Snake Man
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Everything posted by Snake Man
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OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Kiowa.p3d textures merged and extra LOD created (less than 100 points). Model.cfg created and config cleaned up a bit. Uploading source files now (dancing banana upside down) to Eble. -
CAT Afghanistan v1.2 ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the bugs list, feedback is appreciated. -
OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just so that nobody does any overlapping work, I have the Kiowa MLOD package here now and I'm in process of merging textures for it (we'll see how it goes). I'll send the packet back to Eble as soo as I'm ready. This will most definitely include model.cfg creation so there fore config.cpp will be edited. -
OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah I understand, same here. Okay send me the Kiowa MLOD's and I'll see what I can do. But I cannot promise anything. I've just come off from merging textures to 100+ models for CAT Afghanistan and hehe not sure how next merge project would take off ;) -
OH-58 Kiowa Warrior comes to Arma2
Snake Man replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would you be interested of merging textures for the Kiowa(s)? -
Arma 2 Sound Modding 101.
Snake Man replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
When lets say missile launch is heard all over the terrain (like 10km away) like it was right on top of you, what sound config value is wrong (too high?) in this situation? Is there some guidelines of sound volumes on the config, or does it relate too much for the actual wss sound level and only can be tweaked by trial and error? -
Footmunch/eddyD F-16 in ArmA 2
Snake Man replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Last night I first flew ArmA mission with the original footmunch version of F-16, then I flew Falcon 4 Nevada Theater and chuckled up as I saw the difference on the right hand side MFD screen. Myke, if you want I can take high res screenshots of few situations of the MFD for you to replace the pac-man like MFD this ArmA F-16 has? -
I don't understand what you're saying... you're bringing "it" back with a new name... but you start from scratch? Eh doesn't make sense.
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Arma 2 Sound Modding 101.
Snake Man replied to Mark XIII (DayZ)'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You absolutely need to use WSS and only use ogg for maybe music tracks. Do not ever use wav in OFP, ArmA or ArmA 2. -
hotshotmike1001 is complete lost cause. He don't know or care anything about porting a model/addon. Don't get your hopes up when talking about his work :)
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Thank you for the guide, appreciated.
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How about posting the info here for everyone to see?
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AGS Buildings Pack ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Well I cant see how that is possible, maybe I'm being bit arrogant but I'm pretty sure I've spent more time on these than anyone else, in fact I've very proud of the current status of the "port", it is very good. I really cant imagine what could be merged when two people port same addon. Do I look like a compat whore photography pimp to you huh?Just joking :) Yeah I hate screenshots, but I guess wherever I go people ask them so I just have to bite the bullet and start to do one or more for each release I make. Seems like people "cant understand" addon without a visual reference, weird. Yeah thanks for the tip, I'll try to implement that to the manual. -
AGS Buildings Pack ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Can any other AGS_build objects be walked through or is it just the hangar doors? I have written your bug reports down, I'll address them on the next development cycle. Thank you. -
DM, I'm with you. Those stupid hills are not needed in my terrains and I want to remove them. Been on my TODO list for some time now, its just that all my time goes with other experimenting leaving that cosmetic thing for later ;)
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single soldier config.cpp
Snake Man replied to daanvs's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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This would be really helpful, I believe I already asked this some time ago :) Modo :) I honestly spent the last 10 minutes with your post open in browser while I went through modo menus and stuff to try to look this "load your image", the only load image was from the File -> Load Image, but when I selected that and the tga... nothing happened? (this was on Modo 401, didn't try 302). I've watched some videos which talk about materials, so are materials in other words textures or something different?All I wanted to do is to have my simple 3d model in Modo, UV unwrap it (as poorly as I now can do) and then apply texture to it. Right now if I do model first in Modo, I have to export it to O2 and apply texture there, then bring it again back to Modo to uv unwrapping with texture on it :)
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PMC Apache v1.1 for ArmA 2 has been released!
Snake Man posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
PMC Apache ArmA 2 v1.1 This is BIS OFP/ArmA ported AH-64 Apache model. Purpose of this addon is to have simple, working and high performance Apache addon for ArmA 2. It comes with three different versions; multi role, close support and ground suppression. Multi role: 1200 rounds of M230 cannon, 38 FFAR's and 8 AGM-114 Hellfires. Close support: 1200 rounds of M230 cannon and 16 AGM-114 Hellfires. Ground suppression: 1200 rounds of M230 cannon and 76 FFAR's. (note; these screenshots are from ArmA (1), sorry). This is the first initial ArmA 2 release, I'm looking forward for feedback regarding bugs and other issues. If anyone is willing to help me tweak this further, withing the design goals (working, high performance) I'm willing to do so. Visit PMC Tactical and PMC Tactical forums as well as PMC Editing Wiki which also contains tutorials how to make OFP ports of your own as well other ArmA editing. Readme: PMC Apache June 5th, 2009. v1.1 initial ArmA 2 release. This is AH-64 Apache gunship helicopter addon for ArmA 2, ported from BIS OFP model (through Armed Assault). It comes with three variations, multirole, close support and ground suppression. Purpose of this addon is to have a simple, working and high performance Apache addon for ArmA 2. Required Addons None. Armaments Multi role: 1200 rounds of M230 cannon, 38 FFAR's and 8 AGM-114 Hellfires. Close support: 1200 rounds of M230 cannon and 16 AGM-114 Hellfires. Ground suppression: 1200 rounds of M230 cannon and 76 FFARs. Classnames Vehicles