Yossarian
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Everything posted by Yossarian
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that's what happened to me too! I emailed them, but before I panic, I'll see if I actually need them to install the game.
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I bought it from Metaboli as a download. Hope to god it works with my Sprocket version... It's still downloading. here's the link English version download
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Beauty! Those are amazing. very well done
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@DaSquade: Thanks man! ya, the holes would be the first thing to go in the lods. Although, before you praise the model too much, I've gotta admit I've got no idea weather I'm counting tris or polys (those pics are just out of their viewport with "edged faces" turned on). I've just been using the "polygon counter" in 3dsm? Should i convert it to editable patch or poly or whatever? How do I get a proper Poly count? You're absolutely right about the grip. That was one of the first things I noticed on your wires. I wish I'd done mine that neatly. Next time I won't use 10 sided cylinders on the but-stock rails either Don't know what I was thinking. Zadoff, That video on Youtube with the silenced m14 is sweet. Those would make pretty good weapon sounds. Could I use Audacity to rip sounds out of a video?
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Yoma's Arma Addon Synchroniser
Yossarian replied to Yoma's topic in ARMA - ADDONS & MODS: DISCUSSION
This is a great idea! keep it up -
This is a great idea! keep it up
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WOW! Thanks for all the tips guys. Extremely usefull! Let my try and respond to everything. @Neph & xnodunitx: That helps a lot guys. I played around with the smoothing groups on the upper reciever and it looks a bit better now. Although, that rail is gonna be hell. The normal maps don't help that much with this... I tried it in-game. Snowfella from gr.net makes amazling looking rails using the texture method, I'll ask him to he does it. I'm only using max 7, so I'm probably missing a lot of those tools... @DaSquade: That model is very good. Where I gave-up polys was obviously in the holes (booleaned&optimized, not hand-made) and also on the cylinders, especially at the back. But otherwise, I'm not that displeased with the 4181 poly count -- especially considering all those booleans. I went through and optimized them as much as I knew how. I'll post some wires, tell me if you can see placed where I could weld more. It was a choice I made. @CameronMcDonald: Thanks! and yes, it's all one texture. I'm already working with RobertHammer. (he's exporting it from O2 for me, and he wrote the congif). But if he doesn't have time to do LODs, then I'll ask Skaven. His stuff is top-notch. @Zadoff1880: ty for the pics. I say those, and I'll probably use 'em as a guide for the Sniper version. I made a quick scope and silencer for the EBR and the poly damage came out at ~5100, unoptimized. And here are some uglyass wires. I know guys, the boolean is ugly as hell, but I optimized it as much as I could, and I like having the holes. Have a look:
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Thanks guys. I'm working on the scope right now, so it'll be a few more days. I've got a new sound for the gun -- no idea how realistic it is, but it sounds good to me. @DaSquade: thanks for the tips! I don't mind the modelling. it's jsut the unwrapping that kills me. And there is almost ZERO smooth modifier on that model. I just don't know how to use the groups and all that. Any tips??? Hopefully, I'll be fixing that on the scoped version. 3d question: on the top rail, how can I get that shaded line to go away. It's killing the 3d-effect texture. Is it possible? PS: that model is all one texture. The scope will probably be on a second along with a silencer.
