Marccom
Member-
Content Count
158 -
Joined
-
Last visited
-
Medals
Everything posted by Marccom
-
I´ll be back - Terminator stuff in ARMA II
Marccom replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi, @abs the poster after you is just right. i want both. Though it would be enough to simulate some dynamic data lines in the view. just like it was already possible at Vehicles in ARMA1. To make real just concrete analysis data displayed is too difficult and one wish too much, i guess. @strangelove maybe that is possible. we shoud try that. @G-Xavion i am planning now to try that and want begin with Oxygen2. I just realized that all my weapons made for ARMA1 are also quite nice working in ARMA2. I read that the anims of soldierbody is quite another than in ARMA1. I will made some tests about it. Did already somebody try to read out some soldier.pbo and loading it with Oxygen? Greets Marc -
Hi, i just wanna inform you that i started my first project. Inspired by XPETIT Terminator he made 3 years ago for OFP and over the sadness that nobody else is doing such a project yet for ARMA I decide to live out my crazyness and to (try) to learn moddelling ARMA addons. Searching the www to find infos and ideas about modelling a T800 i found the websides of two amazing guys: Tobor (aka James Murphy) and Marek. In special the last one has made a model that is amazing. he worked over a year on it. Both guys has disclaimers about free using of the models if uncommercial manner and i send emails. With marek i have very interesting and friendly email-conversation know, but Tobor didnt answer yet. Both models were already used to make an ingame addon (in this case for unreal turnament) after first tryings about using Tobors bodyparts with mareks models head and some heavy problems with oxygen i decide to make tests with both models and to build two t800 at least. may sound crazy and about unnecessary work but i'll do. In last few days i made 9 testmodels and it is further going on. know i have to state that james model is easier to handle at moment. But both models has high quality and it is not easy to face them down for using in Oxygen 2. the necessary changes are so heavy that theyre almost not recognisable...but its working. At the moment i have problems with textures, but i am on way to make it good. because of my missing experience about making addons i have to read and try many stuff now. Enough of storytelling...some pics now: ....sorry...have to go to work...will come tomorrow  Â
-
@spooky lynx thats right that would be nice...maybe something like that is possible in ARMA2. we will see. @Max Power you right...i mentioned that before. the gun is a little too big. i already began to work on the modle to make it smaller. But i still nave not the allowdness of the original maker. @IceBreakr the thing with the 1-2RPGhits is already made. the using of any existing weapons, too. they already can use all kind of weapon in ARMA, so they will be able to do it in ARMA2, too. I was already working on the T800 M101 (Arnold) with the t800 underneath. the transparent woundtextures were ignored by ARMA1 and i was not able to find the reason for that. For ARMA1 i had stopped all further work. For ARMA2 i will try it again. @all All my weapons are working in ARMA2 I am planning to make some tests how far Oxygen2 is usable for ARMA2. Nevertheless i hope Bohemia will publish new tools very soon. Greets Marc
-
answered via PM
-
I´ll be back - Terminator stuff in ARMA II
Marccom replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi, sure i know the Terminator addons for OFP. I just had contact with the maker when i started my terminator project for ARMA1. My Lasergun for ARMA1 Terminators is the same weapon with original textures and shape. The thing with the T800-internal-redview implemented in weaponssight is not really good. Because it is the internalview of the terminator...not of the weapon. If a normal soldier (resistance f.e.) would take this weapon, he would had the internal-redview of the terminator,too. What would be quite nonsens and is definetly not what i want. My priority is to make new better looking terminators with better anims for ARMA2 and with more spec effects. Further i want go on there where i ended with addons at ARMA1: - finish T800 M101 with wound textures that will show T800 skeleton underneath - finish Harley Fat Boy with correct seating position - make new minigun with M234-shape - improve Lasergun - finish some resistance soldiers - make some resistance vehicles - make some further terminator models (showing in salvation and other) - make some terminator airvehicles - make some weapons - .......... That is the plan. Greets Marc -
I´ll be back - Terminator stuff in ARMA II
Marccom replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey!!! That is not an addon-request-thread!!! Build your crazy shit by yourself!!! ---------- Post added at 09:50 PM ---------- Previous post was at 09:47 PM ---------- Just kidding :-) But i would prefer to read somthing about the future of ARMA II Modding. Are there any informations about tools and so on? Nobody an idea what to start with? Greets Marc -
Hi, i just wanna inform you that here wont be any updates. i will not make further addons or will work on/improve my projects for ARMA. Some days ago i purchased ARMA II. Now it is necessary that i collect some infos and wait for tools to make my terminator addons for ARMA II. I will begin my work as soon as possible. when time has come there will be a thread like this in ARMA II addon/mod discussion forum. Thanks Marc
-
Ok, something to look at first: That is the current version of my T800 Exo with that unchanged Minigun. It is beta from Total Conflict Mod published by a guy named Airstrike here. Well, in my opinion the weapon is little bit too long. Reason is that it shall be a model of GE M134. Looking after a bit reality a handheld M134 is nonsens because the caliber of 7,62mm (recoil of +1000N) and a weight of weapon alone of 32Kg (means 80Kg complete per person with 2000rounds for 20sec) it is not possible. Well, maybe all that is not a problem for a T800, but there was never a handheld M134 and the "big gun" the T101 bothered the police with in T2 at cyberdyne building is the smaller GE (X)M214 with NATOcaliber (5,56mm) that is really existing as handheld version with 3000rounds. That system has an complete weight of 40Kg with ~12Kg for the weapon alone. That makes a fireduration with up to 10.000rounds/min fired by a single soldier possible. I think i will change that weapon to a M214 when i will get the allowdness. When it takes too much time i will make an own model inspired by airstrikes one and the vehicle- or helicoptermounted versions already existing. We will see Marc
-
Hi, thanks for statement. Sounds like youre not really believing in the release in May Well, i have to say that i am feeling some fire to get back in ARMA stuff. Found a minigun that is pretty much better than the gatlingrifle and would like to complete and improve that model and mix up with the settings of my gun. The model is quite good and i already send an email with asking for using-allowdness. Guess here will be some updates soon. Greets Marc
-
Hi, i wanna request for allowdness to use your beta of the minigun for my terminator project and making some changes und updates for my uses. I very like the model and its much better than my Gatling Rifle. That would be nice. Thanks Marc P.S. Nice other weapons so far and nice units. Keep on.
