Snake Man
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Everything posted by Snake Man
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Satellite mask image creation
Snake Man replied to Snake Man's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Alliexx, plumose 219 and DMarkwick thanks for your helpful replies, I'll try those methods to see if I can improve my MASK creation. Do anyone know why I can't seem to get the first post linked Opteryx's "saturation" guide to work? -
Simple ArmA 2 Terrain Tutorial
Snake Man replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
SgtAce are you the P85 TEAM person in BIS Wiki? -
Satellite mask image creation
Snake Man replied to Snake Man's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks Alliexx, but I can do all that stuff found in your tutorial, it is not covering the problem I'm having. What I need is good photoshop (or other) tips how to convert my sat_lco -> mask_lco :) -
MH-53E addon released
Snake Man replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Big mistake. Perhaps take a deep breath, control your enthusiasm and learn something about editing addons before just plugging away in the dark. -
What about TroopMon addon
Snake Man replied to gmanouvrier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi Charonos, good to see you back. TroopMon v0.8 for ArmA is still on pretty much daily use in PMC sekret codelabs, excellent piece of addon. If you need any internal testing help before making first release, I volunteer to help you weed out last minute issues. -
Hmm hey, is this now updated, ie working? I was really happy to get RSS feed for the beta's, then I was really disappointed to see new beta in the forum but nothing on the RSS...
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Notifications for new Beta releases
Snake Man replied to Yapab's topic in ARMA 2 & OA - BETA PATCH TESTING
Any chance of RSS feed for the betas? (RSS feed is much easier for end user than email). -
Sbrodjistan and Pomegratskaya Islands
Snake Man replied to oldbear's topic in ARMA - ADDONS & MODS: COMPLETE
Good job on two terrains, always nice to see new terrains released. Hehe :) -
Thanks, this is very handy.
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Vietnam: The Experience - final alpha
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Few people have told me that, I'm glad that you and the rest of them are feeling like that... but dunno really. At least this way there is absolutely no false hyping for this mod being anything else than it is. Well we could of course use the version numbering "as is". True, VTE ArmA version has been under constant development since early 2006 if I recall correctly, its been through so many versions (internal and public ones) that its indeed very much developed package. I guess anyone can look our changelog and just be bored to death reading all the fixes, changes and improvements we have done. -
Big cities are located in PMC 51km Desert terrain.
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How to get people to download Island Addon?
Snake Man replied to NightHawk2009's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
User friendly method? I really don't understand what you mean... I mean if you are hungry, the food doesn't just magically appear in your mouth just by you snapping your fingers, you must cook it in the kitchen first before ready to eat. Its rather simple; if people want to use addons, they have to download them, put them into a proper dir and load arma 2 up with -mod dir parameter. There is no easier way to use addons. -
How to get dynamic shadows from texture alpha channels
Snake Man replied to colonel_klink's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks Colonel_Klink for the nice tutorial, much appreciated. Nice to see you in the forums also, now there is hope for ArmA 2 if OFP legends like you are returning :) -
Camera and cinema border
Snake Man replied to mandoble's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After creating the camera in a mission, how about adding sleep 1; before using the showcinemaborder command? -
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
Snake Man replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the detailed explanation, appreciated. It sounds real nice, I'll definitely give it a try and study your scripts. -
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
Snake Man replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Could you please give out more details about this, it doesn't matter to me even if you go into script specific details. I'm very interested to hear about the dynamic features of this mission. -
PMC ArmA 2 WRP Demo has been released!
