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maatz

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Everything posted by maatz

  1. Looking great mate, will you also add some fencing in the openings of the Bunker? They are there to avoid grenades to be trown into the bunker. Animated gif Also seen are round big HESCO's to protect aircraft etc. seen below. Will those also be added to the pack? http://www.armedforces.co.uk/newimages/hesco3.jpg" border="0"> thx mate. that is nice to hear you like it. but what do you mean with the fencing at the bunkers entrance? i dunno what that should look like?! although i am still alone working on these things, i planned on making those round things aswell, filled with concrete stuff, right? greetings maatz ps: oh, and of course this container-hesco-bunker will be included...
  2. maatz

    Lightning bug on my HESCOs

    hm, the problem is, ArmA isn't working on my computer. and I do not own it, so i think it's impossible for me then to get the new "O2" to work?! but thanks for the tip mate. i will try it out now.
  3. got some more static stuff to show off. again, pics were taken by Pauliesss. some kind of HESCO bunker hope you like it. i just got some lightning bug on the model, but i wrote that in the modelling thread... greetings maatz
  4. still playing around with this icon-size-thingy, though. have not found a way of making the icon the exact object size... well, but i got a new problem: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class wtower1: TargetGrenade { model="\maatz_hesco\wtower1"; armor=200000; scope=2; vehicleClass="HESCO_Objects"; ladders[]={{"start","end"}}; //mapSize=0.61; //icon="\maatz_hesco\i\mil1_i.paa"; displayName="Watch Tower 1"; irTarget = 0; } the thing is, that the ladder doesn't work in ArmA. dunno whats wrong. i have set up a MemoryLod with the start and end things, and wrote it in the config, but it doesn't seem to work ingame! but in good ol' ofp the ladder works, without problems... plus: i cannot make my normal maps working in AmrA! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgTextureToMaterial { class HESCO_material { textures[] = {"maatz_hesco\t\ht.pac"}; material = "#HESCO_material"; }; }; class CfgMaterials { class HESCO_material {a mbient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 0.0; PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "maatz_hesco\t\ht_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "maatz_hesco\t\ht.pac"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "maatz_hesco\t\ht_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; }; }; this config part was more or less taken from Linker_Spits tut for normal maps etc... but it doesn't work ingame. it says: is anybody able to help me out somehow? thanks in advance maatz
  5. yep there will be a sand version (this pic i also posted some pages back) @VXR yes, i thought changing the sand texture to a mud or dirt one or maybe make darker sand. i am glad you like it.
  6. worked a little more on green HESCOs, they fit better into the woodland areas in ArmA than the sand ones, i think here's what i've got so far: Screenshot was taken by my betatester Pauliesss. greets maatz
  7. well, i tried as you said, but it didn't work. the icons still don't fit 100%... isn't there another way, of making the icon excatly the real object size?!
  8. maatz

    Outbreak mod

    great idea. i love zombies... i'd like to help out if time allows it. just PM me, what you need... greetings maatz
  9. alright. i worked some more on my textures for the HESCO stuff. this is what came out so far more to come soon... greetings maatz
  10. thank you Gnat! but i still got problems. in the wiki stands this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mapSize Float: Default Value = 10 (meters). Used for the map editor to show the icon associated with this model class. There is no x y component to this, the meaurement units are meters. To creat a circular, rectangular or other 'non sqaure' image, you need to make a pac file for the icon with, a transparent layer. mapSize = 0.7; // small object such as a tree mapSize = 4; // a small'ish building The Mission Editor map is not very good in this regard (as noted above). However, the main problem is the base classes of the engine. The mapSize= for most objects, particularly buildings, is a one shoe fits all. A forest, eg, is the same mapSize= as a tree !!! Later Oem addons, *generally* are better and more specific in this regard, making position and fitting a little easier. so, i made a icon and gave it the size mapsize=1.23; in the config. because the object is exactly 1.23 x 1.23m. but in the editor the icon is still bigger than the object ingame then, you know? and i also tried it with mapsize=6, as you mentioned, but that was even bigger... i hope you get the point? oh btw, whats the best way making a custom icon? i did "solid fill faces" in the "top view" in oxygen and the used it as the icon... or is it better to draw them with PS? greetings and a happy new year maatz
  11. thanks a lot guys. now the problem is solved. oh, and i changed my TAG to another one ;-) thanks raedor! but now i got a new problem, for which i don't want to start a new thread. i am making custom editor icons for the objects, but how can i make them exact the size, they are in game then? because my icons now are much bigger than the real model then. i hope you understand my problem!? greetings and thanks so far maatz
  12. sure i will release them. i am working hard on them at the moment, especially on normal maps and prebuilt objects such as walls, kind of bunkers, towers and checkpoints etc thank you very much for your constructive criticism. always nice to see, the community likes it oh, and a special thanks goes out to you DaSquade btw, if you have ideas or wishes, please feel free to post them! greetings maatz
  13. hey mate they are based up on ingame pictures from the vbs hesco thingys you know. please remember that they are just placeholders until now! i didn't want to offend you or steal anything greetings maatz
  14. alright, i worked a little further on my HESCO pack and i got them ingame now. Thanks to Pauliesss for the pictures! [imghttp://i254.photobucket.com/albums/hh96/maatz_arma/arma-2007-12-28-22-12-38-75.jpg[/img] (can't get the pic under 100kb :-( ) but I still gotta lots of work to do. i am playing around with normal maps at the moment, but dunno how to implement them properly and i gotta do so tweaks to the config...
  15. maatz

