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STALKERGB

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Everything posted by STALKERGB

  1. Haha of course not! :p maybe a little... Have to say though, it did remind me of the 10TP you did for Topas so I might have guessed it eventually (like a week's time lol). They do seem like neat little tanks and for some reason I really like the little TK-3 (which looks almost funny when it is manned if you ask me!)
  2. @Abs, Looking really good! My knowledge is pretty limited as to what tank it actually is but it looks like a Polish 4TP?
  3. Indeed it is always interesting to see how countries and the media react to the loss of life and the bias received for loss from your own country. IIRC during the Rwandan genocide there was a flesh eating virus in the UK that killed around 10 people and was all over the news while the genocide was barely mentioned if at all during the same period. Whether that is true or not, the fact is a hell of a lot of people have died there.
  4. Yeah, know what you mean about the extra control. Hmm, I just tried edge splitting in modo and imported it into O2 and had the same kind of issue when I recalculated normals (F5). I'd imagine it's caused by the fact there are only 2 verts connecting the split edges in O2 so merges them but that's just a guess. As for trying in 3DS, if you import into anim8tor you can add KFDATA then export as 3DS if I remember correctly. Might be worth a try. Anyway, there are a couple people on here who know much more about the way in which O2 works who might know ways round the problem, hopefully they will chip in when they are around :) EDIT: Although not really what you want but if there are only a few edges wrong you can use U and I to make a hard/soft edge in O2, if you select two (or more) verts then the edge(s) between them will change. Not an answer but can be useful at times.
  5. First things first I have no experience with blender but when I export OBJ files from modo into O2 I find there isn't a need to modify the edges in an attempt to make them stay sharp after import. Once they hit a certain angle they become sharp in modo and that is pretty much all I do to my edges. I don't use the split function very often (if at all). Do you need to split edges in blender to make them sharp? If you don't it might be worth importing without the split edges and seeing what happens. normally there will still be the odd edge that needs sorting though. Sorry I can't be more helpful. As for the KFDATA, if you can't add key frame data in blender you might be able to find a 3rd party program and add dummy KFDATA but I'm not too sure.
  6. Because it definitely couldn't have been one lucky shot by one Taliban fighter? They must fire hundreds of the damn things so sooner or later one was gonna hit a helicopter. May very well be wrong but don't helicopters often fly low/fast to avoid being hit? I have often been to a crime scene/emergency service scene before the police or fire brigade turn up, doesn't mean it was a conspiracy. Just right place, right time.
  7. STALKERGB

    New Addon soldiers for Arma:OA

    Hmm, does the 1.000 LOD still look ok? Might be worth going into the View - Pilot LOD and change the texture using the face properties button (little green triangle). You will need to have the texture selected on the model (by that I mean all the parts of the model that use it highlighted). You can select it all easily by pressing Alt + T to open the texture library, with it opened hold down CTRL and double click on the texture in the list: You can then use the face properties to browse to the texture in P drive (not through documents and ARMA Work or whatever it is called) Hope that helps :)
  8. When the event is on the scale of this one (with 30 US and 7 Afghan personnel dying) it's incredibly hard to not have the media pick it up quickly. As has been said, the Afghan government announced it very early anyway with NATO confirming the numbers later in the day.
  9. STALKERGB

    New Addon soldiers for Arma:OA

    Ah yeah, forgot to say lol, you should do the renaming in O2 :)
  10. STALKERGB

    New Addon soldiers for Arma:OA

    Hey mate, I've not had an in detail look but I checked the path to the texture and it looked like this: Now although that will work in O2 (i think) in game that would cause issues and often the texture won't display. You'll need to rename the path name so it is in relation to the P:/ drive that you installed with the editing tools. So assuming it is the folder "uvtextures" in P:/ drive then the path would look something like this: Hopefully that should work ok if you do that :)
  11. Hmm, personally have very little experience in this area but I'd guess this is something hard-coded into the game (may not be though). Not too sure if there is a way around it although maybe you can script it to say that even with NVG's active and present the glasses remain. Anyway, probably best to wait till someone who knows what they are on about chips in lol!
  12. STALKERGB

    Glasses model not working

    Without having though too much about it, try adding "Head" rather than "head". Sometimes only upper case works (and normally the BIS selections are done in Upper case) EDIT, also, to test quickly you can change the NVG proxy on a sample model and direct it to your glasses model and it will show up in buldoxer :)
  13. STALKERGB

    They better have female soldiers...

