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Marccom

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Everything posted by Marccom

  1. Marccom

    Project T-800

    yes...on the way...but it is not easy to find a face pic of arny that is good enough to use it. That makes a lot of problems. Model T101 is an angry looking black guy (is it ok to say like this? i hope so) at the moment. ( so it is not really a model 101 and...äh...not so important) theoratically beta testing is possible yet...but i would prefer to finish the HUD-problem before. Greets Marc
  2. Marccom

    Project T-800

    Hi, no, i will not, because it would be quite unrealistic. If i would change the walksound to metallic it would also produce the sound when T800 is walking over sand, earth, soft gorund in generall. More important is to find a way to change the sound of hitting bullets and to change or delete animation of splatting blood and important is that changes are only valid for especially defined Terminator-Models. It would be not very nice if Resistors and other humanbased units would have hitsound in metal, too. Further i have bad news: In the following weeks i won't have so much time to work on that thing like in the last weeks. That means there will be only few progresses and it a beta release will take some more time. Maybe time will allow me to spend a bit consolation here and there with a small video. Greets Marc
  3. Hi, thanks again...now it is more clear. Last question: RSCTitles is an own class to put direct in config.cpp of the unit or is it to place under another class...like "class cfgvehicles" and further maybe under "class viewpilot"? I will do some tests when i have time. Please dont think that i would not be pleased when you make the model for me...but it is very important for me to understand that thing and to learn that. I dont wanna be the human type: "Hello, please make for me...cause i wanna have this, this and this! Thanks a lot for helping! Marc
  4. Hi folks, i wanna make a new NVG as a HUD of the Terminator T800. i found all data sources, all configs and have concrete problemsolving ideas but nowhere the config which says the NVG to go on in green light. I need red light! and it is important that the normal NVG won't be replaced. as alternate is also possible the thermal view of some tanks, when settable in red light. Thanks a lot Marc
  5. Hi, so is that possible to create an MFD for Soldier Class? 1. ok...ive seen those scripts in some adons before...F117 for example...maybe i can learn from looking the data. 2. what is the correct command for that? 3. dito 4. what the hell is a cutscene Resource? when i understand you right, you mean that i should not create a weaponslotbinocular-weapon but make the HUD over MFD config and scripts The CutRSc/TitleRSC commands i understand so far, but that are commands for the config.cpp,right?, so i am asking me how to define the textures, that should be blended in HUD. The Examples (BIS,Binocular) seem to be selections. But where are they further defined with the textures to blend in? Where are the RSC-Commands in the config...under which classes? questions over questions:rolleyes: Greets Marc
  6. Hi, thanks...good idea and your vid is quite impressive. cam view is very nice looking. I am very interested. At the Moment i have following idea: i wanna create a WeaponSlotBinocular on NVGoggles Base, but not replacing the NVG, but activated with useraction. good zoomfunction should be included. i found out that transparent redview can be combinated with NVGgoggles. I made a redtransparent view for the GatlingGun-Scope. when i turn on normal NVG the view is still red and the green is only sometimes shining a little bit through. Nevertheless i would prefer a useraction-activated redview HUD with FLIR-Function. I asked myself if it would be possible to combinate with "class MFD"?(or only possible at vehicle and Air?...soldiers get defined with "class cfgvehicles",too) For example to get a bar in it with "source="armor";" and some text lines with "source="speed";" one with "factor=1"(meters/sec); and some other lines with simple other freely chosen factors to get some dynamic changing nothing saying (:D ) numberlines in the view just like original T800 HUD. So Far my intentions and ideas. Greets Marc
  7. thanks for tips, yes it was faked by weapon sight...but that is too easy ;-)) i am working on the FLIR-thing now...but im not sure now how to manage that. how is the using of setaperture to understand? iam not getting behind it.
  8. ooooh fine ok...then i have to take the binoculars as base. but i thought i saw somewhere an nvgaddon in grey? though, not so important, i will find a solution! Greets Marc
  9. i made severel tests. when i make an addonfolder, define in config as class nvgoggles, set the rest config, create a pbo...nvg is not working by pressing "N". when i update the standard nvg with some textures, no changes are visible. NVG is always lighting green though i set a texture with halftransparent red view and update the rgba-set in O2, metiones above. I dont understand this thing. Can somebody help me? Greets Marc
  10. Marccom

    Project T-800

    Hi, ja ok...i saw the data in your link before and used it for the weapon config. Weapon is ready so far. I am working on the HUD now. Greets Marc
  11. Hi, i found it...sometimes i am blind. It is a RGBA-set, visible in O2 in the Texturefolders Greets Marc
  12. Marccom

    Project T-800

    Hi, thanks a lot for compliments. Yes, this weapon is actually in work. Model is ready and textures need some improvements...first version was not nice enough. Thanks for the stuff...interestant. Weapon is looking quite big on your pics. I will check it in the movies...seems i have to change the size of my model....but it's not really a prob. fast done. Greets Marc
  13. Marccom

