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Sentry

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Everything posted by Sentry

  1. Sentry

    RH Pistol Pack v.1.0

    Tested your weapons. Im only interested at Desert Eagle. In the ironsight, the front one (dunno how to say in english, in german ( Kimme & Korn ) the front one is the Korn). it must be more Fat like here: http://www.zvis.com/images/guns/deserteagle357mag11.jpg and you have forgot the serial number part, you can see it here (MR008417): http://www.zvis.com/images/guns/depsand3.jpg The recoil of yours is to pussy, must be harder, here an example video: i got a desert eagle at home and shooting with it ofcourse, i know of what im speaking :P the recoil is really that hard, and its just sexy try out my recoil, should work i think, just if you would. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgRecoils { deagleBase[] = {0.025000,0.015000,0.14500,0.325000,0,0}; }; about the size, your one is a bit to big, scale it 0.85 (already tested out) then it is ok :P EDIT:// about the normal maps, they are to hard, i havent seen a desert eagle with this look, looks like a rusted one which is painted new, put a light normal map onto it, with less heights hope i have helped you a bit in this gun Sentry
  2. Sentry

    RH weapons

    do you have maybe some ingame pics of your deagle? some more detailed screens. i got a desert eagle .50 action express at home, only can say, the recoil is just powerful and nice. and ofcourse the caliber. its just my favourite weapon, if it is possible, could you do some screens about it? edit: just a question, is yours the 50AE one? or the .44 or the .357? Sentry
  3. Sentry

    BMD-1 Released!

    do you have working tracks on it? i mean, if you test at example the BMP from BIS, his tracks are not going under ground, i mean they dont go trough the ground if you drive to a hill, and from the addon makers their tank tracks do that, they go trough the ground, they got no dampers. do you know how to do them? cause exactly this modelcfg for tanks is missed, i think BIS has forget it. Sentry
  4. Sentry

    Tiberian Genesis Mod

    Atm one of our modelers is working on the GDI Disc Thrower, I think this unit will be soon showable. And ofcourse his discs which he throws are working fine Sentry
  5. Sentry

    PROPER UI

    (>>Tiberian Genesis UI (Old one)<<)
  6. Sentry

    Tiberian Genesis Mod

    We have used the FWatch for the Juggernaut. We have to search in ArmA some other ways, i think we already know how we do the walker anims In the next weeks we will post something about the GDI Wolverine, he is the smallest mech, so i think we will show it with an animation. Sentry
  7. Sentry

    SJB Weapons Pack

    The BOLD text above seem to correspond to faces and the points that make them up, however, I do not know how to correct the "too small normal" or the "Error trying to generate ST" error, because I have no idea what they are, what they refer to, or how to fix them. I had them also on the tiberium harvester. I have made a copy of the harvester. and i have deleted the whole model, and puted from the copy part for part in the model and tested it in game and looked at RPT file, so i know which model part has got errors and which not. if you got the weird part, you have to check it out, maybe you can see the error, if not, try to remodel it in a other way. i cant tell you what those errors are meaning, for me its like shit. Sentry
  8. Sentry

    Tiberian Genesis Mod

    thanks! we will use some tracks of the original game Tiberian Sun, i dont think that we will do some self made, maybe some remixes, and for some better sound quality. Sentry
  9. Sentry

    Tiberian Genesis Mod

    Thanks! Erm to note, the Assault Rifle of GDI isnt finished, iron sights and some details are missed Sentry
  10. Sentry