    Work-chop-shop!

    uhm, nice thing neph! but how do i implemtent my normal maps in ArmA?
  16. alright. got some new ones. Version 10 and 2. Version 10 is about 2.12m high, so it's quite offering good protection :-P EDIT: Sry to post a Ofp pic, but i got some ingame now. it's just a crappy config, but i wanted to see them ingame :-P
  17. yeah, and therefor I need a little help i have been missing hesco stuff already since ofp...
  18. hey guys. nice things going on in here. i always waited for someone to make HESCOs, but noone started to work on them so I decided to do them myself and when they're done release to you all. BUT: 1. I cannot run Arma on my computer, so I maybe need someone to test things out for me, later. 2. I do need some help making higher detailed textures for the HESCOs, and maybe this bumpmap or mipmap stuff which is possible in ArmA. i have absolutely no clue about it, though I read a tutorial by Linker_Split... I hope I rememer his name correctly!? 3. Last but not least I could need some Ideas of what I shoudl model, say bunkers or walls, etc. I am planning to go for the 10 different types, and make them exactly the size which is written on the HESCO-homepage: Product site here is a picture of a single one, I made so far: what ya think guys? greetings maatz EDIT: i forgot to mention that i model with Oxygen O2 for OFP:R!
  19. maatz

    PC Discussion Thread - All PC related in here.

    hey guys! thanks a lot for that much information you delivered! great! yeah i think i'll go with one 8800GT and if needed i always can get a 2nd one after, some time, when really necessary... thx a lot *thumbsup* oh btw, does anyone already have experience with this card? i know it's quite new, but could be... :-)
  20. maatz

    PC Discussion Thread - All PC related in here.

    is it better to buy two Geforce 8800GT with 512mb and SLI then each or one 8800GTX with 768mb? I still could not decide, which ones to take, because from the price its almost the same, and in future i could update with a sencond 8800GTX if I go with one first. any ideas?
  21. maatz

    Beach obstacles for d-day mission

    you need to download addons for that thing. take a look at the ww2ec or here on ofp.info: http://ofp.gamepark.cz/index.php?sekce=unofaddons/misc or try a search for GFX707 bunkers. he once made many good things for ofp and especially dday stuff etc i hope i could help a little.
  22. maatz

    "graphis explosion"

    I also got those exploding units with my ATI Sapphire Radeon 9800Pro 128Mb. I'm saving my money for a new system with a MSI NX8800GTX, so then i'll hopefully be able to play with it then
  23. great work guys! nice bunker! is it possible to stand in them and shoot out? becuase in some bunkers i remember from fop you were almost not able to shoot out of the bunkers... but great work guys!
  24. maatz

    IMWM

    i could provide pictures from vbs1 terrain pack 3 (irqai maps). the single houses from each sides, if needed. they got some good ones... greetings maatz
  25. i have a pretty decent camera and live in sweden so, if you want to make scandinavian looking objects and buildings i could probably help a little nice to hear! my mom is from sweden and i love the country, of course. would be cool! i would be in the boat :-)
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