). So far I think the Mig-29 and TU-22 bomber are working well however. I just gotta fix up the Mig-23, Mig-27, SU-24, and Mig-21's. Chris G. aka-Miles Teg<GD>
  22. Finally I got around to finishing up what I could on the historic armor pack and fixing everything up as best I could. This is not a fancy pack. In fact some of the addons (AMX13 and Super Frelon) are downright crude looking. However it's still something and something is better then nothing. Plus, some of the addons due to the excellent work of the original addon makers and the addons they are based on, are quite nice. The Ishermans are good examples. You can even seat four infantry on the rear of all of the Ishermans. At any rate here's the stuff from the readme file: HISTORIC ARMOR PACK DOWNLOAD LINK: UPDATED 12/17/09 http://www.idfsquad.com/downloads/milesteg/HistoricArmor1_3.7z Mirror#1: http://www.armaholic.com/page.php?id=8730 Pics: M3 Halftrack IDF Centurion Sho'T MBT M-51 Isherman tank & AMX-13 IDF Super Frelon Transport helicopter I hope you all enjoy this pack along with the Historic IDF and Arab infantry released earlier. Chris G. aka-Miles Teg<GD> Team Leader of the Lost Brothers Mod
  23. While I'm at it, I'm going to fix up the M3 halftrack a little more as I forgot to add bags and gear hanging on the outside as was typical of IDF M3 halftracks that were usually heavily loaded down with all kinds of gear.
  24. Arrrrrrrrrg.... I could have sworn that it was working fine with a tiger striped Syrian cammo version. But now I can't find it...arrrrrrg. I have no idea what happened there. But, that's the bad news... Ok...the good news is that I quickly got the Syrian version working after a quick fix to the model.cfg file. I just gotta remake the Syrian cammo which should take just about an or hour or so with another hour of repacking and re-uploading the pack. To Cobra5000: Wasn't the AH-64 in addonpack #3? I forgot sometimes what addons haven't been released yet but I could have sworn it was in there. Edit: Yeah I just checked and yes we did released the AH-64 already in Addon Pack #3. No updates have been made to it. You can download addon pack #3 here: http://www.armaholic.com/page.php?id=3755 Chris G. aka-Miles Teg<GD>
  25. Thanks. To be honest, I'm not sure. Alot of former Allied countries had both. They most likely came from either America or the U.K. (as they also bought alot of Centurion tanks which were just superb tanks). Chris G. aka-Miles Teg<GD>
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