Jump to content

sparky

Member
  • Content Count

    301
  • Joined

  • Last visited

  • Medals

Posts posted by sparky


  1. OK some answers, and a sum up of small updates added in this thread and have been lost through the pages...

    1)About animated doors (image from previus pages with old nose)

    animated doors

    2)About other versions

    US Cav (Not going to be relesed now cause of M60D luck, we're working on the M60D already)

    US Army Version

    Racs Version is going to be released

    RCS Version

    IMPROVEMENTS

    1)new proxy cargo

    proxy cargo

    2)damage cockpit indicators

    default

    flaps damage

    main rotor damage

    engine damage

    back rotor damage

    3)DESTRUCTION

    shot down 1

    shot down 2

    shot down 3

    ABOUT RELEASE DATE

    -----------------------

    We're working REALLY HARD, every time we say we're ready a new problem is coming on the surface to deal with it. But we believe we're very close to the end.


  2. For me just one thing

    BETTER PROXY HANDLING. proxy handling in ArmA engine is almost the same as OFP...

    and to analyze it a bit more, by improving proxy handling of the engine it will be possible

    1)weapon user custom animations (weapons are proxies)

    2)cargo action will be better, (example when you use an mg on a vehicle the movement of proxy will be according to the movement of the mg, but not all the proxy, just the appropriate bones of character's skeleton) (animation)

    3)finally, possibility for more movements when you're in cargo, like using your weapon as cargo on a jeep, or move inside a vehicle.

    all these can be achieved by better proxy handling, and this is the thing that they need to redesign.


  3. One more step to more realism..

    Damage detection system, for cockpit.

    Default no damage

    1.jpg

    Flaps damage

    2.jpg

    Main rotor damage

    3.jpg

    Engine damage

    4.jpg

    back rotor damage

    5.jpg

    Each damage detection works seperetaly, so in cases where multiply damage occurs, a combination of indicators will light up on cockpit, depending on damge. the photographs where shot, from default to a specific component damage.

    Keep not, the hint in upper left of the screen, mostly works as "debugging" in final version will be removed.


  4. Well as far as the G3's. The G3's were in our 1st addon pack release, which was before the release of the tools (except Texview2), by that time, our experience in ArmA, wasn't big, and especially in normal and specular. But it has normal and specular maps, but unfortunately due to our inexperience don't work well.

    Now as far the G3 model, the G3 we created was based in the greek G3, that is produced in Greece under Lisence by HK. so it's probably not to be the same in comparison with G3's that other armies use.

    reference pic

    @freddern, thank you for using our Weapons pack in your addon. Now that we are experienced enough, we have in plans to rework our G3's...... and make them even better


  5. hmmmmm...

    I think i saw and an other interesting variable set here..

    The issue of current ArmA scene... Maybe you don't know it, but one of the things that didn't make ArmA a success game like OFP, was the fiction Armies and StoryLine go back in OFP, and remember the story. Yes the place was fictional and that was the clever trick, but all the other things were real.

    I can't get out of mind a thing that someone said in this forums and i thought it really interesting...

    "Who gives a f**k about Sahrani". This is all about, it wasn't the bugs. For me it was the thing that Everything Is Fiction, and when you talk about a Tactical FPS shooter, that wants to call it Military Combat Simulator (or at least he's small brother) There are is no room for fiction......

    For me all the work that is done by mod groups and which is Country Specific is really an advantage that ArmA lucks right now.


  6. Rockofsl, i think you set an interesting variable there..

    "Frankly I'm more than a bit tired of playing as an American. I am, like a lot of non american mod makers making stuff that represents my own country's equipment for my own use. I want something different than ACU and Strykers."

    Well to tell you the truth me too, i'm sick of playing the "good" American soldier in any game. So let's see it from an other perspective.

    Isn't it strange that since ofp there were mod -groups that were country depended. Examples (BWMmod, CSLA,FDF,ONS,Turkish Mod etc.etc..) and why is that in particularly this game??

    Well the answer is simple. Because for all of us that we are not US or Russian (OFP) for 1st time we had the chance to create our country Army in a serious game (modding capabilities).

    Abs, set also an other interesting variable....

    "Look at OFP and FDF. Who didn't play that mod? "

    Almost the majority of the community had for OFP BWM addons, FDF etc etc... was the majority German or Finnish??? well i don't think so..

    Then what?? simply it was quality addons. (The same goes for ArmA)

    For me things are simple. If you make your addons with high quality people will appreciate it in the end and use them..

    Now let's set an other variable. Why is Greek, German,Turkish or whatever Army not fitted in ArmA??? Isn't so hard to create a mission with that armies as a peace keeping force or as an alias with an other side already presented in game.


  7. basically this is a bug, and has to do, with face order in the p3d, faces with alpha channel has to be on top of the model in order to appear correctly (like layers in PS). And this isn't the only bug.....

    cbr.jpg

    probably someone forget to fix the face order in this HMWW or the engine can't handle correctly faces with alpha channel, but i believe it's the first.