-
Hi guys, i wanna inform you that i am back from "holidays". After GTA4 is getting boring now [:-))] i am thinking about to get back to my work with ARMA. Otherwise i think if it is better to wait for ARMA2. What do you think? I will make some other tests with my T101 according the dynamic wound textures. But when i won´t find a solution soon i will come back to my first idea and will make different versions with different damages and thats it. Are there some new and better tools to change animations? Greets Marc
-
ok guys, i am very sorry but i need a break from ARMA. i was working on the T800 M101 and hide a exo in the body make new textures and so on. lots of work. now the transparent wound tex are not working though they should and though the exo has configured movement same as the body, parts come through visible, when M101 is moving. Everytime something is not working here and is not working there. its all slowly going on my nervs and i have feeling that i am wasting my time with all that unsouverane outtested and undeveloped stuff, unknown configs here and there. i have no time ani am not interested in to write and test out config lines 34567 times...thats boring and unsatisfying and nobody is really interested in, if there is one more addon or not. i have to test drive some cars to get to diffrent thoughts and to get brain clear. maybe i can come back to this work one day. But now i need a break from this shit. Happy christmas Marc
-
Hi, wow...what a project...what a background behind. Most like the Seaking and Lynx...very nice. Hope i will not get those technical and other problems. wish you luck for all progresses in future. Nice thing. Greets Marc
-
Hi, i was very surprised as i saw the pictures. think it's the best plant addon i ever seen. Very nice. Keep going on. Greets Marc
-
NoNo, dont worry, that are two pics ok heavy metal fans befor i can reach further progress with my Model 101 it is necessary two improve the Exos. So i used that day to do the following with my sweet metal showroompuppies: - reworked textures to brighter and more regular - reworked rvmat settings on chrome-environment - stronger and brighter metal effect - removed and reworked squeezed texture parts - reworked some little model details - set red eyes to shine brighter a bit - remodeled jaw - implemented lost parts in named selsections list - deleted section "osobnost" (no more customface failure) - deleted default sections in config - added setting side to OPFOR for both T800 Exos am doing: - rework shadow model of PlasmaRifle planning next: - making damage model for Model 101 - get back to work on Harley FatBoy Greets Marc
-
Game display propotions are not the problem. 16:10 is right. It is MS paint. when putting in ingame screenshots paint is making them bit narrow. I reworked haircolor, the lower part of the face and got the sunglasses ready. the throatfailure is away, too. Now i have to think about the damage/wound-tex. Greets Marc
-
youre right with the darker colour...will change that soon. But with the hairstyle i already made some tests...it ever ends in a disaster...looking strange and ugly. Further the hairstyle in Judgement Day is quite different to this one in Terminator I. With all styles I will take Judgement Day as base. Greets Marc
-
I made another mistake. Game display proportions were set on 16:10. I set it back to 5:4 TFT. Will make new pics later. Maybe then the proportions a quite better. Greets Marc
-
Hi, I already realized that,too. Sometimes it depends ingame on the view angle. From front light above the head is often looking too big. from other views quite normal and in O2 and Bulldozer its looking quite ok. But I think youre totally right with the neck...its a little bride and I changed that. That is not normal BIS body...i made a bit larger and more musclelous too fit with the T800 Exo. I will made some test with the proportions. EDIT: You were completely right...Head was nearly 5% too big. Don`t know how I made this failure but the head is too big for T800 Exo head, too:o Greets Marc
-
Ok guys, here some oil in fire...whats your opinion? Please remember the basefile of arnies face is made by Dude I felt so free to make the face little bit more symetric (mouth angles right and left) changed the hairs, made him looking bit more unfriendly and changed the facemodel. bodymodel and textures are completely custom made by myself and are based on T2 Judgementday. the weapon is the Winchester M1887 sawed shotgun. Greets Marc
-