Snake Man posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
PMC ArmA 2 WRP Demo v1.1 This is WRP technology demo for ArmA 2 including 51km x 51km desert terrain with many ruined cities. Experience yourself the REAL 2621.4 square kilometers terrain. Assault or defend those extremely large ruined cities. Feel how boring it is to fly 10-15 minutes for landing zone on board a MH-60S. There is four simple missions included to show some of the terrain here, two of them are boring flights around the the place and other two uses 5km viewdistance with large amounts of troops under players command using High Command. These also aren't real missions, just some quick fun. We have included extra terrain without any buildings where players can build their cities / bases / etc where ever they want to. Please make no mistake, this is not "real" terrain as you know of them, this is tech demo of large terrains and cities, there is very little details or work put to it (PMC is developing a real final terrain based on this tech demo, but thats offtopic). Readme in PMC addon/mods manuals. Visit PMC Tactical and PMC Tactical forums as well as PMC Editing Wiki which also contains tutorials as well other ArmA 2 editing information. Download PMC_ArmA2_wrpdemo_v1.1.rar - 18.5mb. Mirror 1: PMC Tactical. Mirror 2: Armaholic.com. Mirror 3: Armedassault.info. We thank all our mirrors, more are always welcome. -
The port is only for ArmA at the moment, I'll do ArmA 2 port when I get around to it.
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WIP JTD Fire And Smoke
Snake Man replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I always thought the amount of smoke (duration of emitting smoke) should be tied to the amount of fuel and ammunition on board. Of course technically when the unit is destroyed ingame, can we extract any ammo/fuel counts anymore, I don't know. Secondly, the fuel in most missions is no brainer; always full. I mean when do you reach a point in your average mission where lets say BMP's fuel tank is only 25% full anymore. Ammunition is of course another matter as the kids love to shoot them gunz. Do you think this would be doable in ArmA 2? -
Your favorite user made campaigns?
Snake Man replied to kozzy420's topic in ARMA 2 & OA - USER MISSIONS
Rude? You think that was rude? I just asked a question and told you the facts, no curse words used or anything, not even evil intend behind it :) -
I know for sure that the first mission doesn't work, well I mean it works but if you play it you'll see that its "unplayable" for most players. Enough said; it doesn't work. The rest of the missions... I think they should work okay, but I have not tested, in fact I have never tested ArmA 2 campaign official or not, online... sorry that I cant help you with that at the moment. My plan is to add full MP compatibility for this campaign, its in fact one of the key features in my list. Yes the weaponPool is not working for some reason, its still very WIP (weaponpool configuration and the rest of the campaign too), I will find some sort of solution for it in the upcoming versions. I don't like much night missions, the way I see it its like turning off lights and trying to have a good time... what are the fancy graphics for if we cant see them? Hehe yeah I know I know its not simple as that and yes I do appreciate the odd night mission where they are "applicable" but not all the time, I guess in a way I try to avoid them as much as possible. The one thing that pisses me off in OFP/ArmA/ArmA 2 is a night mission where you don't even see who's shooting at you. However... I'll promise to play test this mission with time set at middle of the night just to get my bearings and the experience. Who knows, maybe I'll like it and it would then go 1st mission night - 2nd dusk... or something like this. We'll see. Thanks for your input. Regarding v1.03 patch. My goal was to release quick update for this campaign after v1.03 is out to make sure its fully compatible with it... however now when I read the forums there is such an utter flood of negative posts about it, mostly from these trolls but I've seen many genuine old school guys posting too so there is some merit to it. I'm very cautious and have decided to hold off the update until the dust settles on the v1.03 patch release; is the negative feedback just a spam or are there serious issues, will there be hotfix or 1.04 soon etc... I'll let time pass so I can see how it goes. Again thank you for everyone for feedback on this campaign, rest assured development continues in due time :)
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Your favorite user made campaigns?
Snake Man replied to kozzy420's topic in ARMA 2 & OA - USER MISSIONS
That is kind of silly question since there is only one at the moment. That would be no, dunno what you're talking about but you have not played "few" user made campaigns. Whats going on, wrong area to post? You mistake missions to campaigns? etc -
Okay, you care to tell us how did you managed to export to .obj file, please?
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I read the readme... I don't get it, how do you create the actual output file to be opened in 3D modeling software (was it lightwave obj or what did it save them in for example)?
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Modo is nice because we have the lxo2p3dm and p3dm2lxo tools from Synide, making model conversions very easy.