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schnapsdrosel

CWR
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Everything posted by schnapsdrosel

  1. schnapsdrosel

    BlackOps and desert mercs

    Well you can already have BlackOps with different Balaclava wear Select the BlackOp (Operator), put this setFace "merc_face2"; in the init, and there it is! But I don't know if that's the "classic Balaclava wear" you were referring to...:rolleyes:
  2. schnapsdrosel

    BlackOps and desert mercs

    No he posted it in the right thread It's in the updated version (see download first page)... the unit is called rifleman
  3. schnapsdrosel

    BlackOps and desert mercs

    Hm, file seems to be corrupt...
  4. schnapsdrosel

    BlackOps and desert mercs

    DOWNLOAD BINARIZED AND SIGNED UPDATE: BlackOps+DesertMercs_update_signed Ahh, thanks for taking the time to answer my question. Much Appreciated.;) I'm afraid this won't work for the BlackOps. But don't worry I added a BlackOp with no mask to this new release... Changelog: fixed config binarized everything signed the Addon added Desert Rifleman added another Desert Assault Merc added a BlackOp (Operator) without Mask made all the units available to the independant side
  5. schnapsdrosel

    BlackOps and desert mercs

    To have the special forces helmet for your player you have to select it from the glasses menu in the player profile
  6. schnapsdrosel

    BlackOps and desert mercs

    What makes you think they are not in this release?
  7. schnapsdrosel

    Mercs and Civilians

    Here's the new version, with new vests and equipment and also some new mercs: DOWNLOAD DESERT MERCS 1.0 And 2 sets of QGambit replacements: DOWNLOAD QG REPLACEMENT
  8. schnapsdrosel

    Mercs and Civilians

    The Civilian pack and the Desert Mercs pack replace the old models and textures of the Mercenaries 0.5 pack, but there are also new models added with these 2 packs. My plan is to have all the models of the Mercenaries 0.5 pack replaced with the new packs I'm releasing... Here are some pics of the new pouches I made:
  9. schnapsdrosel

    Mercs and Civilians

    Ok, I added the airborne tab: Sorry, but I like the green ... Thanks! Your pdf looks well done.
  10. schnapsdrosel

    Mercs and Civilians

    Maybe I'll add 1 or 2 new pouches and use them in combination with the default BI ones... Some different versions of the new vest:
  11. schnapsdrosel

    Mercs and Civilians

    First wip pic of the new vest:
  12. schnapsdrosel

    Mercs and Civilians

    Well then, all you need to do is get me an unbinarized .p3d from Johnny’s west model and his permission to use it. Send it to me and I will start updating my models immediately  Only wishful thinking, brother.  I'm pretty sure that if you could change the armor, you would have done it a while ago. I asked Johnny for the permission a while ago, in the time of waiting I could have made the vest myself, but I thought, that it would be stupid to create something for ArmA that is already there... That's the reason why the vest’s still look as they do now. But maybe if there would be more people bugging Johnny to give me the west model, it might increase the chances that it will happen some day
  13. schnapsdrosel

    Mercs and Civilians

    The west in the picture shouldn't be to hard to make (need some HQ pics), might be something for the eastern mercs pack or the eastern unit I'm working on with Shadow NX... Until then, you can download the desert mercs with the old and ugly BIS vest’s here: download desert mercenaries pack 0.9 (picture by Parvus) I recommend to use my updated mercenary face pack with this addon (24 faces in total): download mercenary faces pack And here's the replacement for the QG mercs (there are 2 versions with the 2 different snipers to choose from) and the west and independent soldiers: download desert mercs replacements
  14. schnapsdrosel

    Mercs and Civilians

    Well then, all you need to do is get me an unbinarized .p3d from Johnny’s vest model and his permission to use it. Send it to me and I will start updating my models immediately Â
  15. schnapsdrosel

    Mercs and Civilians

    I'm still undecided which of these models will replace the QG sniper merc:
  16. schnapsdrosel

    Mercs and Civilians

    Thanks, you keep me motivated! It's sap_everon with some object and config changes, combined with some cwr textures, some grass textures I made and PROPER Plants autumn textures v1.0 Right now I'm playing the old OFP Battlefields mission on this Island, brings back some old memories
  17. schnapsdrosel

    ArmA photography - Questions&Comments

    Thanks for the cool pic! Makes my units look better then they are...
  18. schnapsdrosel

    Mercs and Civilians

    some mercs from the new desert mercenaries pack:
  19. schnapsdrosel

    ArmA Photography I - No images over 100kb.

    Everything following these perfect screenshots from BloodnGuts has to look like total crap... Â
  20. schnapsdrosel

    Mercs and Civilians

    I see  ! I'm using this code in my config to make them sound female: But I don't think that will help you with what you're trying to do... Maybe I'll add some more medic characters in further releases, but right now I'm working on spliting up the mercenary pack. Next release will be eastern mercenaries:
  21. schnapsdrosel

    Mercs and Civilians

    Can you please share some more details here? It might help other people too. From my compare the main thing i could see is that you have binarized the rvmats now as well. Do mean that or sth else? The main error that caused the problem was, that the skeleton in my config.cpp was wrong defined. So I exchanged this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">       class Merc_Skeleton: Default       {             skeletonName = "OFP2_ManSkeleton";             sectionsInherit="Head";             sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury","r_leg_injury", "r_arm_injury","weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","", "LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","", "LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","", "RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","", "RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","", "RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","", "RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};       }; with that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Merc_Skeleton : Default { sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan"}; skeletonName = "OFP2_ManSkeleton"; }; and suddenly it ran much smoother. Binarizing the rvmats was something I did in the process of finding the performance killer... Well how does your test scenario look like? Having more working LODs should help the performance in every case - even if there are other areas that need attention or fixing. I did some simple fps tests, all I meant was that a 2nd lod with a maybe little too big polycount is not the root of the performance problems. 1.)I checked some cpps of other addons to find out where my error was, and all the configs I looked at (also Jonny´s Marines) had cfg models and cfg skeleton defined in their cpp. So do I really have to move these from my cpp to the model.cfg? What would it change? Does it effect the performance in any way? 2.)I know I could shorten the config easily, but again what would it change other than make it a few KB's smaller? Thanks for your Â
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