mechastalin
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Everything posted by mechastalin
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Can anyone help with dampers?
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Russian Federation Units V.2.00
mechastalin replied to Shadow NX's topic in ARMA - ADDONS & MODS: COMPLETE
We are running these on our server, and although we dont get over 20 people we have had no problems in the missions featuring these soldiers or their weapons. -
Yeah, as a mission target it'll be nice, the problem with most missions where you attack airfields or whatever is the complete lack of any long range AA weapons or similar systems. Also, even though this system wont be of much use on Sahrani, I imagine once we start getting much larger custom islands things will change.
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Very very very nice model and textures, I don't know if I have the time or drive but if its completely finished I could try my hand at it. Perhaps more sams will be on the way if this one is successful, we need more of them in ArmA for sure. At the very least it'll be a very pretty unique mission target. Also, if you want the shadow to be as pretty as possible make sure you keep as many vertices closed as possible.
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The normal maps look odd because this is the beat up version, it is supposed to be rusty, bubbling paint, etc. The normal maps were generated from the colour map which is what makes it look odd. On the less beat up texture some things will look more natural.
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Not sure what you mean there.
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New shadow volume. http://i12.photobucket.com/albums/a248/Autozam/BTR701.jpg http://i12.photobucket.com/albums/a248/Autozam/BTR702.jpg http://i12.photobucket.com/albums/a248/Autozam/BTR703.jpg
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Enhanced Configuration System
mechastalin replied to mazza's topic in ARMA - ADDONS & MODS: COMPLETE
How do I get ECS to work on a dedicated server using addons? It always displays an error that the first addon in the mission is missing. We're running the latest version and themis. I tried using the tweaked core.pbo a few posts back and its dead. Edit: I had patched the server incorrectly. -
Haha I love it, maybe theres room for a fictional armed version of some sort? Perhaps with an enclosed turret like the BRDM-2s or something. Add some extra armor and make it a resistance vehicle.
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What is the best way to setup scripts etc for a mission where the goal isn't to kill enemies really, but rather infiltrate and observe a target for a set amount of time? Is there any way of doing this and making the mission a success once you've right clicked and spotted a specific unit or something?
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Doing a recon style mission?
mechastalin replied to mechastalin's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks a lot! -
Doing a recon style mission?
mechastalin replied to mechastalin's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks! Could anyone give me an example script or what to put in the trigger? My scripting skill is quite low and although I know how to work with them well I don't have much experience making them beyond simple, simple things. Ideally I'd like it to check that each member of the squad "knows about" 2-3 targets. Mission sounds interesting and similar to what I'm planning to do, except with RHS Marines/VDV and a BRDM-2. -
Sorry for bumping this old thread, but what is the file I need exactly to make these islands work on my dedicated server? And does everybody need to replace this file or just the server? Right now when starting a mission it either locks up at "waiting for host" or while everybody is downloading the mission. It's a shame because these 2 are some of my favorite islands and we cant play most of the missions I made for the server.
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Very very nice Vilas! We'll have to run Project 85 on our server once its released!
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Can you send me a link to something which states that please, not that I doubt you just need to know for myself so BIS are covered I asked in this thread. http://www.gsc-game.com/main.ph....ec_id=1
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If I remember correctly from OFP shell casings staying is fairly simple and was done a lot. Mainly I want to see it on vehicles, it would be nice to see shell casings from a BTRs gun or whatever falling out and rolling down and off the hull. The animations for different weapons were also done, but I believe the limitation was that once that soldier picked up a new gun the animation stayed.
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Maps are newly generated, jpeg compression ruins them though as you do not see the fine details in the texture like the flaking paint, and rust very well.
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Interior. http://i12.photobucket.com/albums/a248/Autozam/BTRint1.jpg http://i12.photobucket.com/albums/a248/Autozam/BTRint2.jpg
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Normals completely destroyed themselves.
mechastalin replied to mechastalin's topic in ARMA : O2 MODELLING
In typical fashion I solved the problem shortly after posting the thread. -
Advanced Combat Environment
mechastalin replied to Exsosus's topic in ARMA - ADDONS & MODS: DISCUSSION
I had plans for a few OPFOR vehicles that I offered back to WGL many months ago. I also has a 2S9 Nona light artillery piece that never got finished but I also had available for ACE. If theres still interest I'll finish that up and maybe a more realistic variant of the BMD-1 with firing ports up front and updated gun optic etc. That is, if this stuff is still needed. I'm not sure if theres been any changes to how OPFOR is being handled or if this stuff has already been implemented/replaced etc. -
Whenever I try it it gives me an error which says "missing KFDATA section" what does this mean and how can I fix it? I tried importing as an .OBJ file but that causes the model to be inverted and I'm not sure how to fix it in oxygen. Also, once its in how do I load the textures, its got the mapping but I can never remember how to get the texture to show up in Oxygen.
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Select your model and press W. Thanks a lot, got the model showing up with texture. Now to begin the problem of getting it ingame.
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Hmm, whats the .rpt file? Never heard of it.
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My port of the BMD-1 originally done for OFP by IMUC is finished. For more information and credits please read the included readme. UPDATE Version 3.1 released! Download Download
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SPG-9 Recoiless rifle
mechastalin replied to mechastalin's topic in ARMA - ADDONS & MODS: DISCUSSION
If I remember correctly BMP/BMD-1 optic is similar as well? We may have to re-do my BMD-1s ballistics for yet another release of it.