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Thought I'd share some of the references I've been using. I'd like to eventually make a couple versions of the EBR to match these two: This is supposedly the version being given to the SEALs: http://img.photobucket.com/albums... This is well used looking example from Iraq or A-stan: here These the kinda thing you were talking about Zadoff? I'll also be making a Short-dot scope (1x-4x magnification) edited: ty for the tip
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Thanks for the help guys! It's all very appreciated as I'm still brand new at this About the LODs: my concern is having to UWV map again. It took me a week to learn how to do it and then apply it to this model. It'll be faster the second time around, but I really would rather not do it 3/4 more times. Modeling down would be simple, a lot of "weld selected." Not worried about that. But is there any way to do these LODs without having to go through UWV mapping again? There's gotta be a shortcut! @Zadoff, I'll be making a longer barelled version with sniper optics. @Faulkner: Yup, she's a little, er, industrial. I've found some good sounds from an old GR mod (Thumper1518's 7.62 mod). I'll see if I can get hold of him for permissions. Othwise wipman's gave me a few sounds. Here's what she looks like rendered with the engine:
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Operational Det. Alpha (ODA)
Yossarian replied to Yossarian's topic in ARMA - ADDONS & MODS: COMPLETE
cool. I didn't really put as much thought as I should have into weapon loadouts. For the next version, I think i'll do it this way: 18-B Weapon Sgt. = heavy gun 18-B Weapon Sfc. = m107 18-? Intel Sgt. = m4sd 18-? Intel Sfc. = m24 etc... Each role (MO?) usually (textbook case anyway) has 2 soldiers per ODA: one is usually a Sergent, the other a Sergent First Class. I'll give the Sfc's the fancier guns. This is almost certainly not how it is in RL, but for the prupose of an addon, it makes choosing characters a little easier -
Trying it out right now. I'm not surprised these look so sweet, you do quality work
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Operational Det. Alpha (ODA)
Yossarian replied to Yossarian's topic in ARMA - ADDONS & MODS: COMPLETE
I didn't give them their army names for that exact reason. In-game I could never remember what MO corresponded to what role. With "Medical Sgt." I can at least remember which is which. You're right though, I could include both. V2 will have them called something like: "18-B Weapons Sgt" etc. @Viper Shiva: yes, that is definitely an aspect I overlooked. I should have made a couple guys with heavy guns. I don't really have the time in the near future, i've got my plate (modding and RL) pretty full. BUT: you could do it yourself fairly easily. check the BIS wiki, but you could add something in the "init" field of a character when you place him on the map in the editor. something like "addWeapon ...." should do the trick. -
Thanks for the tips guys.:D It doesn't look as nice in-game as in the renders. I've still got a lot to learn about ArmA. BUT: it is in-game (thanks to RH) and fully functional (using Skaven's m14 mags). I still can't quite believe it. It does have a normal and spec map now. I used CrazyBump and photoshop to make 'em. @Messiah: tell me more about Poly Cruncher? I am using max 7. I don't want to release half arsed stuff, but something's better than nothing. (right?). But I'll do some googling for polycruncher tuts. After I iron out all the bugs in the first LOD, and a a scope or two, I'll try and work on LODs
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Operational Det. Alpha (ODA)
Yossarian replied to Yossarian's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks! I can re-texture helmets, but I can't (read: don't know how) to make new models. I'd love to see some headsets and baseball caps on the characters, believe me! @-Puma- cool! go right ahead. -
Operational Det. Alpha (ODA)
Yossarian replied to Yossarian's topic in ARMA - ADDONS & MODS: COMPLETE
I wish I could mate. I just don't have the time right now. But if anybody else would like to make this into a replacement pack, they would be more than welcome You've got permission to edit and re-distribute as long as you let me know what you're doing and give me credit. -
Operational Det. Alpha (ODA)
Yossarian replied to Yossarian's topic in ARMA - ADDONS & MODS: COMPLETE
glad you like em. Colour them in with what? like green or tan or camo or something? thanks. For v2.0 (which I have no idea when/if it will be released), Bugkill suggested ACU pants (on some of the guys), take off the SF patches, change the black fleeces to greyish, add more velcro. And make new normal maps. Hopefully by then I'd have a few more character models to work with... -
Operational Det. Alpha (ODA)
Yossarian replied to Yossarian's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks guys! glad you like 'em. Sweet pics Pauliesss -
Oxygen2... oh gawd not another 3d program..
Yossarian replied to stilton's topic in ARMA - ADDONS & MODS: DISCUSSION
Good question! I'd like to know the answer to this too. I've got a model all nice and UWVunwrapped in Max -- what do I have to do in O2 to import and then export to game? I've tried a couple tutorials, but none of them are about what I'm trying to do really. -
Didn't plan this one, just grabbed it: Sakura-Chan: is there a thread for your blackhawk addon? those are awesome.
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Fastroping Addons Thread
Yossarian replied to sakura_chan's topic in ARMA - ADDONS & MODS: DISCUSSION
It wasn't me mate! It was Sakura-Chan, he's the one who made it. I just quoted his picture from the previous page. -
sweet thread
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SightAdjustment (windage+elevation)
Yossarian replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
Amazing! THanks gmjamez. Range card looks awesome. can't wait to get back to my PC... -
don't worry mate, Toronto here too. Gotta love this city, and you gotta love that others gotta hate it. Music galore and indie-rockin' hipsters everywhere. went away to school in Halifax.... made me realize how much there is to do in toronto.
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excellent news! It is so nice to see such a high quality mod being developed around CANADIAN forces. you guys rock.