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[xdf]kanga

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Everything posted by [xdf]kanga

  1. Hey guys don't know if this has been asked already but assuming OA goes on its usual track Australia will be one of the last to get it. My question is this. If I purchase the digital download from sprocket and so do my clan mates, is it possible to burn the install files to disc and they simply install using the serial that they get when they purchased there copies?
  2. [xdf]kanga

    Australians at War Addon Team

    nah there's a few differences between the versions, Dutch version looks like they have an extra layer of armour or something on it, noticed the windows dont extend out. Also the dutch have a different weapon station and mount 50 cals on there bushmasters, believe they had to strengthen there roofs to accommodate them. Our bushmasters only go as far as the mag 58 with I'm assuming must be a lighter remote weapon station.
  3. [xdf]kanga

    Australians at War Addon Team

    Making Progress with the Bushmaster
  4. [xdf]kanga

    Generation kill mod

    Come on emery you should be able to react better then that. If you post up pictures of WIP your going to have to get used to taking constructive criticism less to heart. Lets face it MOPP gear is massively baggy compared to a normal set of cams. zachanscom made a legitimate point, your units do need to be a lot baggier to properly represent the characters from the show. All though the comment about them being just reskins is harshly honest it is correct. Turn off the diffuse on that unit and lets face it, its the same old unit except with a hood on it, the silhouette it casts just doesn't match up to a proper mopp suit. If you have the MLODs it should be relatively easy to push the points around and make them appear baggier. The normal map appears to be rather sharp as well, if you toned it down it would give the impression of the material being a lot thicker. The units look great but they can be taken a little bit further. I'm not trying to start a flame war here because i know how fiercely people can defend there work but some of the best constructive criticism I have ever received has been the harshest, just need to step back some times and look at your work and think is he right? and yes that can be one of the hardest things to do when you have worked on something for so long and are quite proud of it. Anyway I hope you take this post the right way and I hope it can be helpful. -sX
  5. [xdf]kanga

    Australians at War Addon Team

    if the army starts using it we will put it on the list, for now tho our priorities are on vehicles and gear that are being used on current deployments by the ADF. Left one screenshot out
  6. [xdf]kanga

    Australians at War Addon Team

    Hey guys so a bit of a heads up on where we are going next. AAW will be moving on to Operation Arrowhead and will be making our release's from then on as a Mod not individual addons. Some of the considerations for moving on are the extended features such as working night aiming devices and torches for weapons which we have on our weapons as well as thermal devices for different vehicle remote weapon systems. Now this may all be for nothing how ever if the features of OA are not backwards compatible with Vanilla ArmA2 we wont be supporting it. While Chenerous and the Russian army do make a great island and opfor they are unlike any terrain the ADF is currently involved in. The opfor and island of Takistan are a much better representation of the Australias highest intensity conflict zone. We are not how ever going on hold like we did during ArmA1-ArmA2 period. During that time I personally was taking time out to learn a lot more about hi poly/lo poly modeling and next gen techniques. Despite saying we were on hold a few people liked to say we were dead. I think the difference in quality between the first F88 pack for ArmA1 and the Infantry weapons pack for arma2 shows that the time off was time well spent. For the time being heres a few shots of the ASLAV-25 with normal maps applied ready to be ported to o2(note the pioneer tools, jerry cans and such haven't been put on yet, I am making a special set of models which are basically vehicle props which can be used across all the vehicles we make) and a few WIP shots of the the hi poly Bushmaster IMV.
  7. they actually have there own sig keys its just hey are both generated off the same file. Last time we generated the ACE sig key another key which was named aaw_ace, the only reason we did this was to make it easier for people to differentiate between the 2 sig key versions. I lost the original keys when i did a reformat and had to create new ones, when I did this i forgot to make a separate one for the ACE version but this shouldn't be an issue.
  8. Weapon pack updated Vanilla Beta 3 - Requires CBA and Inkos disposable launchers http://www.megaupload.com/?d=EHZ4441X ACE Compatible beta 3 - Requires CBA and ACE http://www.megaupload.com/?d=Q12AZGJD Beta 3 Change log 1. Sound fixes by ANZAC SAS Steve 2. Mag 58 and F89 are compatible with the m240 and m249 magazines respectively 3. Normal maps fixed for various weapons 4. ACE version has adjustable sights for Carl Gustav, F88 GLA and M72a6. Use the up and down arrows to adjust
  9. http://www.megaupload.com/?d=NB3HY34V AWW infantry version 0.2 This update to the AAW infantry pack addresses a number of issues with the units: 1. The scripts have been rewritten to significantly reduce in game network traffic - now there is only approximately 72 bytes sent across the network when you change appearance. 2. By using publicEventhandlers the JIP down load required for any appearance changes that have already occurred in mission has also been drastically reduced. 3. AI units are now randomly assigned BLUFOR faces and speak English
  10. 1. We will fix that issue in a later update. We just didn't pick it out because we were concentrating on getting other stuff working and it just went over our heads lol 2. Like da12thMonkey said they have different webbing sets, generally a number 1 unit has issued pouches laid out, number 2 and 3 have various sord pouches. 3. ADF doesn't allow infantry to wear anything but the bog standard uniform with sleeves rolled down due to OH&S regulations, I think engineers get away with it when they are working on something but I think I have only ever seen 1 photo of an infantry men with sleeves rolled up and I have 14 gb of referance photos saved off the defence website lol Vehicles are being worked on now but shhhh ;)
  11. Thanks for the responses fellas, glad you guys are enjoying them Yeah we tried to give it more of a glow but its the same old issue with anything bright completely drowning out your ninox, so if you were standing with in like 10 m of a team mate your screen would black out barring the patch. The strobes how ever worked out fine because the black out issue takes a few seconds to kick in and they don't stay on for long enough to affect them.
  12. We have created some new unit models for the AAW mod and have weighted them correctly so that they will perform all the normal ArmA2 body animations correctly. The units also seem to hold the standard weapons such as M4s, pistols, MGs etc correctly. However, we've run into a problem with custom weapon hand animations and the new default hand animations for M4s with grenade launchers, the front hand grip on the MK48 etc. For the M4 with GL, for instance, the left hand passes through the GL, just like it used to do in ArmA1. What doesn't make sense is that the right hand position changes when we use a custom animation - which is consistent with the new animation having worked but the left hand remains in the default hand position. We've made sure we are using the new ArmA2 skeleton when binarising these models and the selections in the lods match those in the example soldier model, as does the memory lod. We've also copied the hands from the example model so the definition and weighting of the hands should be identical. Has anybody else had this problem or can anyone make a suggestion that may help us resolve this problem?
  13. [xdf]kanga

