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Everything posted by mondkalb
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Addon Research Topic 2
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If anyone ever wondered what font most of an aircraft's cockpit dials/panels use, it appears to be this: MilSpec 33558 Font -
MBG Window of opportunity
mondkalb replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Update! This time I've done a lot regarding user-friendliness, usability, easier unit management and implemented an easier method to modify the mission. 7ZoX1VCv6R4 Messages will now inform you about building progress, unit losses and other important events. Different background colors help prioritize events. Fog of War will prevent you from spying on areas you have no access to. Pressing [spacebar] will center the camera on your side's HQ. Though I will change that. If you have a unit selected, it will focus on the selected unit, if no unit is selected, it will focus on the HQ. Pressing [M] brings up a big map that lets you order move-waypoints and change the camera's position. Pressing [TAB] will bring up a list of all your current squads. Currently clicking the squad's icon will jump your screen to the selected unit. I will change that: Clicking on an Icon will only select that squad. Centering the camera on that unit can be done by pressing [spacebar]. -
MBG Window of opportunity
mondkalb replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Everything is possible. It's more about the gameplay and scripts whether to allow the player to interfere with an AI-only battle. Death of the commander might break some scripts as well, but currently everything is laid out for multiple commanders and JIP on each side, so it shouldn't turn into a problem. Anyways: I'm currently looking for testers. If you now plan on screwing me over by getting my mission/system without providing me with feedback. Go watch Gilmore Girls! I need serious testers. If you have previously tested something and can get a recommendation from that developer that you don't screw them, PM me. If you don't have any scripting knowledge or any clue of how this script engine works, even better. It will make it easier for you to innocently think of things I wouldn't even dare considering testing. -
WIP: Stuff you are working on 2!
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You dudes know more about them than I do. :rolleyes: I wonder how that can be... anyways: Made an "offical" thread for the project: Clicky -
This finally needs it's own thread. ArmA Next Door is a little series of sketches and stories set in the ArmA2 universe. Sometimes it is just pure nonsense, and sometimes it is proper satire. All in all its supposed to be entertaining whilst delivering some extra-giggles to those who have actually played ArmA2. Click here to read some background information on the show. ukVIZpRvab0 Now with closed captions! 6Hv61tdlk-s Make sure to watch in HD. Well... Episode 2 is way better. So stay tuned.
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WIP: Stuff you are working on 2!
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Me trollin' you worked. Yay! I'm keeping it as versatile as possible. Modifying the buildiable units is done by simply altering one file. Adding new buildings/build-options is a bit tricky, but with basic knowledge and clean Copy&Paste it shouldn't be that hard. This will definitely come in a A2, OA and one I44 version. Currently you can just leave the command-overlay and walk around and participate in combat, but I'm not sure whether it would be wise for the gameplay, if the commanders could take control of squads. The BBC is not censoring it, so it must be used. :eek: BTW: Should I create a dedicated thread for this in a subforum? I'm not sure though which one. It's not really a pure addon, more like a script suite with a single addon. So it doesn't really fit into A&M-Discussion, on the other hand, a WIP-Thread in the User missions forum is also bad. Ideas? -
WIP: Stuff you are working on 2!
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Here's a WIP video of my latest project called "Window of opportunity". It is basically an RTS for Arma2, intended to be played in small groups in either coop or "pvp". More details and functions are explained and shown during the video. MSQMp9ewUrY -
Here are my two cents: I believe, if there is one thread amongst the gazillion posts in this entire forum that BIS are probably ignoring, they really should read and consider the thoughts and ideas about OFP in this one for Arma 3. Whenever you hop into any Arma gaming community and start talking about OFP and back then, all the good memories come back and everyone simultaneously agrees on how awesome it was back then and that A2 sadly cannot not live up to that. OFP did "live longer" from it's campaign and missions than Arma2 did/does, the latter is IMO only surviving because of the huge community creating new content and BIS supporting them with constant patches/updates. My Cent #2: Eric Idle once said in an interview: OFP is now nearly ten years old.