    Indeed they have, I would direct you to work by an Israeli photographer, Rachel Papo, who was herself in the IDF. She did a project called "serial no.3817131". Certainly shows how feminine females can still look while in active service.
  14. STALKERGB

    New Addon soldiers for Arma:OA

    Hmm, well send over the model (and textures) and I'll have a look at it and get back to you with why it isn't working. You could also try making TGA's of the textures and pointing the model to those, I do this because it allows you to see the textures on the model in O2 so you know there and then if it is working. If you do that and get them working on the 1.000 LOD you could delete everything in the View - Pilot LOD and copy over the 1.000 one and hopefully it'll be ok lol
  15. STALKERGB

    New Addon soldiers for Arma:OA

    Hmm well which LOD is the one that has the working textures? In theory you should be able to just copy that over, not too sure why that wouldn't be working :s If it's still not working you can send it over and I can hopefully say what the issue is (in the morning anyway lol).
  16. STALKERGB

    New Addon soldiers for Arma:OA

    Ok so copy over the LOD 1.000 into the View - Pilot LOD and find the "Bysta.001" and delete it (in the View - Pilot LOD that is). Should sort the issue :)
  17. Hmm, do they use the same RVMATs? It could be that they have different levels of specular strength. Or of course it might just be that it is much more visible on a black background lol The SMDI texture could effect it too if they have been done differently.
  18. STALKERGB

    BBC shares F1 Coverage with Sky

    Well Sky has said there won't be adverts during the race but it's still dreadful that it won't all be on the BBC, the coverage has been excellent since it returned from ITV. Gonna have to fork out for Sky now :( If the coverage costs the BBC £60 million a year, then it costs around the same as Dr. Who and all the period dramas they produce which are watched by less than the F1 I'd imagine. The global audience is like, 600 million a race so Bernie's attempt to get more people viewing with Sky (which I can't see happening) will make such a small difference! Also, I wonder if the BBC have read their own remit recently, pretty sure it states that they are required to carry major sporting events on their channels.
  19. STALKERGB

    Social Engineering Scam

    Definitely trying this one!
  20. STALKERGB

    New Addon soldiers for Arma:OA

    Looks like you haven't changed the View- Pilot LOD, as long as there isn't any extra detail on the model on the View - Pilot LOD (which isn't normally the case with infantry models) you can copy and paste the 1.000 LOD into the View - Pilot LOD. You will need to delete either the head (if one is present on the model) or remove the bysta.001 proxy which can be found in the selections, when you find it, select it, delete the triangle it highlights in the model view and then delete the selection itself. This stops a head being shown when you are in first person mode. To elaborate slightly on why you get just a white model it's because applying textures and changing UV maps only changes it for the LOD you are currently working in (AFAIK) although there may be some way to apply changes to all for certain things.
  21. Diffuse is just the name for the colour map (_co) that you use as the texture on your model. Basically the bog standard texture you see on the model :) Hopefully that's right anyway...
  22. STALKERGB

    New Addon soldiers for Arma:OA

    Ah yeah, when you open the UV editor it can look confusing. Not at my main computer at the moment so doing this by memory but once you open the UV editor if you select "filter" at the top and then "filter main textures" then you should be able to select individual textures and their relevant UV maps. If you wanted to merge two together you could drag and select the parts of a UV you want to merge and simply ctrl+c and then (using the filter thing to find another texture you want to merge it with) ctrl +v. Once pasted you can move it around by dragging and use the corner's to re-size it (Hope that makes sense. I can post pictures later if you like)
  23. Haha that's a very specific kind of pretty (Pretty Woman would have a completely new meaning!). Anyways, cheers for having a look for some reference images, don't worry too much if you don't find anything. I get so confused with all the Eastern Tanks so I'd have probably made the same mistake as you lol!
  24. Ah yeah I know the back has differences, the extra bits at the back can probably be modelled and hopefully I can push/pull bits about to get it looking about right. I guess I'll just have to see :) @DiscountAnubis, haha yeah, there aren't that many pictures of the tank about :) Glad you think it looks pretty (well I think that's good? the pretty tanks always get all the ammo :p )
  25. Ah yeah I see your point, it was one of the first things I added to the turret so looked to be about the right height when there was nothing else cluttering up the turret but now it does seem a bit short :) @RED SOLDAT, haha yeah as John said so elegantly with his "Nope" it's not for the CDF... @John, haha I only posted that earlier today so you made "first contact" :p
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