  8. Well here is the point of my view....

    Speaking about HWM-Greek.

    There is a difference between an addon and a mod, (in fact any addon is a mod). So I analyze further and say Total Conversion Mod. That means in simple words something like an unofficial expansion or whatever you like to name it.

    So this mod has to have addons (vehicles,weapons,units,islands) missions/campaign, config/scripting enhancements, sounds GUI etc etc etc... Somehow almost everything has to be changed in order to achieve that.

    Now since HWM, means Hellenic Warfare Mod, naturally the development will be focused on Greek Army. The same goes for other mods.

    So it's hard to expect for small teams that usually do this for fun (not patriotic reasons) to focus on other things other than the achievement of the purpose of the mods target. If we haven't a target for a specific mod creation, but simply we wanted to demonstrate our skills and create new content then we wouldn't be a mod group but an addon group.


  9. Sorry, but we can't give that permission.

    So far we've decided that we're going to release, except for Greek Version a RACS and a USA version. These 3 versions will be camo depended that means that they will have their own camo scheme.

    For further versions we don't have any plans icon_rolleyes.gif .......

    So far this thread has been very helpfull to us (nose problem) in order to improve our work, but, the best thing is to wait a bit, to publish the addon and then we can talk further about requests.

    Don't forget that the huey, is going to be part of an addon pack, so don't expect it to be released very soooon.


  10. Ok, so now let;s talk about the nose in technical aspects. After this discussion about the nose, we recheck our blueprint, and indeed the nose was smaller, but not as small as you could state. Anyway the fact is that you were right, so we tried to recreate the nose. Please note that this recreation was/is really difficult, since the model has been imported into O2 after the creation in 3dsmax (with UVW maps) any change can cause texture stretching, and trust me, we don't want that. For the other hand, to delete faces and recreate them, it's somehow difficult cause we have to adapt thew new part into the already made UVW map, so we have to be also very careful, and limited exactly in a specific "small" part of the model, in order not to destroy our UVW map.

    Anyway, the thing is that we gave it a shot, and here is the result. So i would like to ask....

    Is the new nose better that the old, and when i say better i mean more correct

    comp.jpg


  11. Thanks all of you guys. So after this interest on our huey we decided to create separate textures with flags+numbers in the tail in order to be widely playable by most of you. But we're not going to change the basic texture, after all we believe that this color scheme fits for most of the armies.

    And something for goodnight.....

    (i know i shouldn't but i can't keep my hand of the "printscreen" button)

    huey_fm_022.jpg

    huey_fm_021.jpg


  12. thanks all of you for you kind comments and feedback

    now some clarifications.

    -About rotors.

    huey_fm_004.jpg

    huey_fm_013.jpg

    i believe that we couldn't do it better that these images. almost identical

    -About the nose. for blueprints we used the diagrams from Uh-1H manual.

    image...

    side_new.jpg

    now since our noise is 99% identical to this iamge (side view) i believe there is no problem with this nose.


  13. thanks all of you for your kind words.

    Some more info.

    You can find the full photo album here in HWM Web Page

    Also if you are interested, visit HAC Webpage (our community) for greeks only.

    Ok now here are some more photos, already posted in ArmA photography, but in case someone hasn't seen them yet. (I know the holes in the last photo with the mg3 are a bit misplaced - will be fixed soon)

    huey_fm_012.jpg

    huey_fm_011.jpg

    huey_fm_002.jpg

    - Off course the final and full mod will contain a campaign and an island, The problem is that we are few of us, so be patient, everything on its time.


  14. The only tool that works for me as it should is PaaTool, i've tried Kegetys plugin, texview 2 and none works at least in my case. Mostly the problem i've encountered when i tried to use textures that has a part of them transparent (alpha channel), and the other solid, was that all the texture had a small tranpsarency....

    Anyway the only tool that works for me is PaaTool...

    1)Save you Image as TGA 32-Bit with Aplha channel.

    2)Open PaaTool and select DXT 5:5:5:1

    3)Leave Dithering Unchecked and Check Alph Filtering

    4)save your texture in Paa and try it....

    It should work fine.....


  15. Well, mostly i get this error after the import of the model from max to O2. O2 tends to recalculate and reconstruct the faces, but not exactly as they were created in 1st place. I also get that warnings when i try to import a model (by objects) and after that I copy and paste them together.

    samplo2.jpg

    this face is looking a bit suspicius to me...

    Anyway the only way to prove my theory is that, people who use only O2 shouldn't have that problem, if they do then i'm probably wrong.

    after a lot of tries, now the model has no warnings, although i haven't applied the textures yet, the UV map is presented.

    BTW, and other annoying warning is about huge UVW points or something.


  16. All these OFP years, before placebo left "the building", a lot of people here felt like he was a bridge between the community and BIS. nowadays "ArmA days" at least for me, i feel that there is a gap. So i hope with the return of placebo that gap will filled again!!!

    Welcome Back Placebo

×