RN Malboeuf
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Everything posted by RN Malboeuf
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Synide that's a pity you got just one pair of hands and only 24 h in a day to do all this stuff )) great work, though i never used Modo - installing it now to try this out Can you give some short explanation what new possibilities we have now with modo ?
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Geil! Good action. It is a pleasure for me as the island is used. Next Island: Noe.pbo?
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he-he... already answered ))
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Mass and weight - model interaction
RN Malboeuf replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
i tried. i like puzzles ftp://www.armedassault.info/_hosted/libmod/bdfy_test_ship.pbo Just huge boxes configured as ships. It's ok to collide with huge box near the center, but if you try to hit it near the  nose or  stern - you can turn it up with RHIB On the deck there're troubles too - it's ok to move near the center, but run to the nose or  stern - you'll fall. I can only think there's size limitation for geometry shapes. That's why Nimitz was made in parts - and if you want to port it looks like you have to do it the same way -
Mass and weight - model interaction
RN Malboeuf replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
what about setting the simpliest ship addon (just a huge box) and see hot it works ? -
Hello, The modification is in a Szenario between Guerillias and Army somewhere in the Indonesian Jungle. Pictures are not over 150kb Changelog (All Pictures are near 150kbs, but some under) New GUI Units AKMC AK 47 PK (Belt) UAZ (On Civ Side) dammaged UAZ Plant 1 Plant 2 Big Plant Wall Reclame 1 Reclame 2 Reclame 3 Reclame 4 Crashed Plane
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i posted it into libmod section at f.ru. Imutep I heard complains that up_ww2 is used... kinda old weapon pack with alot of existing versions. What for it's used ?
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Disabling black people?
RN Malboeuf replied to icebreakr's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Every arms got foreign soldiers. "Disable Blacks", do you know how I call you? Racist! -
Disabling black people?
RN Malboeuf replied to icebreakr's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Actually i can even say that Arma face setup for west is only suitable for US Army. Most of Central-Eastern Europe/Asia/S.America armies do not have blacks or have in amounts that it's just ridiculous to take into consideration. -
WIP: stuff you are working on!
RN Malboeuf replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
oh, nearly 100 Pages -
Disabling black people?
RN Malboeuf replied to icebreakr's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Are you kidding ? -
Mass and weight - model interaction
RN Malboeuf replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
ok, can you say why ofp nimitz was made i several parts ? was it size limit troubles or smth else ? why it was made as biulding not ship that time ? I guess some bugs with size forced Hawk to do so ? If i'm right are those bugs eliminated in Arma? means you eliminated land contact lod and add autocenter=0 property ? -
a lot of ofp uses textures from Data.pbo and other standart ofp ones - you can take it from your OFP and unpack into your ArmaWork dir. then you'll see all the textures
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Disabling black people?
RN Malboeuf replied to icebreakr's topic in ARMA : CONFIGS AND SCRIPTING (addons)
look for cfgFaces in config. Ser yyour own face without blacks -
Mass and weight - model interaction
RN Malboeuf replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
mass is assigned per vertex in Geometry lod. nothing else try to add some more mass to points nearer the board,that actually interfier with other objects. Just an idea though... as i said in your thread - it won't be a big surprise if objects bigger 50-80m won't work correctly in game. Try to scale down your ship and see if smth changes -
It does not work by me, it crashes. But the version before gone good. But the oldest 1985 Version crashed too... There no Addons in the res folder, installed correct, is there something needed?
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Finally had the time to take a look here. Looking good! But: Do you gonna create ya mod for Armed Assault or Armed Assault 2 (With should comming out this year)
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Here the data. TGA and PAA radar.pbo http://www.armabase.de/cms/alexsworn/FTP/Addons/Radar.rar In the future, all addons paa textures.
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Very nice work! That is a good gold colour sheme.
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how to merge the uv maps and the textures?
RN Malboeuf replied to Sennacherib's topic in ARMA : O2 MODELLING
what you wanted to say ? can't understand you (( -
1. define all the camo as hiddenselections (don't now though what is the texture limit for arma) and then change the textures via script 2. create soldier with camo you want and then switch to him with SwitchableUnit commands just some ideas that you can try. i'm not 100% if it will work though i'm sure it won't work well with mp
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airLock = true/false; in cfgAmmo section
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how to merge the uv maps and the textures?
RN Malboeuf replied to Sennacherib's topic in ARMA : O2 MODELLING
interesting... can you make/find a tute how to merge textures for max/3ds/obj (whatever format) model ? -
Sound configuration
RN Malboeuf replied to RN Malboeuf's topic in ARMA : CONFIGS AND SCRIPTING (addons)
ftp://www.armedassault.info/_hosted/libmod/sound_test.Intro.rar test mission. You can actually here how sound from different positions. Both wss and wav formats are working good. -
From my expirience sound configuration is quite tricky task in ofp/arma and always needs a lot tests in game (and i really hate to reload arma to see the changes) I know  that it's crutical to use wss sound files for vehicle/weapon sounds - in other way fading and sound direction won't work. Sound is defined in config as an array: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sound[] = {"\weapons\Data\Sound\m134loop4_end", 10.0, 1}; "\weapons\Data\Sound\m134loop4_end" - path to sound file 10.0 - some constant that defines sound fading 1 - pitch of sound (usually it's not used) It can also be defined like that (most fdf sound mod files are configured this way) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sound[] = {"\weapons\Data\Sound\m134loop4_end", db+50, 1}; Loudness of the sound can be adjusted only in sound file itself with the help of some Sound Editor (SoundForge, WaveLab whatever) . My question is about second parameter that defines sound fading (10 or db+50 in my example)... I can't understand how it works and i don't like simple change&try way to adjust it. What's beind those numbers ? If i want my sound to be heard within 100/200/300m what values shall i use ? Is there any algorithm to set this value ?