    O2 for dummies

    if the animation doesnt work, it will be like on that picture, cause the landcontact in the model is in the middle, just to note. use this one for the cfg file! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class tg_soldierskeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "pelvis","", "spine", "pelvis", "spine1", "pelvis", "spine2", "spine1", "spine3", "spine2", "neck1", "spine3", "neck", "spine3", "head", "neck", "LLip", "head", "Eyelids", "head", "lBrow", "head", "mBrow", "head", "rBrow", "head", "lMouth", "head", "mMouth", "head", "rMouth", "head", "Leftshoulder", "spine3", "LeftArm", "Leftshoulder", "Leftarmroll", "LeftArm", "LeftForearm", "LeftArm", "Leftforearmroll", "LeftForearm", "lWrist", "LeftForearm", "LeftHand", "LeftForearm", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHand", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "Rightshoulder", "spine3", "RightArm", "Rightshoulder", "Rightarmroll", "RightArm", "RightForearm", "RightArm", "Rightforearmroll", "RightForearm", "rWrist", "RightForearm", "RightHand", "RightForearm", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHand", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "lfemur", "pelvis", "Leftupleg", "pelvis", "Leftuplegroll", "Leftupleg", "Leftleg", "Leftupleg", "Leftlegroll", "Leftleg", "Leftfoot", "Leftleg", "Lefttoebase", "Leftfoot", "rfemur", "pelvis", "Rightupleg", "pelvis", "Rightuplegroll", "Rightupleg", "Rightleg", "Rightupleg", "Rightlegroll", "Rightleg", "Rightfoot", "Rightleg", "Righttoebase", "Rightfoot", "slot_buttpack", "pelvis", "slot_backwpnl", "pelvis", "slot_backwpnr", "pelvis", "slot_backpack", "pelvis", "slot_patrolwpn", "pelvis", "launcher", "", "weapon", "", "camera", "" }; }; }; class CfgMovesMaleSdr; class tg_soldierMoves : CfgMovesMaleSdr { skeletonName = "tg_soldierskeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class tg_Head { skeletonName="tg_soldierskeleton"; sections[]={"osobnost","brejle"}; sectionsInherit=""; }; class tg_Person { skeletonName="tg_soldierskeleton"; sections[]={"head_injury","body_injury","l_arm_injury","r_arm_injury","l_leg_injury","r_leg_injury","medic","zasleh"}; sectionsInherit="tg_Head"; }; class tg_soldierskeleton:tg_Person{}; class gdi_soldier:tg_Person{}; class gdi_discthrower:tg_Person{}; class gdi_engineer:tg_Person{}; class gdi_medic:tg_Person{}; class gdi_jumpjetinfantry:tg_Person{}; class gdi_ghoststalker:tg_Person{}; class nod_soldier:tg_Person{}; class nod_rakzero:tg_Person{}; class nod_engineer:tg_Person{}; class nod_cyborg:tg_Person{}; class nod_cyborgreaper:tg_Person{}; class nod_commandocyborg:tg_Person{}; class nod_hijacker:tg_Person{}; }; just change my names like tg_xxx or gdi bla, the last things are examples if you got more soldier models.the original cfg of BIS doesnt work. cfgmovesmalesdr is missed. EDIT:// use this in the cfgvehicles for the soldier: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">moves = "tg_soldierMoves"; Sentry
  11. Sentry

    model config

    I do know why, cfgmovesmalesdr is missed <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class tg_soldierskeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "pelvis","", "spine", "pelvis", "spine1", "pelvis", "spine2", "spine1", "spine3", "spine2", "neck1", "spine3", "neck", "spine3", "head", "neck", "LLip", "head", "Eyelids", "head", "lBrow", "head", "mBrow", "head", "rBrow", "head", "lMouth", "head", "mMouth", "head", "rMouth", "head", "Leftshoulder", "spine3", "LeftArm", "Leftshoulder", "Leftarmroll", "LeftArm", "LeftForearm", "LeftArm", "Leftforearmroll", "LeftForearm", "lWrist", "LeftForearm", "LeftHand", "LeftForearm", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHand", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "Rightshoulder", "spine3", "RightArm", "Rightshoulder", "Rightarmroll", "RightArm", "RightForearm", "RightArm", "Rightforearmroll", "RightForearm", "rWrist", "RightForearm", "RightHand", "RightForearm", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHand", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "lfemur", "pelvis", "Leftupleg", "pelvis", "Leftuplegroll", "Leftupleg", "Leftleg", "Leftupleg", "Leftlegroll", "Leftleg", "Leftfoot", "Leftleg", "Lefttoebase", "Leftfoot", "rfemur", "pelvis", "Rightupleg", "pelvis", "Rightuplegroll", "Rightupleg", "Rightleg", "Rightupleg", "Rightlegroll", "Rightleg", "Rightfoot", "Rightleg", "Righttoebase", "Rightfoot", "slot_buttpack", "pelvis", "slot_backwpnl", "pelvis", "slot_backwpnr", "pelvis", "slot_backpack", "pelvis", "slot_patrolwpn", "pelvis", "launcher", "", "weapon", "", "camera", "" }; }; }; class CfgMovesMaleSdr; class tg_soldierMoves : CfgMovesMaleSdr { skeletonName = "tg_soldierskeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class tg_Head { skeletonName="tg_soldierskeleton"; sections[]={"osobnost","brejle"}; sectionsInherit=""; }; class tg_Person { skeletonName="tg_soldierskeleton"; sections[]={"head_injury","body_injury","l_arm_injury","r_arm_injury","l_leg_injury","r_leg_injury","medic","zasleh"}; sectionsInherit="tg_Head"; }; class tg_soldierskeleton:tg_Person{}; class gdi_soldier:tg_Person{}; class gdi_discthrower:tg_Person{}; class gdi_engineer:tg_Person{}; class gdi_medic:tg_Person{}; class gdi_jumpjetinfantry:tg_Person{}; class gdi_ghoststalker:tg_Person{}; class nod_soldier:tg_Person{}; class nod_rakzero:tg_Person{}; class nod_engineer:tg_Person{}; class nod_cyborg:tg_Person{}; class nod_cyborgreaper:tg_Person{}; class nod_commandocyborg:tg_Person{}; class nod_hijacker:tg_Person{}; }; this is what i have made, and our GDI Soldier works with it. just change my names, so you get it Btw, no problem Sentry
  12. Sentry

