Sgt Anderson
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Everything posted by Sgt Anderson
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screenshots Packaged brickettes of hashish Large piece of hashish Cannabis sprout Crate filled with packaged narcotics Hookah Just finishing up the config, few issues with textures, and fixing a few other minor things.
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The Bahadur object pack contains the following: 1 hookah 4 varieties of hashish brickettes + packaged variety 3 canabis indica plants (sprout, young and old plants) 2 opium plants (harvested + unharvested) pending release of the island, the object pack will be released. Could release the drug objects as a standalone pack if people need them for missions. Will post images later
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Sry I havent been on in a bit to post anymore guys. Very busy with work and Oblivion;) Thanks for all yer support and everything and stay tuned.. HWMMV in fortified position (Barracken hangars in backround?) Bahadur will be divided into 4 seperate maps for now.. Each 25.6km2 map will represent 1/4th of the island. NW Sector, NE Sector, SW Sector, SE Sector etc. The reason this is being done is in anticipation of Armed Assault being able to handle much larger maps and when AA comes out, we'll simply merge all 4 sectors together into one large map (wishful thinking maybe?) Im also debating as to whether or not to do anymore with the buildings (or even include them with the island) seeing how nice Armed Assaults buildings will look, it seems kinda pointless to include crappy models/textures that will contrast with the newer content. Ill probably just be releasing a "Nature" version of the island to the public soon until I can figure out what I want to do about buildings. The avg. size of my textures is 1024x1024 and never lower unless its a simple 2 or 3 colour texture
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Hey, I need to know what to configure my road p3ds as in the config.cpp. They have an invalid class name for road pieces. I try and usem using WrpTools road builder, and it tells me they arent configured as roads... Any suggestions? Anderson
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Hey everyone. Umm, trying to get this darn barrage1.sqs file ta work. I put the sqs in my mission dir, and when I try the following 2 lines in the init field, it says barrage1.sqs not found? command 1: player exec barrage1.sqs command 2: [ammoType, target, minDeviation, maxDeviation, ammoCount] exec "barrage1.sqs" Any ideas?
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** updated 10/03/06 ** 3 pics of some of the farmlands and some of the fortified position objects in the early stages of development. farmland1 farmland2 farmland3 small trench screen1 small trench screen2 trench screen 3 trench screen 4 trench screen 5 trench screen 6 trench screen 7
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Heres some landscape pics landscape pic 1 landscape pic 2 landscape pic 3 landscape pic 4 landscape pic 5 landscape pic 6 landscape pic 7 landscape pic 8 lanscape pic 9 landscape pic 10
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cool:)
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Hey BB, great units. Very nice change of pace from the HYK units that have become a standard for reg. infantry operations. Id like to use em for Operation Trident but would like to work on the textures a little bit, do you guys mind if I make a re-textured version for Trident? That would rock, Anderson
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heres some pics I took of some stuff on my testing map. Oh, I should probably mention that I am temporarily using AEF Reallights, and LLaumax HiRes Skies in these pictures until I complete that portion of the project, and I am using (of course) the essential DXDLL. sample1 sample2 sample3 sample4 sample5 sample6 sample7 sample8 sample9 sample10 sample11 sample12
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yes there are some advertising signs, some western as well as a few arabic ones. If anyone has any advertising pics of ad logos they'd like to see in the pack, post a link to the picture on here and I'll give ya some credit in the map/object pack readme. Heres a mosque image i forgot to throw on the other day
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um, if anyone has any suggestions fer the object pack, let me know before Im done.
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Heres 2 pics of Mosque02. pic1 pic2
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thankyou very much. One thing I still am not sure on though, where/how do I implement this into my object.pbo? Do I just make a new cfg class in my config.cpp?
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K, can anyone tell me what the class name in the config is for an ammo crate? Thanks! Anderson
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um yeah, I didnt mean to. Sry fer the mistake.
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Srry I posted twice. Didnt mean to
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godo stuff guys thanks!
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Hey everyone. Workin away on my object set and I need some recomendations on what mass is good for buildings/trees/etc. Oh and 1 other thing, when I drive over my palm trees, they crumple like buildings, is this a config issue, or what? I would like them to tip like trees/fences do in Res ...
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1024x1024 is fine. Good texture maps by the way. These contributions will help. If you're interested, I havent had the time to do up some Arab advertisment signs and am in need of 6 or so (varying sizes from store front signs to billboards) Thanks again. A pic of some buildings using some building textures Wilco generously contributed A pic of the FPS test town (turn your monitor brightness up) Another pic of the FPS test town (turn your monitor brightness up)
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There are armour/infantry dug-in positions, trenches, foxholes, sandbag positions, temporary bunkers, permanent bunkers, hardened aircraft and armour shelters, some have camo netting to help concealment, others are bare stone or cement.
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sorry for the vague desc. 5 more diff building exterior textures (color variations or pattern), plus the top one you posted earlier would be awsome and would be a big help. Credit would be given ofcourse:)
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Thanks for the suggestions guys:) One thing though, I need my textures to be tileable so I kept details on the texture maps to a minimum. Ive got so many objects to texture that I just cant spare the time to do a real good job on individual buildings, Wilco - are you interested in doing up a 6 pack of building textures (interior/exteriors)?
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Here are some various pics I took using DXDLL while I was doin some FPS testing. Delta lands on roof Night-time Engagement1 Night-time Engagement2 Night-time Engagement3 Night-time Engagement4 Night-time Engagement5
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Thanks for the support. I would like to add that the Bahadur Armed Forces that were in the works were based on RedHammerStudios Russian Motorized Infantry (with permission) but unfortunatley Im not sure if we'll use the unitpack Ive been working on (for technical reasons and several bugs that have suddenly shown up). I have plans on using DMA Euro/Russian guerillas as the basis for the Bahadur Armed Forces and elite "Red Brigade" now. I will quickly be doing up new classes and textures before the release.