norsu
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Everything posted by norsu
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heavy color correction and light film grain
norsu replied to runforrest's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Color correction is just great. It's now possible to make those OFP style red dawns and sunsets without a hassle :bounce3:. Blueish moonlight looks also very cool. -
ARMA2 updated rvmat for vehicles
norsu replied to soul_assassin's topic in ARMA 2 & OA : MODELLING - (O2)
Very cool. I have to give this a shot today :cool:. -
ArmA2 1.03 Impressions - ALL Impressions/Videos/Screenies Here
norsu replied to Placebo's topic in ARMA 2 & OA - GENERAL
Wasn't Bethesda's Broken Steel release version literally broken :p? -
How about a Mi-8 with PKM for both sides, one for door and one for window.
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How is it exactly cheating? Doesn't turrets IRL have some sort of gauges or other indicators that show just what is asked in the first post?
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M@ster's screenshots of ArmA units in ArmA2 gave me an idea. An official mod to add ArmA content to ArmA2 would be excellent to make things more simple for most people and reduce any future addon conflicts. Maybe BIS could make a small program that would extract all useable content from ArmA to ArmA2. If BIS doesn't have time for this then the modding community should act quickly. Otherwise we will end up with tons of little ports made by different people without any communication and the potential for ArmA content is lost. For example setting up MP games with ArmA content would be frustrating without an official mod. So maybe a group effort like CWR would be in order again :cool:.
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How about variants with Kobra sight instead of PSO? As isn't the PSO quite high powered scope and not really ment for smgs?
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WIP: Stuff you are working on 2!
norsu replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
In ArmA the weapon with the highest tri count was M16A4 + ACOG & M203 with ~8800 tris in View Pilot lod and ~5500 in 1st lod. I wouldn't recommend using polygons to measure model detail as tris are what really matters. So 10 000 is probably the maximum one should aim when making weapon models for ArmA/ArmA2. I recommend making the standard weapon with max 6000 tris for View Pilot to leave room for optics and other gizmos :). -
Official ArmA to ArmA2 mod/program
norsu replied to norsu's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just something that includes useable ArmA content with unified classnames to make everything easier for server admins and mission makers. Not really a mod that replaces ArmA2 units with ArmA but an addon pack that is easy to install. This would of course require some class changes so that ACU soldiers wouldn't overwrite any Marines for example. -
Porting ArmA1 addons to ArmA2
norsu replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
From Biki: http://community.bistudio.com/wiki/BI_Tools Those are ment for ArmA 1.14 or higher. You must have it installed in order to render models in the new buldozer and to use the new Visitor. However if you are lacking ArmA you can still use the old Oxygen Lite to make models ready for porting over. There are few new lods and other crucial things needed but most of the work can be done in the old Oxygen :). -
Porting ArmA1 addons to ArmA2
norsu replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
No ArmA 2 specific tools have been released yet but you can still use ArmA tools to create addons in the meantime. -
Interesting project. My suggestion is to make the addon as simple as BIS helicopters are in ArmA2, this way it would fit the original game best. A more complex version with working doors, FCS, radar, etc. would be good for ACE2 :).
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Here you go: http://forums.bistudio.com/showpost.php?p=1300985&postcount=29
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Actually the followers blame BIS as they see these FADE features as bugs, go figure :rolleyes:.
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Porting ArmA1 addons to ArmA2
norsu replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Maybe but I doubt it because he released those videos so soon after the release. *EDIT* Apparently infantry addon needs to be in MLOD format to work properly in ArmA2: http://www.armaholic.com/forums.php?m=posts&p=54635#54635 -
Porting ArmA1 addons to ArmA2
norsu replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hmm odd. I remember seeing videos of I44 US units in ArmA2 even before 29th May. Here's one of them: -
Movement is so sluggish in all BIS games, WHY?
norsu replied to Dreepa's topic in ARMA 2 & OA - SUGGESTIONS
I agree 100%. Body awareness is a good thing as long it isn't fully animation based like it is now. Especially the tapping while trying to get a good firing position in a tight spot is just frustrating. I haven't tried ArmA2 yet but hopefully movement doesn't feel as akward as it did in OFP or ArmA (which it doesn't seem to :)). -
Riding ontop of APCs
norsu replied to Georg.B's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My guess is that there's another APC unit in the config that isn't visible in editor (with cargo ontop and bike model proxys). Mission script probably swaps the APC to regular when you disembark and get on bikes. -
Deformable terrain - Do you guys want it?
norsu replied to mr.g-c's topic in ARMA 2 & OA - SUGGESTIONS
Could a following idea be possible in future BIS games? The gaming area has a fixed cell size, lets say 10 meters. Normally 3x3 cell area would look like this: Now the player adds a round foxhole object in editor that modifies each cells it touches resulting in something like this: After this the whole terrain would need to be rendered again of course. But only one small area in it would use smaller cells so only that area would require more calculating power. This way mission makers could build real trenches from objects or add subterrain structures without huge performance issues that a full map in smaller cells would require. -
Looks like rain is still made just like in OFP and ArmA. I was really expecting particle rain this time with real drops. But at least the water looks good and can be added to any terrain level.
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There's a T-34/85 in this video: http://www.gamestar.de/index.cfm?pid=452&pk=12176 Most likely user is NAPA or ChDKZ I think. Also you can see the command version of BMP in the same video.
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
norsu replied to EricM's topic in ARMA 2 & OA - GENERAL
Where do you see that? In the first pic tank has been hit to "generic left side" and is nearly immobilised (yellow damage). Nothing to do with ERA I'm afraid. And in second pic the crew has probably left their tank because it's immobilised (left side is fully red). So nothing new here really, it's been like this since OFP already ;). -
Hopefully we'll see cargo plane for Russia in future. Right now the fixed wing list is rather unbalanced for USMC which seems odd because the game events occur on Russia's backyard .
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If we are going to see more weapons in future or patches, here's my list: RGP29 - Powerful and portable AT weapon for Russia Pecheneg - realistic choice of MG for Russia SVDS - Modern version of SVD for Russia SV-98 - bolt action sniper rifle for Russia AKM + GP25 - more variety never hurts RPK or RPD - realistic choice of LMG for rebel factions SKS - low tech weapon for rebel factions SKS + scope - good choice for rebel snipers Konkurs M - similar to already shown AT13 but less powerful, good choice for Chernarussian forces The game has 4 factions that use Soviet and Russian weapons so I think we should have more of those .
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I've been trying to get hatches work properly but haven't been very successful so far. I'm using BIS' Stryker model.cfg as base for my vehicle as it has everything I need. Here's the config for hatches: (I have left out most of the config to reduce message length) Error message I'm getting complains about missing type in HatchDriver and HatchGunner. Hatches are missing type="rotation" just like in Stryker's model.cfg but that doesn't work here for some reason. If I add the type it complains about missing angle0, once again this is missing from Stryker too. And if I add both type and angle0, the vehicle starts acting very oddly (turns slowly itself when static).