    Project T-800

    Hi, ok...now i know what you mean, but it is only a optical illusion. There is no transparence. 1. the point on the spine is only a light/shadow effect and depend on the glass_to_pass-effect of arma-engine. the metal has a light to middle mirror-effect. 2. a.the camo-effect on the shins depends first on the same like in 1. and b.that the texture is depending on real metal texture and c. on the file format. the shins are getting narrow on the lower end and caused by the jpg-compressing-effect the textures of model and environment are merging a bit 3. on the feets it is exactly the same effect like in 2c. Cause the feets consist of single little toe parts. Nothing to build sorrows about Marc P.S.: Work on PlasmaRifle is going good forward. Model is ready and i'm goin on with textures now. Further i found a quite nice plasma shoot sound in the endless spaces of www.
  14. Marccom

    Project T-800

    Hi, your right... i am german, too....moinsen ;-)) you mean the shin, but i take a further look to the pic...i am sorry but i still dont know what you mean. I cant detect transparent parts. Would you please edit the pic by painting a red circle around the point you mean?...thanks
  15. Marccom

    Project T-800

    Hi all, @ Blazin not so important...should everybody do with the weapon what he wants. If someone give the weapon a Specnas to hunt civilians is it not my fault ;-)) @IceBreakr yeah. i see you understand what i mean. Your ideas are hitting my nerve quite exactly. @WingedSerpent @Blazin -2- not impossible i'll make a T1...some time or other @Mr Burns im sorry...cant follow transparent legs??? why that?
  16. Marccom

    Project T-800

    Hi, @Casimir i was sorry that animations are not allowing to hold a weapon other kind as like a pistol or rifle...so a "real" minigun like GE M134 7,62mm was not possible. So i decide to make a GatlingGun longriflebased. To create the animation for tube rotation was not so easy as i originally thought because all known bases belong to Vehicles or Aircrafts. But with all Arma-wikis and tuts about configs it's working now. thanks to the community and all that guys who did/do such a work!!! This is first weapon of two. this is the heavy one. 25mm bulletbased Gatling with plasmaheadammo (invention of my phantasy ;-) ). Makes 1200 rounds/min and has range of ca. 1500m. the effectiveness on non- and lightarmoured vehicles and persons is quite good. 2 terminators with this weapon can make amusement for a hole heavy mechanised batallion. a light assault plasma rifle will follow. @salvatore definitly yes. all that you mentioned is in work now. the blank exo is sized to hide in a musculous soldier. thanks for all compliments! Marc
  17. Hi, i made a gatling gun for my Terminator Addons. But loading a unit with this weapon leads to a failure message: "Entry missing in bin\config.cpp/cfgWeapons.gatling" Where is the error? Did I forgot a special entry or code in the config.cpp of my weapon? Thanks for help. Marc
  18. Marccom

    Project T-800

    Hi, ok...this is latest version. No further updates on tex or mesh are planned. this is latest ingame...maybe some anim improvements on elbows and shoulders are still possible...but at the moment i feel ready and wanna going to make 2 weapons for T800. After weapons are ready a first beta will come and after that i wanna finish the already started infiltrator version T800 Model 101. Greets Marc
  19. Marccom

    Project T-800

    Hi, thanks...this is the site that waged me to the work of Marek and James....the base of my project in several kind.
  20. Marccom

    Project T-800

    Hi, during improving some details of texture and anims i just took a look at the T3 Intro When looking at the scenes it is detectable that the T800s are not really moving so strange robotlike. theyre walking humanlike but only some kind of slow walking and ambling...one of them is kicking away some concrete rests and so on. i think the ARMA anims are ok so far...no problem to think of too long. Greets Marc
  21. Marccom

    Project T-800

    No, in my opinion nothing of that is right, sorry.;) all parts are sized that the T800-Exo can be hidden in a soldier with some muscles (example will follow...just working on Infiltrator versions) Take a longer look at pictures and figures of blank T800...they re definetly NOT looking very strong. In Terminator story T800 are developed by skynet to infiltrate and take out resistance units. they should look, smell, feel and just move like human. So it is at last "more right" that they have anims like normal soldiers...and i made already many tests...anims are not sooo bad. further i think that there is no possibility to make them shoot from the hip...so forgot Terminator film scenes...very strictly speaking they have more failures as goodies though theyre looking cool. Greets Marc
  22. Marccom

    Project T-800

    hi, ok...shadow fixed...but if someone is expecting a detailed shadow of the T800-Exo...mööööp....not really. Tried that...you cant imagine in what kind of performance eating it is. So i only fixed the size and form of the shadow body. that must be enough. ok...today i will fix some texture failures and will make some other little improvements...then its time for a weapon and after that lets see if we can make a first beta Greets Marc
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