    Australians at War Addon Team

    Definitely not an expert but Ill pm you in the next day or so when I have time and give a basic over view of what I had to go through
  14. [xdf]kanga

    Australians at War Addon Team

    Yeah it was one of the reasons why I ended up creating the units from scratch. I have rigged before using maya ... I used to complain about how hard it was, then I found out how O2 weights models,put a stop to any complaints I had with Maya haha. I had a bit of an idea on how to do the weights because of the experience with maya which gave me a step up, probably took around 6-7 hours with 2 hours spent just getting a work flow worked out. I cant imagine how hard it must be for people who have never had any experience doing that kind of thing before.
  15. [xdf]kanga

    Australians at War Addon Team

    Got bored tonight so whipped up this little video tonight GpNsSoV2tl4&fmt=22
  16. [xdf]kanga

    Australians at War Addon Team

    AAW W.I.P Infantry units Click for higher res Island is aiaktalik with opx objects
  17. [xdf]kanga

    New Zealand Army Troops

    No offence but if this thread wasn't titled NZ I wouldn't be able to tell that the woodland cam is supposed to be DPM. The pattern appears to be just a blur at the moment from what I can see The NZDF cam is definitely achievable, Sabres personaly reskin of Jonnys SF units was pretty spot on http://i4.photobucket.com/albums/y122/sabretron/nz.jpg The desert pattern looks good but appears to be a bit to brown/orangish but would be easy to fix in photoshop.
  18. [xdf]kanga

    Anzac Mod Wip

    I'll take a stab in the dark and put my money on April 25th :)
  19. Save the rain forest! I would love to see a realistic jungle in ArmA2, I have never seen anything like the screenshots and movie you posted up in ArmA or ofp, I was just blown away, I would hate not to be able use it.
  20. mate that looks a-mazing, keep up the good work! Cant wait to run around that.
  21. Just re quoting my self on something I posted to a similar question on our forums
  22. [xdf]kanga

    Australians at War Addon Team

    Cant give a due date yet but figured would post something up to show we aren't dead. Just a preview of the Ninox, ninox helmet mount and helmet straps. The helmet is just a blocking out shape so far.
  23. We have heard of such an issue but have not been able to replicate the problem our selves. I suspect it is an issue with conflicting mods but again not sure.
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