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Snake Man

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Everything posted by Snake Man

  1. 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.
  2. 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.
  3. Snake Man

    PAADecompressor

    Excellent small utility, great contribution to the editing community. Thank you.
  4. Snake Man

    UV mapping: how?

    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? :)
  5. Snake Man

    [SP] Armoured Recon

    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.
  6. Snake Man

    How Satisfied with Arma2 Are you??

    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.
  7. 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.
  8. 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.
  9. Snake Man

    UV mapping: how?

    I'm at the pretty much same position right now, I already have done some work, one horrible model which you can find from latest VTE and another which is just under work at the moment. I see the texturing in two stages: 1) UV Unwrap the model. 2) Create the texture to match this unwrapping. I'm scared if I finally learn the first part, I will most definitely fail in the second. Heh we'll see.
  10. Snake Man

    Problem with model.cfg

    Well, naturally you still binarize stuff in your old well known ArmA tools directory. Then just place your binarized addon ingame ArmA 2. Basically you model for ArmA 2 exactly as you did with ArmA, except that you cannot use the changed class names and requiredAddons/versions. requiredversion needs to be no bigger than 1.02 which is latest patch and requiredaddons cant have stuff like Sara or dbe1 in there. Other than that, you're good with the basic old working method from ArmA.
  11. Snake Man

    Maule M7 (Ski Plane) by Rocket

    The question is; how many points/polys the last res LOD and how many sections?
  12. Snake Man

    ArmA 2 Demo feedback

    I voted the demo is great. It installed OK. It runs very fast with the default "normal" settings. The missions and mission wizard seems to work ok. MP worked ok with few no messages received and disconnect errors (but must have been because of my poor net connection). Good job with the demo, I cant wait to install 1.02 + hotfix for the full game :)
  13. Okay after the ArmA 2 demo feeding frenzy settles, I'll work on the population free version as bonus download. Oh one more thing, no roads also, I mean ALL the POPULATED places; gone?
  14. Torrent is working perfectly, I get normal speeds with it. I am very happy. Good decision to put it on torrent too. Thanks Placebo.
  15. ArmA 2 official demo torrent. :)
  16. PMC Tactical VTE server is up and ready for missions. I've been working some terrains, experimenting something with the satellite mask/textures, nothing satisfactory yet but now I have the technical know how to bring VTE terrains into satellite age. Also tweaked few models that still had shadows even they should not have.
  17. Its 51.2 actually. Its difficult to take a screenshot to capture the essence of the terrain, not sure how many people really, deep down, understands how insanely large this terrain is.If I just put player in editor, grab a screenshot that looks very boring. But yeah, there has been so many requests about screenshots that I'll try to come up with at least something. Of course those will be sort of fakes with 10km viewdistance etc hype stuff, but what ever works right. I can do that, as extra bonus download.Would it be just desert vegetation without roads and buildings, so the plants, palm trees and rocks can stay?
  18. Can you walk us through step by step what have you done so far? After that its easier to point out what you need to change.
  19. Congratulations Myke for great F-16 release, this baby will find its way to my addon dir. Good job.
  20. Same here Mr NoRSu, I tried to bring up ODOL or MLOD simple soldier model from ArmA (1) to ArmA 2 and I get the same "the thing" effect you described. I tried even the early days BIS Sample model with model.cfg entries wrongly written in the config.cpp, no go, I tried the fully ArmA (1) working VTE soldier model, no go. I believe its something to do with the model.cfg and selections, but... I do not comprehend how some people have gotten it to work while others don't. I would kill for a working model.cfg / config.cpp right about now :)
  21. Don't forget to add (to the changelog?) the optimization tweaks, more low res LODs and reduced section counts on all LODs (within the limits of current texture counts). People should know that this is properly modeled addon which causes no frame rate loss even when used in excessive amounts in missions/scenes. This should be in my opinion, of of the "highlights" when pimping this to the news sites etc.
  22. Basically what I did was - renumbered res LODs to 1, 2, 3, 4 etc - reduced section count to a minimum with these textures/rvmats. - added if I recall correctly, two new low res LODs, last one below 100 points. I can't remember anything more specific. It was meant for you as help, that you grab the new low res LODs from it, however it of course would work best if you use it as is which I assume you now did(?). I cant say for the renumbering of LODs, but the two other tweaks highly increase the performance of this model. These are essential for any properly done addon model. If I do helping fixes for you next time, I'll promise to write detailed changelog :)
  23. Yes but when .rvmat is on the list, they appear in the PBO as binarized. Naturally sound files like ogg are not binarized but rvmat's are, so it's not your usual "direct copy" in that way.
  24. If you are bored, you are welcome to come help me in my projects. Would be much appreciated and time well spent.
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