Jump to content

norsu

Member
  • Content Count

    626
  • Joined

  • Last visited

  • Medals

Everything posted by norsu

  1. I'm sure they will sooner or later. For example making ArmA2 infantry addons without a proper reference model is pretty much impossible unless you want to burn yourself out with countless trial & error.
  2. How did you get ArmA2 soldier model into O2 Master85? Have I missed something important?
  3. Also remember that there are two main gategories one can divide custom content into: -First we have addons like "M4 pack number 189" which you can use in vanilla game and with most bigger mods without any conflicts. Single addons can also use whatever mod folder you want to put them into. Joining servers is possible even if the server isn't running all addons you are. However if a mission uses an addon you don't have you will get kicked from the server. -Secondly we have bigger mods like ACE or FDFmod that change some of the game mechanics so much that they need their own specific mod folder and new versions of the original config files. This means that it's not recommended to join vanilla servers with mods (it's possible) and also most of the time it's not possible to mix mods together. It's also noteworthy that some addons don't work properly when used with a specific mod.
  4. I believe binarizing addons with the current BinPBO isn't fully compatible with ArmA2. The model will be binarized but without materials. There might be a workaround but I'm pretty sure we are going to need updated BinPBO along with some other tools like TexView.
  5. Indeed LockDown but what if a vehicle had a ridiculous amount of static health points but HitPoints classes had a lot less. This way you could disable parts of a vehicle one by down and it wouldn't explode. And with penetration values it would be even better. A script that blows up the vehicle if ammo HitPoints class reaches zero or critical levels would compensate for the huge amount of static health points (these must reach zero in order to blow up the vehicle in vanilla ArmA2). I haven't tried any of this really but it's a nice concept :). EDIT: Here's a video demonstrating projectile penetration in game
  6. Thanks Jackal but unfortunately the problem remains. I also tried to render BIS AKS74U model with ArmA2 textures & materials and they too were blurred. Vehicles and soldiers however remain unaffected which makes this all the more puzzling :confused:. Also weapons that are blurred work just fine in game.
  7. A more complex damage system for vehicles could be possible with HitPoints class in configs. In that class you can define armor values for different parts of the vehicle, it's also possible to make parts impenetrable. Not sure if it's possible to make different penetration levels though. I'm thinking of a tank that has front, side, rear and turret armor made of different classes with different values. Of course it would still be possible to take out a tank with a rifle but for AT weapons it could open new possibilities. However the general "armor" value for vehicles would still be there which essentially defines how many (static) health points they have in total.
  8. Do you have the latest patch for the game? That should give you more options.
  9. norsu

    Lcac-wip

    Be sure to also check triangle count in Oxygen. You can do that quickly by selecting the whole model and using Create-Trianglize function.
  10. norsu

    Full auto default on AK's?

    Only badly trained soldiers would use AK's full auto in a combat situation (excluding CQC) as it's very inaccurate and hard to control (been there done that). Tapping the trigger is a lot more efficient way to fire the weapon and is preferred over full auto anyway so I don't really understand why BIS decided to switch firing modes. Oh well at least it's easy to change in a mod :).
  11. Excerpt from marine spotter config: hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ca\characters2\data\ghillie_overall1_co.paa"}; So as you can see even the infantry models can be retextured via config :).
  12. Check out my last post in that thread, it appears you don't need hex editing anymore :).
  13. norsu

    [Help]Skinning new units

    Isn't it now possible to use hiddenSelectionsTextures command in unit config to skip the hex editing? It should work for infantry models too because they also have "Camo" selection which is used to change the texture. So instead of hex editing the model you would just have to add something like this in your config: hiddenSelectionsTextures[] = {"\ulfen_swe_units\yourtexture.paa"}; Note how character count isn't an issue anymore when you use the command. Also you can use the stock BIS model to reduce addon size :).
  14. norsu

    Full auto default on AK's?

    Selector in most AK series weapons is following: Safe Full Semi Full is rarely used (except in movies) so I don't really know why BIS set it as default. Maybe a simple config mistake, nevertheless it should be very easy to fix.
  15. One way is of course to make two different rvmats. If you for example want to take the cubemap effect away from wheels just give them different rvmat in Oxygen. That will however lead to increased section count but if you have only a few sections it won't make much difference in performance :).
  16. You can do that by making non shining areas pitch black in the specular map.
  17. I've been trying out the setAperture setting in editor and one can use that to reduce the excessive HDR in user missions. Sad thing is that it's very much dependant on time of the day and weather so you can't use one value for all missions. BIS could revamp the aperture control but that would require rewriting a grand portion of the terrain configs I believe, not to mention testing. But then again it would certainly be worth it ;). To Dumile: Graphics card drivers have different settings for different games. Currently they are lacking proper ArmA2 support but you can rename arma2.exe to crysis.exe and enable whatever optimizations there are for Crysis thus making them available in ArmA2 too :).
  18. I always use crosshair in singleplayer because some vehicle weapons have messed up sights so you can't aim their weapons properly, e.g. Pickup (PK). rant The need for crosshair when trying to use an object like ammo crate is there because the game is still using the antique action menu thingy for all interacting. If it would use an interacting system like in Thief or Deus Ex (useable object is illuminated or bracketed and then simply used with an action button), there would be no need for the crosshair. /rant
  19. I might as well ask here. I have a problem with an infantry addon I'm trying to port to ArmA2. One of my testers reported that all models were twisted like the creature from The Thing but my second tester had only small problems with shadows. Both testers had the same version and all models were in MLOD format. Also the addon worked fine in ArmA. Has anyone got their infantry models to work flawlessly just like in ArmA?
  20. F-18C Hornet (Click for bigger image) Landing gear is not animated yet so no need to point that out ;).
  21. norsu

    Sm 3.0

    I would like too see greatly reduced HDR effects in some ArmA2 patch. The effect isn't as bad as it was in ArmA1 but it's still way too much when you are looking straight down or to direction of the sun. Game turns either very dark or very bright, there's very little balance. This thread has some videos to show how reducing HDR makes a difference: http://forums.bistudio.com/showthread.php?t=77142
  22. norsu

    Patch 1.03 suggestions

    Reduce the specularPower value in rvmat for most models in the game. For example many trees have very wet like appearance due to excessive use of environment mapping. Same goes for many vehicles that are supposed to be mat colored.
  23. Post processing starts always at high even if I disable it and restart the game. I'm sure BIS will fix that soon. And thanks for hints on hardware, I was afraid my cpu is a bottleneck. My budget isn't very limited but I really don't have much need for a brand new computer other than ArmA2 of course. Guess I'll wait for a bit longer.
  24. It seems I have to upgrade my computer after a 2 year pause. My current vital specs are: C2D E6600 @3,2GHz 2GB DDR2 RAM GeForce 8800GT 512MB Windows XP 32bit This runs the game at playable levels on 1280x1024 with most settings on normal and shadows and post processing turned off. However I would like to turn both shadows and textures to high with 1280x1024 - 1600x1200 resolution. Any idea if only a new graphics card would do the trick or should I invest more money? I've been left out of the hardware loop lately :).
  25. The game usually picks 75Hz as the refresh rate setting whenever I change resolution. I would like to set the refresh rate manually without looking for a line in some config file. ArmA1 had a slider for refresh rates so why not add it to ArmA2 too. Some of us are still using monitors that support several different refresh rates in the ranges of 60-150Hz ;).
×