    model config

    I do know why, cfgmovesmalesdr is missed <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSkeletons { class tg_soldierskeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "pelvis","", "spine", "pelvis", "spine1", "pelvis", "spine2", "spine1", "spine3", "spine2", "neck1", "spine3", "neck", "spine3", "head", "neck", "LLip", "head", "Eyelids", "head", "lBrow", "head", "mBrow", "head", "rBrow", "head", "lMouth", "head", "mMouth", "head", "rMouth", "head", "Leftshoulder", "spine3", "LeftArm", "Leftshoulder", "Leftarmroll", "LeftArm", "LeftForearm", "LeftArm", "Leftforearmroll", "LeftForearm", "lWrist", "LeftForearm", "LeftHand", "LeftForearm", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHand", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "Rightshoulder", "spine3", "RightArm", "Rightshoulder", "Rightarmroll", "RightArm", "RightForearm", "RightArm", "Rightforearmroll", "RightForearm", "rWrist", "RightForearm", "RightHand", "RightForearm", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHand", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "lfemur", "pelvis", "Leftupleg", "pelvis", "Leftuplegroll", "Leftupleg", "Leftleg", "Leftupleg", "Leftlegroll", "Leftleg", "Leftfoot", "Leftleg", "Lefttoebase", "Leftfoot", "rfemur", "pelvis", "Rightupleg", "pelvis", "Rightuplegroll", "Rightupleg", "Rightleg", "Rightupleg", "Rightlegroll", "Rightleg", "Rightfoot", "Rightleg", "Righttoebase", "Rightfoot", "slot_buttpack", "pelvis", "slot_backwpnl", "pelvis", "slot_backwpnr", "pelvis", "slot_backpack", "pelvis", "slot_patrolwpn", "pelvis", "launcher", "", "weapon", "", "camera", "" }; }; }; class CfgMovesMaleSdr; class tg_soldierMoves : CfgMovesMaleSdr { skeletonName = "tg_soldierskeleton"; collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"}; collisionGeomCompPattern[] = {1, 3, 6}; }; class CfgModels { class tg_Head { skeletonName="tg_soldierskeleton"; sections[]={"osobnost","brejle"}; sectionsInherit=""; }; class tg_Person { skeletonName="tg_soldierskeleton"; sections[]={"head_injury","body_injury","l_arm_injury","r_arm_injury","l_leg_injury","r_leg_injury","medic","zasleh"}; sectionsInherit="tg_Head"; }; class tg_soldierskeleton:tg_Person{}; class gdi_soldier:tg_Person{}; class gdi_discthrower:tg_Person{}; class gdi_engineer:tg_Person{}; class gdi_medic:tg_Person{}; class gdi_jumpjetinfantry:tg_Person{}; class gdi_ghoststalker:tg_Person{}; class nod_soldier:tg_Person{}; class nod_rakzero:tg_Person{}; class nod_engineer:tg_Person{}; class nod_cyborg:tg_Person{}; class nod_cyborgreaper:tg_Person{}; class nod_commandocyborg:tg_Person{}; class nod_hijacker:tg_Person{}; }; this is what i have made, and our GDI Soldier works with it. just change my names, so you get it Btw, no problem Sentry
  13. Sentry

