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Posts posted by pathetic_berserker
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RicoADF, are you going to release a version with the current delivery paint scheme. As in your sig ?
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Yeh I'm kind of bumping so eat me.
Just wondering where this idea is at, as I've spent the last 2 weeks dealing with/solving the issue of successive drive failures that have almost had me turning buhdist (re- is this Karma?) I feel I've been out of touch.
Also sorry to add that, folks will now have to wait for bunker MKII as all work on it, and a couple of other projects were lost to the other side of quantum mechanics. That is, the bit that hasn't been expained yet.
Hmm.... at least I can see it on Youtube
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Realy like where this is heading icemotoboy but i have a few issues, some of which you probably know about
1. the 2 stair cases down to the lower level should be the open steel kind not concrete.
2. the straight stairs leading to the lower level don't have enough head clearance. In reality you could make these stairs steeper to solve.
3. I find the containers sitting around the lower level a tad unrealistc. I did notice the hatch for containers, but knowing what it takes to push those things around, they will be moved the shortest distance possible.
4. I would have thought the lower level to be perfect for some more storage tanks and more of those immersion elements like pipes and valves.
5. some more immersive elements throughout the building such as pipes, control panels, desks, etc.
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Warning:preNLOD format in object zs_woodlandus\us_soldier_mg.p3d
I know people will look at this and say 'take it up with the addon maker' but I've had this error a couple of times recently with a couple of different addons. Addons that I have been using for some time with no trouble. The warning follows a CTD and seems to write off the addon afterwards.
I'd really appreciate some clue to this message as I've just had one these CTD's in the middle of a Clan Tournament Match and not been to rejoin the game.
BTW the game loads ok but goes bye bye at the breifing screen
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Hmmm... I wonder if I should place the floor in the geo layer as well as the roadway... that might solve the camera issue...Be carefull with this one as you may find characters bounce of the floor or may even get stuck in it! Idealy the road LOD should be about 10cm ontop of Geo LOD to avoid this.
As for the destructable parts it really depends on how you have broken up your model. You may have noticed some of the BIS buildings actualy use an animation step when destroyed to leave behind specific rubble (radio tower, silo, and tin shed?) Sooo if you have say, the rig base, platform, crane and building as seperate objects placed together by script you could then have the builing and the crane use a destroyed animation, then maybe settle on a damage texture for the other bits.
Best of Luck with it. It's one of those objects that people keep asking for, but never arrives. And its looking good!
PS, placement in the editor should be possible via a script in the config. You'll probably find examples in the OFP aircraft carriers. I'm no maths head but I know its possible.
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Go for it.
At least its not another M16
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My god, i'm finding references to tears in every thread assoc' with the latest CWR news. And i have to admit to sheading one myself.
look forward to soaking in all that wine!
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This is the first sound MOD I thought good enough to actually use. Though the vehicle and weapon sounds are still a bit too low.
But if its possible it would stll be great to get in a vehicle and hear myself think, which is something that annoyed me a bit with the BIS sounds, they are at times a bit too loud.
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Well if this ball gets rolling, an we get texturers and config writers on board I'll be happy to contribute what I can.
I have no problem with models and the various LODS but still know diddly sqat about the rest. And I'm not really looking forward to Â
trying to learn it all with my limited available time.Oh and here's something I could add if it passes whatever criterior will be needed
Youtube:
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CHEERS to you, Synide
Just 10 mins looking through this stuff has answered soooo many questions!
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I was curious, could this idea be 'tricked up' using a helo config?
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I for one think this is a great idea. I know for a fact that at least one Island maker is holding off due to the lack of wartorn/ruined buildings. And I'm stil scratching for time to learn how to make the stuff to a reasonable quality.
So there's another genre to add to your list Abs
I also think that that islands are more likely to benifit from the range of ideas and styles that come from a group of addon makers rather than just one.
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hehe, As always confusion reigns supreme!
When Messiah mentioned rainbows i was thinking about an object space normal map
And thank you for the clarification about the whole quad/tri thing. I have been doing my tris before going to O2, but really I'm a total novice with modeling, and I notice most of my time is lost to inefficient work flow. At least now I know why I do what I do.
Also a little vid of a bunker, I'm working on. Very WIP textures are just place holders, but feel free to bag the rest
And I would like some clues to help prevent players seeing so much of the outside world when in 3rd person. Is it worth looking into double sided faces?
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Jerry Hopper say's : CATCH!!Some body roll and it will be purrrrfect.
Though may i say quite anal retentively that the rocks too big