PMC_AH64_closesupport PMC_AH64_groundsuppres PMC_AH64_multirole The crew is USMC_Soldier_Pilot class pilot. Weapon, Magazine, Ammo. PMC_M230, PMC_1200Rnd_M230_AH64, PMC_M230_ammo. PMC_FFARLauncher, PMC_38Rnd_FFAR, PMC_76Rnd_FFAR, PMC_FFAR_ammo. PMC_HellfireLauncher, PMC_8Rnd_Hellfire, PMC_16Rnd_Hellfire, PMC_Hellfire_ammo. There is also pair of Apaches found on the mission editor groups for easy placement. Model, textures and sections This is BIS made OFP model, it was first ported to Armed Assault and now to ArmA 2. It has basically the same model except normal porting process changes have been made. There is last resolution LOD less than 100 points on all the models (multirole comes to 112 points with proxys, 64 without them, but proxys don't count so no problem). This quarantees high performance in any gaming situations (you can add many apaches and no FPS loss). Textures have been merged and the models now use only 3 texture in total, one for the airframe, one for cockpit and one for alpha transparent parts. There is normal and specular maps as usual. Last LOD of the model only contains 2 sections (two textures), which maybe in later date we hope to minimize down to just one (1) which would be the ideal setup. Damage textures are included as well as the model damageHide selections, when your apache is destroyed, weapons, crew and small other non moving parts are removed from the model bringing much more nicer destroyed look to it. Errors There is no binarize errors. There is no arma.RPT errors (we've seen so far in our perhaps limited testing time). There is no ingame erros. There is however some bugs, like the rotors have some "artifacts" on the edges and bad texturing on cockpit glass edges. These we will hope to fix in the future versions among with other bugs that will be reported back to us (see contact info below). Most obvious flaw is that there is no shadow, only the hellfire missiles cast a shadow. If anyone is willing to help me how to close model (I know how to do shadow volumes, but closing an model is causing me headache), I would very much appreciate it. Performance This is not high poly model with ultimate scripted features, so this addon is performing superbly without anykind of errors or slowdowns. You can place as many helos in the screen at one time that no practical mission would require that amount. Performance is good, there is no problems running these helos. Basically when this addon was ported, we had GAMEPLAY in mind, we don't care so much about the gizmos and gadgets and fancy "FX", but we do like 100% working and high performance addon. Contact You can contact us in PMC Tactical forums. There is release topic for this addon located here: [url]http://tactical.nekromantix.com/forum/viewtopic.php?f=31&t=21954[/url] You can also email us in spam me not June 5th, 2009. [url]http://tactical.nekromantix.com/[/url] Snake Man, PMC. Download PMC_apache_arma2_v1.1.rar - 6mb. Mirror 1: PMC Tactical. Mirror 2: Armaholic.com. Mirror 3: Armedassault.info. Mirror 4: arma2base.de. We thank all our mirrors, more are always welcome. -
PMC Apache v1.1 for ArmA 2 has been released!
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah, me too. No. I don't really understand why you ask this, or do you mean that I somewhere state that this is good model? Because I wanted to fly Apache in ArmA 2 and there is several people who liked the ArmA port. Well thank you, I now much more understand the nature of your average russian dude, its shame to see my street view prejudice come true here in forums too. How would binarization change the quality of the addon? Oh and did you bother to check out to see that this addon is binarized and signed? Okay, cool. How many addons have you ported in 10 minutes? :) Thanks for that accurate loadout info. I'm a dumbass so I have to ask, is this anyhow limited to UK forces, or does US Army use this precise same loadout? Also the existing addon uses pretty much the Alpha, Bravo and Echo loadouts, so I'm definitely willing to add those missing loadouts. Anyways as said, EagleSniper, your feedback is very very much appreciated and I thank you for that. I would be very happy if you and I could refine the next release to be best possible (loadout) representation of Apache in ArmA / ArmA 2 :) No, in regards that I haven't got the slightest clue how to make one. Do you know any tutorials or someone who could teach me how to do that? Also if it drives this simple & super high performance MP compatible addon into some script monster, then I am definitely not interested :) Altough I have nothing against some cool FLIR image/view thing, but not with cost of FPS or broken MP etc. No idea as I never used any steam/digital downloads. All I've heard is; yes, you can use addons with that version. Its not question about this or any other addon really, its question about the steam/whatever download. I want to thank everyone for feedback, much of it was disgust of old model in ArmA 2, but I didn't ever expect the reds to attack like in cold war hehe, but hey what can you expect from them anyways. Naysayers, thanks for posting what was expected, anyone who liked it, I'm very happy that you like it and those who wanted me to improve this, I'll do my best to do that within the limits of the "scope" of this addon. -
Excellent small utility, great contribution to the editing community. Thank you.
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There is so many tutorials that its kind of hard to see what is what I need ;) Would you have some tutorial link at hand which yourself found to be useful? I have small problem that if I have lets say a box shape, then myTexture.tga in a dir; how do I apply myTexture.tga into the box? :)
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Donate? Are you serious? Dude if you want people to donate money to you, you are in wrong community. I'll suggest you stop asking for money.
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How Satisfied with Arma2 Are you??
Snake Man replied to mattyh1986's topic in ARMA 2 & OA - TROUBLESHOOTING
I will not vote for this poll as it doesn't include voting option that I feel comfortable with.Such would be: - Extremely, its the perfect game. Sure, it has some issues but those will be fixed in patches. -
PMC ArmA 2 WRP Demo has been released!
Snake Man replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
PMC has just released v1.1 which includes the requested extra terrain which has no buildings in it, just pure desert. Please check first post for download and other details. -
Military Adviser Offering Help To Mod Teams
Snake Man replied to EagleSniper's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Are you talking about PMC Apache made by me perhaps? If so, I'm interested of hearing about the realistic loadouts. Could you please take the time and reply any corrections/feedback you have into the apache release topic, thanks.