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Tutorial on how to use Multimaterial ?
mondkalb replied to beton's topic in ARMA 2 & OA : MODELLING - (O2)
I put the tutorial on the biki. Pictures there load faster and are in better resolution. Plus the tutorial is a bit more detailed, minus the icing. Sorry. Mondkalb's_MultiMaterial_Tutorial -
Tutorial on how to use Multimaterial ?
mondkalb replied to beton's topic in ARMA 2 & OA : MODELLING - (O2)
Multi-Shader Tutorial: First Step: Unwrap the model. (How-to) Export this as emf, then open your favourite graphics-editor, and begin painting a layermask: similiar to one required for an island. The four different colors assign different materials to certain areas. Create an MC texture. This is utterly and highly important. This will give your model extra detail and will break up the obvious tiling-seams and will tint your overlayed textures. Second Step: Now create a .rvmat file. Here's what I used in this example: MBG_Dum_patrovy01b_A_Multi.rvmat ambient[] = {1.0,1.0,1.0,1.0}; diffuse[] = {1.0,1.0,1.0,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,0.0}; emmisive[] = {0.0,0.0,0.0,1.0}; specular[] = {1.0,1.0,1.0,1.0}; specularPower = 60.2; PixelShaderID = "Multi"; VertexShaderID = "Multi"; class TexGen0 { 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[] = {0.0,0.0,1.0}; }; }; class TexGen1 { 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[] = {0.0,0.0,1.0}; }; }; class TexGen2 { 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[] = {0.0,0.0,1.0}; }; }; class TexGen3 { 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[] = {0.0,0.0,1.0}; }; }; class TexGen4 { uvSource = "tex1"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,1.0}; }; }; class TexGen5 { 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[] = {0.0,0.0,1.0}; }; }; class TexGen6 { 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[] = {0.0,0.0,1.0}; }; }; class TexGen7 { 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[] = {0.0,0.0,1.0}; }; }; class Stage0 { //Black texture="CA\Structures\Data\Plaster\plaster_damage_co.paa"; texGen = "0"; }; class Stage1 { //Red texture="MBG_NogovaBuildings\t\MBG_BarePlaster_01_CO.paa"; texGen = "1"; }; class Stage2 { //Green texture="ca\structures\data\bricks\bricks_broken_dirt_co.paa"; texGen = "2"; }; class Stage3 { //Blue texture="CA\structures\Data\Concrete\concrete_bare2_co.paa"; texGen = "3"; }; class Stage4 { texture="MBG_NogovaBuildings\t\dum_patrovy01b\MBG_Dum_patrovy01b_A_Mask_CO.paa"; texGen = "4"; }; class Stage5 { texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen = "5"; }; class Stage6 { texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen = "6"; }; class Stage7 { texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen = "7"; }; class Stage8 { texture = "#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen = "3"; }; class Stage9 { texture="MBG_NogovaBuildings\t\dum_patrovy01b\MBG_Dum_patrovy01b_A_MC.paa"; texGen = "4"; }; class Stage10 { texture="MBG_NogovaBuildings\t\dum_patrovy01b\MBG_Dum_patrovy01b_A_ADS.paa"; texGen = "4"; }; class Stage11 { texture="CA\Structures\Data\Plaster\plaster_damage_nohq.paa"; texGen = "0"; }; class Stage12 { texture="MBG_NogovaBuildings\t\MBG_BarePlaster_01_NOHQ.paa"; texGen = "1"; }; class Stage13 { texture="ca\structures\data\bricks\bricks_broken_dirt_nohq.paa"; texGen = "2"; }; class Stage14 { texture="CA\structures\Data\Stucco\stucco_001_NOHQ.paa"; texGen = "3"; }; In this rvmat it is pretty obvious to spot what is what. Just commented on what texGen applies to what color in the Mask. As you can see I am using custom-made textures as well as Arma2 textures. This way I save precious file-size and it still looks awesome. Third Step: Now select all faces you want to apply the new material to (Either in Oxygen or the UV-Editor), then hit E, remove any Texture and ONLY apply the material. Then hop back to the UV-Editor and create a second UV-Set (2nd UVSet). Copy the contents of UVSet 0 into UVSet 1, then switch back to UVSet 0 and scale it up. UVSet 1 defines what faces carry what material/texture, whereas UVSet 0 defines the dimensions. Fourth Step: Profit! -
WIP: Stuff you are working on 2!
