RN Malboeuf
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Everything posted by RN Malboeuf
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As about transparent panels - i can bet it's due to incorrect alpha sorting (though i can't be sure without mlod model). Select the panel - and try ctrl+sift+pgdn
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minMainRotorDive=-90; //'accelerate' dive forward. Higher (modulo) value means less pitch maxMainRotorDive=10; //'brake' dive. Higher (modulo) value means less pitch I guess it's quite the same about rolling with two other parameters. But as i said it only affects ai -there's no way to change rtorDive with player controls
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Nobody is stoned, stop it to tell our names!! And his font look naughty.
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ftp was working for some months... did you get any troubles with bis for that resource ? just wondering what responce you are waiting for. looking forward to see your ftp back soon
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Guys, why are you taking everything that personally ? Game model is all about mapping/textures and, you  know, this one's are bad. That's just a fact - no offense or outrage here. Don't know whether my english is that bad or smth ... IMHO these forums are a bit ridicilous - everything is named  'great' no matter what's posted - but i can't lie This model still can be entertaining in game (for those who can bear the quality), but this topic is all about screenshots only at the moment - and my opinion is frank at least. I keep saying that ofp convertion is rather simple, but sometimes time consuming - anyway that's good experience to put ingame better models later xnodunitx if i understand you right there'll a new bird someday - looking forward to your progress
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Oh, a M16 Pack in your collectors pack?
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Synide BTW... i was wondering from what version of the game those mlods were ?
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good work. Nice models and well configured too. a little bug report from russian forum 1. gear is retractable on ground and heli stays in the air )) i suggest lock action when height is small or animate landcontact points too. 2. glass are damaged when shot but not penetratable (pumas) 3. armed heli do engage infantry quite ineffectively. I suggest you can configure weapons to fire long dispersed burst and raise heli sensetivity (irScanToEyeFactor) 4. it can not be locked with missile launchers 5. in Alouette cockpit groun is seen via transparent instrumentation +i don't why you still define anims via cpp not model.cfg file. There's a long list at your site... http://www.armedassault.info/_hosted/bushwars/projects.html I don't usually like aerly wips but what those progress numbers mean ? Do you have anything else modelled and textures (for the first lod at least) ?
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Frankly speaking the quality of this addon is quite poor, it was crappy even for ofp. Textures are awefull - it's like made with MS Paint. Are you gonna improve it ?
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Anybody working on a panzer iii?
RN Malboeuf replied to Beltfed's topic in ARMA - ADDONS & MODS: DISCUSSION
low poly model from any game can be ported in arma but as far as you not posting any progress screens i think this topic have to be merged with addon request -
Who is interrested to build a new chopper addon ?
RN Malboeuf replied to colonel well's topic in ARMA - ADDONS & MODS: DISCUSSION
there's a topic for addon requests even though it's the most detailed request i ever seen - it doesn't deserve separate topic btw, ofpmodel is very poor - will look like a crap i arma -
Hey Riga, wasn't it you who made the rock song in ofp?
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i guess it's up to Plank to decise whether he is interested... Anyway i just tried i defined those  engine gondolas for rotorHDive animation on mv-22 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">minMainRotorDive=-90; maxMainRotorDive=90; neutralMainRotorDive=0; And i got a bit strange result...  When AI is pilot, it works like  a charm - heli is steady in the flight - only gondolas moving up-down. But player is pilot - i can only tilt the  whole heli body with keybord controls...  am i missing smth ? We are discussing these values for last dozen posts... PS I didn't manage to get it flying faster then 210 kmph though I thought it's about mass, but whatever i do - i got rather slow heli
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we are still waiting for Planck to prove that this is a solution at all if it's working this way then it at least deserve a try...
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And if define maxMainRotorDive = 90; or smth ? Will helicopter body stay horizontal in flight ? then a solution for that MV-22 is found  Gnat, you only need to define those engines for rotorHDive animation ))
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ok, i get it. there's animation source "rotorHDive". if i understand you corectly with this animation we can achieve that only rotor will pitch forward not the whole helicopter body ?
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ghm... You want to say that you can see any changes in _buldozer_ Â after modifying these parameters ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> maxMainRotorDive = 0; maxBackRotorDive = 0; minMainRotorDive = 0; minBackRotorDive = 0; neutralBackRotorDive = 0; neutralMainRotorDive = 0; really interesting... or you just misunderstood me ?
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have you ever heard about binarization ?
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Helicopter's flight parameters You may want to check this topic too. From my experience 'RotorDive' parameters seem to be useless... ((
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Q thanks. but it's far not as comfortable to use. for ex. I don't have traffic for everything - thus Synide's ftp with different models was better solution
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really bad there's no mirror
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Sdp vehicles final release
RN Malboeuf replied to Sudden Death's topic in ARMA - ADDONS & MODS: COMPLETE
good work. SIX_Tracers work good with this addon -
with 1680x1050 or 1280*800 etc that's fine. but it's stretched with 1024*768 (4:3 aspect ratio) for ATI cards that almost never works yuo know it - very old bug that make choose nvidea for next Video card
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you're making static object - all my words are about vehicles, i just never ported simple static object in game. i don't even know if damage type you wanted is supported for static - look through standart objects first
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ok, add selectiondamage=""; to your config and then try to achieve damage effects