    ArmA 2

    make first ArmA1 bugfree and bring it to the finish, and then speak about Arma2, i just cant understand why do progress on game2, and game1 isnt finished. Sentry
  14. Sentry

    ArmA 2

    make first ArmA1 bugfree and bring it to the finish, and then speak about Arma2, i just cant understand why do progress on game2, and game1 isnt finished. Sentry
  15. they got the tools already, if visitor3 i dunno, but the new o2 they have
  16. Sentry

    Tiberian Genesis Mod

    ye thats the point! we are currently searching new texture artists! we have currently only one, and he is also busy in other mods. so the progress is very slow. pleeeease..... isnt some one here which can help us?! Sentry
  17. Sentry

    Tiberian Genesis Mod

    Now, the GDI & NOD Construction Yard model is finished. The Construction Yard is the basic structure which allows you to build any other structures. You cant build a base without this structure, so its the most important one. It's accessible to infantry for hiding and fighting. And ofcourse, its not the only one building which we have finished, so in the next following days we will post some more render pictures about buildings and units. Here are 2 render pictures: Picture click Picture click Picture click Model by Sam
  18. Sentry

    Tiberian Genesis Mod

    thanks! soon some updates with new pics, and in the next days will the immage gallery and video gallery be done. Sentry
  19. Sentry

    Tiberian Genesis Mod

    Hello Arma Community! A nice news for you guys Our new Homepage is now online. It is not finished yet, but its possible to release some news on it It will still need some work. And its better to go on it with Firefox than Internet Explorer, cause we havent fixed it all with IE. Forum is also still WIP, atm its mixed with German and English, we will do a English and German section, cause we got members from other lands. And atm is the register button in German too So, if some News poster would link us and post some news about us, they can do it. just PM me about linking you. stay tuned, in the next days we will show you guys some news, we got tons of news. But we will release them step by step, cause we would like to talk about them, charge some ideas and wishes from you guys! If you guys got some good pictures from C&C Tiberian Sun, we can need every help. we are trying our best, to bring this mod for Arma, and still keeping the C&C feeling, just in 3d! (FPS & RTS Mixed) and ofcourse ideas are needed And an important MESSAGE: WE ARE SEARCHING SOME TALENTED TEXTURERS, IF SOME ONE HAS GOT ANY INTERESTS TO HELP US OUT, AND TO HELP US TO BRING THIS MOD TO THE COMMUNITY, SO PLEASE CONTACT ME OVER PM! Thank you very much! least but not last.... http://www.tiberian-genesis.org PEACE THROUGH POWER (just kane's message ) Sentry
  20. Sentry

    Mopar Madness!

    the spec maps are nicely done, best i have ever seen! car looks pink, but just cool & nice! how wipman said, maxbe the seats not that tall. can only say one thing... that car looks PORNO! Sentry
  21. Sentry

    H&K MK23 1.0

    no pistol owns desert eagle .50AE
  22. Sentry

    ZU-23 AA Guns

    if problems are in the model the arma.rpt will tell it you. just take a look at the .rpt file and do it errorless and clean. its possible, im doing the same in my mod atm with the models, like fixing geo,fire and view geo's and roadway's and pathes and go on xD arma.rpt will tell you all errors in your addon. sometimes with useless messages, then you have to think a bit ^^ Sentry
  23. Sentry

    Setting grass off

    look in DVD's crCTI, there is a script for the grass, and there it is disabled. Sentry
  24. Sentry

    Meeting of the Mods

    Im project leader from Tiberian Genesis mod, homepage is currently not avaiabale. Sentry
  25. Sentry

    Player jumping

    nice to see this in arma. just to notice, i hope you can optimise this script. if you are on a building, or object, and you jump, you will be at ground, you fall just trough that building. if you are in the water, and jump, and press fast jump, you can fly ^^ if you press fast jump, you will die in all, its funny, and needs a bit more work. Sentry
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