Hi guys, wow...so many contacts since releasing...amazing. @Commando84 it hink its possible, but i wont do it because i think its unrealistic. @mikebart not bad idea, but actually i dont have an idea how to do it...if someone else has the knowhow please inform me. @psycho yes...i am planning that...but that will take some time. @all i already get some infos about some failures. so i made following plans for the next update release: - deleting "osobnost". cause many people use custom faces and get them showed on the T800-Model. not nice. - improving textures and materials. I made some plans how the tex can look better and some people think that the T800 has not enough chroming effect. Well, a little bit is it planned, that the T800 is looking a little bit used, cause it is a unit fighting on battlefield and not like a new car fresh from showroom, but i will try to make the metallic effects bit stronger. - one guy told me that the PlasmaRifle has a shadow failure and he is right, will try to make it out. other working progress: I found the reason of my shadow failures at the T800 M101. I made big progresses yesterday. Found all failures and improve the model of the leatherjacket. Textures are nearly finished and i improved the face of arnie and changed the head model a bit. In the evening i started to make sunglasses. but i want the glasses showing dark but clear glass effect. actually they showing a bit glass effect on the sheet but seethrough is not possible. Think Model 101 will not taking much time yet. Greets Marc
-
Hi, @colonel well maybe made from XPETITS OFP version...i dont know another. @Commando84 Why not...please do it. @Enforcer1975 Once again. The T800 should not move robotlike, because its unrealistic. T800 is build to copy human movements perfect, why should it move like stick in ass. @IceBreakr weight and hitpoints of T800 are ok. the both weapons of T800 are extreme strong. With the GatlingGun you can blastaway buildings in some seconds. If it is not realized by all: The GatlingGun is usable as Highpower-SniperGun, too. It has a zoomable opticview. I have no problems with aiming. PlasmaRifle has no aimingsight, because T800 should not need one. I hit my targets with aiming-angle quite good. The GatlingGun is 25mm 6tube weapon, makes 2400 rounds per minute with minimal disperity and Cars and trucks explode after one or two single hit. If you are not able to fight your targets with that thing...sorry than i cant help you.:p further lots of fun with testing:D Greets Marc
-
Hi, thanks to Dead3yez and IceBreakr for mirrors. thanks to all for nice words again. ok, that the T800 are actually on the "wrong" side is right. Planned is that the Resistors and the Model 101 will be on BLUFOR and others on OPFOR. In this beta package i didnt change that yet. If someone is seeing possibilities to make some things better....unimportant if tex or config or else, i have open eyes and ears. Just send me a version with improvements or a mail with your suggestions and i will release updates by naming the autors of the improvements. Up to now i made all alone, but it is not really important for me that it will be like this in future. I would be pleased for all professional help. For the T800 i would be pleased for the following improvements: - changing config for linking the new hitsounds (files are ready) - changing config for linking for new voiceorders with T800 internal voice (all soundfiles are ready) - changing config for weapon anim for singlehandholding weapons - changing config for implementation of the internal redview with nightview (its possible, but i didnt found right configorders yet) following projects are in work now: - T800 Model 101 (some shadow problems) - Winchester M1887 sawed shotgun (nearly finished, thrownout projectiles changable?) - Harley-Davidson FLSTF FatBoy (model ready, tex in work, probs with sitting position) XPETIT told in this topic some weeks ago that he would like to make HK Aerials and tanks. I see a very good team coop possible. I would preciate that. Greets Marc
-
OK folks, i found a very good upload-possibility Please use this link: http://files.filefront.com/MMS+Terminatorrar/;12504201;/fileinfo.html this file is rar-packed and has 26,15MB, unpacked 92,6 MB please only put the "@mms_terminator" folder in your ARMA-folder (not in addons! and please read the readme-file wish you lot of fun and would be pleased for any sugestions, ideas and so on. Greets Marc
-
OK guys, the package is ready for releasing. What do you think....where should I upload this thing? Here is a copy of the "thanks to"-list if i forgot one, pleas tell me Thanks to: (chronological order, hope won’t forget someone) XPETIT for inspiration, help and support Tobor for basefiles of his model and inspirations Marek for basefiles, nice contact, tips, hints and support RockOfSL for some hints and tips Azrael000 his XM109 and BI’s M107 build base for the GatlingGun Tiger his HK G11 build base for PlasmaRifle Dude he made face of Arnold Schwarzenegger (not in this package) BIS for game, LODmodels, tools, and so on TADFA Team 870 Remington Shotgun build some base for Winchester M1887 Armedassault.info for info, forum base and support Armaholic.com  for info and support Armed-assault.de for info and support BIS again TT650 build base for Harley-Davidson FatBoy (not in this package) BI Forum for info, forum base Deadeye for support TheVipersFang for a lot of Terminator stuff and support OFPEC.com for tag registering aos.armaholic.eu for important tutorials BIS Wiki for important tutorials Whole BIS Community for waiting so long, for support, ideas, for all nice words and more I WILL KEEP GOING ON...THATS NOT ALL!!! ;-) Greets Marc