mechastalin
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Everything posted by mechastalin
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Sounds: engine startup possible?
mechastalin replied to Blackknight.au's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, SLX mod has a feature where you must wait for your engine to start before the vehicle can move. -
I don't think I am skilled enough in animations for those. By the way, any suggestions on variants you guys would like to see? I have Afghanistan Field mod with AGS, 2S14, and 9P163-2 Kavartet turret variant.
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Excellent work! My only complaint is the balancing as well. T-72 for the most part was on par or surpassed the Patton depending on variant of each.
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New roof cargo animations.
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I wouldn't mind doing some work on this, me and GranQ worked on the RHS hind so perhaps another alliance between me and him is in order
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Ahh yes, that animation looks much better. Current was just a placeholder.
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Aww, whats wrong with textures? Perhaps you'd like the rusty version better? :P Also what do you mean by anims exactly? It's still an early work though, I will continue to send you guys new PBOs as I work on it. I have newer version with some changes like realistic mass and improved center of gravity. Feel free to tear it apart however you guys see fit though, you'll probably make it look better than what I could do using GSCs work. All I ask is for any major changes for the better to be allowed to be applied to my stand-alone version and the variants I'm planning for it. Edit:Do you think you guys could configure openable hatches or ones that open/close depending on engine like BRDM-2? I'm not sure how to do it myself.
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Very nice screenshots of BTR NSX!, I need to come up with a better animation for the roof proxies though. I'm not sure of a good one to use.
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My texture editing skills are pretty non existent so no guarantees.
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There aren't many Russian marking on this vehicle, especially on beat up version. So it should fit in nicely.
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so your saying that the map shouldn't have any sidewalks then.. check this link: Amiriya "on Live" (thats the exact location i showed) Suggestions about what to do would be appreciated. ps- im building this map not just for me.. but also for the community, so please help Doesn't look like theres many sidewalks there so no reason to include them heavily, especially if it means an FPS boost, always a plus on urban maps.
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I think any area using sand roads would most likely not have sidewalks built.
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Possible variant.
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Dampers now working on all but one wheel, I'm not entirely sure why only one does not work though. I'll probably need to have someone take a look at it.
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Hi, working on the BTR here and just a few things I'm not sure how to do/fix. 1 - How can I define the mass of the vehicle? I'd like to have a realistic value. 2 - How can I define the default loadout of the vehicle? I'd like it to have the following. two AK-74s (5 mags each) , 2 Strelas, (1 round each) and an RPG-7 with 5 rockets? 3 - Where do I define the zoom for my optics? I'd like to have a fixed 4x zoom like the real optic. 4 - The vehicle floats far too high in the water, how do I adjust this? Does it have to do with mass?
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Sorry for my ignorance, can you give us more information on that vehicle ? Is it equipped with a gun or missiles ? Malick It has a turret with an 84mm cannon.
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Both versions will be included of course. I have found lots of information on 2S14 tank killer on BTR-70 chassis, so I may be including that.
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Yeah, luckily the numbers are in a pretty flat area of the material map, so editing them should be easy. Heres the clean texture set with matching normal and spec maps.
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I plan to model a Kliver somewhere down the line, it'll find its way onto the BRDM-2, BMD-1, and BTRs.
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Hello, I was working on my BTR tonight and finally got RVmats working, shortly thereafter my normals completely screwed up. Recalculating does nothing at all, how can I fix this? Ingame it appears almost as a completely flat model with no lighting effects. http://i12.photobucket.com/albums/a248/Autozam/oxygen.jpg http://i12.photobucket.com/albums/a248/Autozam/buldozer.jpg
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Actually I think the map is defined from the textures as well for the GSC one. Either way its something I can probably edit manually.
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I kind of like the way it looks now but I'll give the STALKER normal map a shot. Edit: I inverted the green channel but the blue came out MUCH darker than a usual map. Also the maps look pretty similar to mine, I want to make it clear that the reason the maps look odd is because of the very beat up condition of the vehicle, they will look more normal on the less beat up skin.
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Did not work correctly if I remember correctly, was entirely different.
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Perhaps you could do an upgraded variant of the Shilka? Something like the ZSU-23-4MP? http://en.wikipedia.org/wiki/ZSU-23-4MP_%22Bia%C5%82a%22
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Generated them from the diffuse myself.