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Pic #6 -
WIP: Stuff you are working on 2!
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Probably not. But it will definitely be where it belongs. :p -
WIP: Stuff you are working on 2!
mondkalb replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can you believe it's nearly ten years old? -
Time of day related object-replacement
mondkalb posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Aloha there, the OFP Veterans amongst you might remember the Christmas tree Easteregg. If your system clock is set to the 24th Dec (and apparently also on the 25th) OFP has all the small conifers on Everon replaced by decorated Christmas trees. Now here is what I have been wondering: How has this been done? How did OFP know when it was time to replace what object with a specified different one? Was it 100% hard-coded to an exact .p3d name? And, even more importantly: Does this engine-mechanic still exist in ArmA2 / OA? Large-Scale usage of this could be islands with seasons depending on real-time date. (I know, having four separate islands is way more practical, but still) And now longshot #2 Since ArmA2 buildings support an interesting new lighting feature that basically makes buildings look inhabited at night through some lit windows, whereas others aren't lit. Brings up some old memories, eh? The idea behind this is, can this time-related RVMAT Change be used/exploited in any way to create buildings/foliage that change their appearance depending on the editor-set date. Though I mean the date and not only time. This could be then applied to an Island that does have all four seasons which actually depend on the editor-date. -
Go Freelance. How about a pack containing various middle-european Plants and Trees in different Seasons. I.e. Trees without leaves, trees with snow on their branches, blooming bushes for a change. And then Release this pack to the "general public" without dedication to a single mod. This way more island makers can use your addon without having to put a 1.5GB mod in the requirements for their own island.
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Here's what I have been breeding over the past two weeks:
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Iron Front - Liberation 1944, new WW2 game on A2:OA engine
mondkalb replied to Choki's topic in IRON FRONT: LIBERATION 1944 - GENERAL
It seems to me that LibMod will finally be released. Though in Q4 for money, but still a release. Awesome! But I fear there are going to be heavy measures to prevent compatibility between ArmA2:OA and IC:L44. :( -
Sadly currently I have no Idea why the speech-files are causing a CDT. Others missionmakers have reported this issue aswell, so it seems to be something more general. And the campaign was working when originally released, so I guess some patches must have interfered. :(
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If it were taken from a book, we'd see darker areas to the left side of the page. :rolleyes:
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Am I the only one noticing that the found document does not have filing holes? A 600+ pages essay and NO filing holes? I know it appears to be a photocopy of a page, but still the filing holes should be visible on a photo-copied version. Damn... this is where a proper doomsday plan for taking over the world starts cracking. Lazy office staff not properly filing stuff. No wonder James Bond always wins. -.-
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Here's another bug we found yesterday: The Stug III's total mass is so gigantic that you can ram Tiger-Tanks with it and they fly a couple meters. If you ram a Panther with the Stug III at high speed, you can accelerate the Panther to ~260kph and "shoot" it a couple of hundred meters far.
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Checked on two different I44CO installations: The only available marker-colors are Default and Orange. Seems like I44 as buggered the other marker-colors in the editor. :(
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Take On Helicopters - 'Pre-LC' Announced
mondkalb replied to royaltyinexile's topic in TAKE ON HELICOPTERS - GENERAL
BIS continues being awesome! :cool: -
Looking for a few Beta Testers, PR guys, Mission Makers for nearly complete "island"
mondkalb replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can't view that video in Germany. -
MBG_Buildings_3 - European Theatre
mondkalb replied to mondkalb's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
FYI: I am using Only BIS-Textures and texures from CG-Textures.com. All that since 2008. :j: