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sparky

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Posts posted by sparky


  1. WOW.... AMAZING MOVIE...

    but just a movie nothing more.

    Truly CodeMasters has begun to get me angry.... for the past 2-3 years we hear OFP2, OFP2 and all that crap... so has anyone see actually an ingame shot? or an ingame video?

    With all these marketing shit, i doubt if i'm going to buy it...

    Let's face it they're doing their best just to hit BIS and ArmA and 2, and before i have something in my hands like an actually in game video, or the demo.. i'm very sceptistic about OFP2 pistols.gif


  2. OFP and ArmA have different UV Mapping for head.

    OFP UV Head Mapping

    xicht_c.jpg

    ArmA UV Head Mapping

    hhl_22_co.jpg

    but if you manage to fic a head texture into ArmA map then your face texture should OK.

    In order to do this.

    Open the ArmA soldier from BI Models (MLODS)

    go to the UV Filter->Filter By Main Texture and select the hhl_22_co.paa.

    After go to UV Editor->Export

    in the Export Pop-up, in export options check them all. select as export EMF format or WMF, on name remove the extension and put EMF or WMF depending on what you have chhosen (i use EMF).

    in dimensions put 1024X1024.

    and export it.

    A problem that you may have, is that Photoshop doesn't open the EMF or WMF Files at least mine.

    so you need to go through a more step, but that step can be easy, if you have MS Office from 2003 Version and Above the Picture Manager can open them and exports them into JPG n order to view them in Photoshop.

    After you have open the EMF or WMF texture in Picture Manageer go to File->Export

    put your desiee output name, select JPG file extension, and choose "Keep original size", click export and you're done.

    OK, open it in Photoshop you probably notice that Picture Manager has changed the dimensions into 800X800, but that is nothing that you can worry about, since this dimensions are square. Smply go image->image size and put 1024 for width and 1024 for height.

    you're done, now the hard part has come, try to ft an oFP face into this UV Map layout...


  3. 1st add in the dll folder textbox a slash t the end "\"

    as for buldozer in order to work with buldozer you need

    A)to have the ArmAwork dir setup in your pc with the virtul drive P:

    or

    B)to have a partition for your working drive

    if A)

    go to my documents there you should have a foolder with the name "ArmAWork", open the folder, inside there is a batch file under the name "mapdisk", reight click on it and select edit, you should get something like that

    subst I: "C:\Documents and Settings\Sparky\My Documents\ArmAWork"  

    change the I with P now probably it should work.

    if B)

    do the same but in

    subst I: "C:\Documents and Settings\Sparky\My Documents\ArmAWork"  

    change the I with your partition drive letter

    in both cases if you don't have the folder "ArmAwork" in your documents probaably something has gone wrong with the installation try to install again the tool suite, but select oonly the virtual drive (but as far as i remember this is a required install)

    also everytime you start your windows the batcher runs, so if you have disable this batcher process or whatever probably you can't have the virtual P partition.

    The instructions above are for windows XP, i have no clue what folder structure Vista use,


  4. or, you can have both O2 versions installed in you HDD (the new and the old one with the 3ds export functionality). although the registry reference would be the same, the exes works with no problems.

    Even Buldozer (in my case i use an HDD partition instead of virtual drive, so i can't verify if it has problems with virtual drives). But it works perfectly, i have this ibstall scheme from my latest format 2 months ago... whistle.gif


  5. In my case 1.14 is yay.gifyay.gif runs better, in fact since 1.08 my ArmA is getting better and better...

    and in case you wonder i'm at the mid range pc Intel PIV 3.2 Perscott (I know that sucks, but i can use it to boil my coffee too), 2048MB RAm, and ATI Sapphire X1950Pro 512MB(the best AGP model i could find, for my dying AGP motherboard)... tounge2.gif

    @Stewy, a smal suggestion i use after my recent format..

    -install ArmA, then copy the whole folder in an other part of your HDD

    -apply the patch, if the patch is succesfull, delete the 1st cope and recopy

    -Do this til you get to your final patch state..

    sometimes with no reason during patching process, the patcher encounters an error causing ArmA to screwed up, in this case you need to uninstall the whole game and install it again. By doing this you're going to save yourself a big headache, of reinstalling in case something goes wrong.


  6. ... currently reading Herodot's Histories ...

    thumbs-up.gif

    We did Herodoto's History in school.... "The Greek - Persian Wars"

    the link in download section is this, core is locate at miscelaneus

    HWM Download section

    keep note that, by having weapons, core and air (it's liike having 60-70% of the mod, i believe that 2 more pbos (units-vehicles) isn't so much trouble to have.

    Give it a chance wink_o.gif

    Almost to forget @ Mainframe.... cut the crap... those who know, undratstand that i'm not going to leave my Xaroula for anything. biggrin_o.gif

    now, let's get to topic.


  7. suppose that you have more than on textures, and you have create your uvw maps in 3ds max, here is a way of how to apply it.

    1st)try this, a small tutorial that i've started while a gon, but i never finnish it, it has a lot of gaps and missing parts that i want to add, but it desribes the import process quite in detail..

    3ds-to O2 (Not finished)

    2)also there is an other way, a bit faster not described in this tutorial (i descover it later) but i plan to add it too.

    try this for start, on your left you should have the resource library, if not hit shifht+F10 in order to appear.

    This library has icons like a stack of books. Using the '+' on the left of that books, expand the Current Lod->textures now you should get a lst with your applied textures, if not then probably you haven't map the textures correctly, if you get a '?' at the left of each texture name then you have missing textures, probably from wrong paths or something, but if you have a green rectangle box the everything it's ok.

    3)now suppose the you know that OFP/Arma use textures of power of ^2 that means that all your textures must comply under this pattern, an example could be 1024X256, 1024 X1024 etc..., if not then probably you could get a bunch of problems. Also use TGA 32bit, for source file, and try not to let O2 to create the paa automatically, but 1st use TexVie2 to create from your source (TGA, jpg) into paa, and then load map your paa's on your model.

    sample.jpg

    now in my pic, i have the correct texture names, in your case you shuld have the materail name, but don't worry.

    -1)left click on a texture then choose select in model in the appeared popu, now the correspondig parts on your model that you have mapped with this texture has turned into red.

    -2)now, while the parts are selected, hit 'E' button on your keyboard.

    -3)in the popup menu, choose the path with the correct texture (i advice to have it already converted to paa) and then apply, you can do the same for the material.

    -4)repeat the same for every texture.

    That's it.


  8. Thanks all of you for your kind comments

    @Manzilla

    Our primary goal, was exactly that to have a more realistic battle support on weapons/magazines. to tell you the truth when we design the system we had in mind the movie "We Were Soldiers" with situations of groups that try to hold on a position and needs weapons / ammunition support....

    Now let's get to the technical thing of...

    At first we didn't know /expect how the community would react on it, so we didn't put much effort, thats' why it's experimental. But the future possibilities are far better for instance.

    1)Reagarding the mistake, i can't find any problem, or maybe i haven't understand the problem correctly.

    in any case i advise for those who wants to use it

    -1)read the manual, it has a good example of how to use it.

    HWM addon Pack 3.0 manual

    -2)take a llok at this example / demo youtube video.

    2)The biggest trouble was how to determine what an ammo / wepon box has. In that problem we couldn't find an anwser through scripting commands, so we use the config read way, but that way has a big disadvantage. srcipting commands that executed during the missions like addmagazine cargo / addweaponcargo for the ammobox don't work, that means that you always got what is defined for the ammo/weapon crate in its config. The same problem applies to the logistics too, since we can't change the config realitime, that means that your weapon / ammo crates will never empty, BUT we figured out a small idea to handle a small logistic system for this for one loading at a time. Example you have a weapon crate with 20 M16 and 10 M4, if you load a weapon slot with 10 M16 for the other slot your available quantiy will be 10 (through table substraction), in plain english that means that in a transport your max transport quantity can be the max available in the weapon /ammo crate.

    As far as the extension, i think that an extension of reading any user made weapon /ammo crate through config can be possible and quite easy to make, but in that case you have to make your own custom weapon/ammo crates whicj i think it's quite easy.

    In conclusion the biggest disapointment for us was the MP Dedicated Server Failure, which was unexpected, but with ArmA you never know what to expect as far as scripts. Probably since we see people who are interested on it, we will further develope, optimize it and try to make it MP compatible...

    Maybe it will be a good new addition for WarFare tounge2.gif


  9. indeed there is an upgrade but not visualy (except the fact that these versions use the M60D instead of the MG3).

    In this version and after the BIS MLODs release we have learned something new...

    and the best improvement is that the uh1h now uses the rear flap improving the flight model, in vertical dives.

    An other fix in this upcoming pack is that the camo net, on leopard now shuld be visible in all MP clients. (we get rid of the setobject texture function - not MP comatible) and we use animation to make the camo net.

    But i believe soon very soon you will be able to verify it yourselves.. biggrin_o.gif


  10. i believe that it will be also good to have the markings, example how is the tail flag, or the numbers (number of digits) etc, i think that all that info and maybe more will be good to have.

    And to give something that will have almost ready and we will intend to include with this realise.

    UH-1H as cargo transport.

    With a phrase. This huey can carry weapons/magazines, but in a possible realistic way.


  11. in your folder that you;re trying to binarise, are there any already binarised p3ds? or rvmats ? or config, or whatever that's already binarised?

    if yes remove them, binpbo your model, with binarise option checked, after unpbo your pbo that you've just binarise, and put back the binarised parts and repbo the folder with binpbo, but this time with binarise option unchecked, it should work excellent this time.


  12. Col. Faulkner is probably right, as it seems he's quite FN weapons expert.

    I'd like to say some things though.

    1)we're a small group (3 in fact 1-2Modeller, 1 textures and 1 scripter) all of us know how to do almost everything but each one has a field of experty. It's quite normal when you're a small group and you want to create Original content for this game, but at the same time you want to see it out, to compromise yourself at some points. That doesn't mean necessary compromisses for the

    quaility, since we're giving our best at the quaility factor. But mostly for Reserch things such as this. Mistakes may be, and we'll try to solve them,when it's possible for us.

    2)As for the FN versions i haven't much to say since Col. Faulkner seems to know quite well FN weapons. I'm afraid that (as he ha alrady see himself) it's quite hard to find fotos from the FN's that greek army uses, by saying photos i mean photos that you can base on them and model. FAL's has been withdrawn from service since 90's now we can only see them in national guard on the borders, in Police Special Forces and as reserves. Although i've check this site, and i think that the para version is quite the same.

    3)When we begun, talking about what weapons to build, we decided to be a bit "out of the box" that means that indeed for sniper version we search the internet and found the best sniper version we like. The reason we did and we will continue doing this is because we want to create (at the end) a balanced weapon pack between good-looking weapons and weapons that Greek Army has (even not in the exact same version).

    4)Even though after 5 months of working on this weapon pack a lot of ideas have been left out, even the FAL-O that greek army uses isn't there. Some examples in the next images.

    017.jpg

    018.jpg

    but we have some more to add for the future so keep giving us your suggestons/ideas.

    Sorry For my bad english

    Sparky out.


  13. 1st of all you need to split the configr from the models skeleton part to do that. cut the Class CfgModels and Class CfgSkeletons (with all the inside). And paste them into a new file, named model.cfg. This file should be (model.cfg) in the same directory as your p3d). You need to do this cause only this way you can binarise your model later, when you want to.

    2.) delete this line in Cfgskeletons you don't need it. class CZM_M35_PMC_1 {};

    in cfgmodels you define

    class Default

    {

    sections[]={""};

    sectionsInherit="";

    };

    class Car:Default{};

    class CZM_M35_BASIC <--you don't inherit from any of the above classes, instead write class CZM_M35_BASIC:Default, screw the class Car:Default{}; line.

    Also change this line too sectionsInherit="Car"; into sectionsInherit="Default";

    3) i assume the your p3d name is the same as the one in the CfgModels,

    class CZM_M35_PMC_1:CZM_M35_BASIC{};,

    your p3d name should be CZM_M35_PMC_1 in order this to work.

    for start check all these things and see if it works. But top prioriti detach you main config from the CfgModels part.

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