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@ messiah, when I read your other post and you mentioned the 'pretty rainbow colours' it struck me that you may have used the wrong kind of Normal. I though ArmA used the tangent style map that looks kind of borish.
@ neph and the rest. Whats so important about leaving the polys in place before going to O2, and converting to tris' ? At the end of the day it is the same isn't it?
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bdfy, you might also want to have a look at Mandos missile system. Written for ArmA already

Threads just at the bottom of current page.
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good to see this project is still alive
keep it up!
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I probably wouldn't have started this if it wasn't for this thread so I though this was a good excuse to bump it.
Got a little vid of a WIP versionof a Nuclear, Biological, and Chemical bunker.
I realize it's probably not the most realistic representation of what a NBC bunker would be like but my modeling experience and the game engine are limiting.
Besides my reasearch on the topic told me little except that most nbc bunkers are small and many are converted mine projects or missile silos, beyond that it was conspiracy theories abound.
I'm thinking of also making a russian style aircraft bunker and an nbc bunker/misslie silo. But thier usefullness is kind of limited as they may tend to look awkward unless on an island sculpted specificaly for them.
So heres the vid.
Textures are just place holder and you will spot some bugs some of wich have probably already been taken care of.
ALL sugestions and coments welcome
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Hey i know this may sound petty RobertHammer, and it is your addon so feel free to ignore me .
But could you officialy designate the weapon the M214 instead of the M134. I know anyone wanting to do Arnie impersonations isn't gona care. The M214 is significantly lighter and was accually designed for the 'fantasy' but failed, whilst the M134 is whithout doubt a vehicle weapon.
Sorry but I still like a little truth in my fantasy.
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They should just remove the weapon loss misfeaturealtogether. I'm sure almost nobody finds it a realistic,
exciting or useful attribute.
I used to tghink the same, but now I think it could be more realistic if they simply extended the time before weapon loss by a few of minutes.
Also think it would be cool if you lost secondary weapons and MGs before rifles.
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I certainly see djfrogstar's side of things but I think a sub board would be too much.
Though as it is, is a bit silly.
I would like seperate sticky' s for different groups of addons ie, land, sea, air, man and landscape/building.
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lol,
I suppose i will have to be a little more patient before i can learn the secrets of rubble and doors.
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looks promising. I rekon I could sway a few more people to buy arma with a MOD like this
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I've been exporting 3ds models from blender to O2light after passing through anim8tor for some dummy kfdata with no problems, but O2PE won't open the same file!
Anyone have a clue?




ARMA 2 - Building Destruction
in ARMA 2 & OA - GENERAL
Posted
I just hope this dosn't mean they aren't going to give it thier best shot.
I'm not overly fond of the 'mouse holes' as someone called them earlier. And I understand that creating DD to the level most of us want is not practical.
I do think however that ArmA would benfit greatly if they spend the time to create more destruction anims for more of the structures,especialy good if they could add a 'level' or 2 of damage. And add some low fragment count DD to vehicles. Maybe adding some finer particles to be handled client side then deleted.
I know anims can get repetative but it's got to be a dam sight better than watching a clean unscared buiding turn into a piece of cheese then sink into the ground. Leaving behind the same silly little pile of rubble as the next building.
So what it comes down to i suppose. Is that i would like BIS to implement a range of methods for destruction. Maybe allowing a mix of random destruction anims and some low fragment count DD. If it is at least buit into the engine the community can then run with it. And implement it for its specific needs.
I understand that BIS want to make a great MP experience. And i love what they've done so far. But it also needs lots players to mix with for the ulimate experice. And that is something that ArmA kinda lacks. I believe that if they spent a LITTLE bit more time on the polish of the game (such as varying the rediculous tiled damage texture) and made that bit of extra content to cover the details. Instead of leaving it up to the ArmA community. There would be more players, an even better playing experience, and maybe even more rabid community members to create great addons and environs.
Oops started to rant in that last paragraph. But I'll stand by it.