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marco-polo-iv

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Posts posted by marco-polo-iv


  1. some Changes in overview

    New PBO's:

    ASC_M14.pbo

    ASC_M14_cfg.pbo

    ASC_MP7.pbo

    ASC_MP7_cfg.pbo

    ASC_SVD.pbo

    ASC_SVD_cfg.pbo

    ASC_VSS.pbo

    ASC_VSS_cfg.pbo

    ASC_Weapons_Core.pbo

    ACOG TA-01 + TA-31 added

    ACOG Reflexvisier added

    Cobra Reflexvisier added

    PSO-1 Visier added

    NSPU Nightvision Visier added

    GosHawk TWS Visier added

    Silencer class ASC_Item_SD_545mm changed to ASC_Item_SD_545mm_PBS1

    Silencer class ASC_Item_SD_545mm_PBS4 added

    Silencer class ASC_Item_SD_545mm_PBS5 added

    ASC_M14A1.pbo

    M14A1 all Classnames from ASC_M14 changed to ASC_M14A1.

    M14A1 ACOG TA-01 and TA-31 Version added

    ASC_M4A1.pbo

    M4A1 ACOG TA-01 and TA-31 Version added

    M4A1 ACOG Reflex Visier added

    ASC_M16A4.pbo

    M16A4 ACOG TA-01 and TA-31 Version added

    ASC_M240.pbo

    M240 ACOG TA-01 and TA-31 Version added

    ASC_M249.pbo

    M249 ACOG TA-01 and TA-31 Version added

    ASC_M107.pbo

    M107 ACOG TA-01 and TA-31 Version added


  2. @tyrantkyng

    About the Forgrips

    I'm not so extreme weapon enthuastic like Marco and/or you ;)

    And i don't understand what is your exact thinking about the Foregrips, do you only want to see them only in the models or to customize them ?

    Customize them produce a large amount of new models and of cause more work which can be done by Marco.

    Customize additional things would multiply the model count to much, here BIS have to build some things in the engine before we can talk about more.

    (e.g. like proxys for the different weapon parts can be set via config class)

    i think this says all

    regreetz

    Marco


  3. yes, you have set this var.

    ASC_WM_Set = [ WeaponsCanModifiedBool , OpticsCanDamagedBool, [ DamageChance/sec , RepairconditionString , DamageSoundClassArray , AfterRepairCommandString ] ];

    Indexname Default Value

    WeaponsCanModifiedBool true

    OpticsCanDamagedBool true

    DamageChance/sec 0.001

    RepairconditionString "count (nearestObjects [player, ASC_Repairvehicles + ASC_AddRepairvehicles, 7]) > 0"

    DamageSoundClassArray [ "ASC_OpticCrash_S" , "ASC_OpticCrash_L" , "ASC_OpticCrash_S" ]

    AfterRepairCommandString ""


  4. create in your ArmAWork CA folder follow Folders:

    Temp

    in Temp a new folder proxies

    in proxies a new folder "name of your Vehicle"

    copy a mlod Soldier model in this folder and name the p3d Pilot.p3d

    for example my temp folder

    ArmAWork\ca\temp\proxies\uh_60\

    pilot.p3d

    gunner.p3d

    cargo01.p3d

    cargo02.p3d

    so you seen for your proxies the correct Soldiermodels in Buldozer

    regreetz

    Marco


  5. glass:

    ambient[] = {1.0, 1.0, 1.0, 1.0};
    diffuse[] = {1.0, 1.0, 1.0, 1.0};
    forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {1.0, 1.0, 1.0, 1.0};
    specularPower = 500.0;
    renderFlags[] = {"NoAlphaWrite"};
    PixelShaderID = "NormalMapSpecularDIMap";
    VertexShaderID = "NormalMap";
    
    class Stage1 
    {
    texture = "MAP_Air\data\uh60_skla_nohq.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage2 
    {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage3 
    {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage4 
    {
    texture = "#(rgb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    
    class Stage5 
    {
    texture = "MAP_Air\data\uh60_skla_smdi.paa";
    uvSource = "tex";
    
    class uvTransform {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage6 
    {
    texture = "#(ai,32,128,1)fresnel(0.45,0.94)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage7 
    {
    texture = "MAP_Air\data\env_land_co.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    

    glass_damage

    ambient[] = {1.0, 1.0, 1.0, 1.0};
    diffuse[] = {1.0, 1.0, 1.0, 1.0};
    forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {2.0, 2.0, 2.0, 1.0};
    specularPower = 1000.0;
    renderFlags[] = {"NoAlphaWrite"};
    PixelShaderID = "NormalMapSpecularDIMap";
    VertexShaderID = "NormalMap";
    
    class Stage1 
    {
    texture = "ca\data\destruct\destr_glass_plexi_full_nohq.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {3.0, 0.0, 0.0};
    	up[] = {0.0, 3.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage2 
    {
    texture = "ca\data\destruct\destr_glass_plexi_full_ca.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {3.0, 0.0, 0.0};
    	up[] = {0.0, 3.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage3 
    {
    texture = "ca\data\destruct\destr_glass_plexi_full_ca.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {3.0, 0.0, 0.0};
    	up[] = {0.0, 3.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage4 
    {
    texture = "#(rgb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage5
    {
    texture = "ca\data\destruct\destr_glass_plexi_full_smdi.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {3.0, 0.0, 0.0};
    	up[] = {0.0, 3.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage6 
    {
    texture = "#(ai,32,128,1)fresnel(0.45,0.94)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage7 
    {
    texture = "ca\data\env_land_co.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    

    glass_in

    mbient[] = {1.0, 1.0, 1.0, 1.0};
    diffuse[] = {1.0, 1.0, 1.0, 1.0};
    forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {1.0, 1.0, 1.0, 1.0};
    specularPower = 500.0;
    renderFlags[] = {"NoAlphaWrite"};
    PixelShaderID = "NormalMapSpecularDIMap";
    VertexShaderID = "NormalMap";
    
    class Stage1
    {
    texture = "MAP_Air\data\uh60_skla_nohq.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage2 
    {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage3 
    {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage4 
    {
    texture = "#(rgb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage5 
    {
    texture = "MAP_Air\data\uh60_skla_smdi.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage6 
    {
    texture = "#(ai,32,128,1)fresnel(1.01,0.52)";
    uvSource = "tex";
    
    class uvTransform
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage7
    {
    texture = "ca\data\env_land_co.paa";
    uvSource = "tex";
    
    class uvTransform {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    

    glass_in_damage

    mbient[] = {1.0, 1.0, 1.0, 1.0};
    diffuse[] = {1.0, 1.0, 1.0, 1.0};
    forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {1.0, 1.0, 1.0, 1.0};
    specularPower = 500.0;
    renderFlags[] = {"NoAlphaWrite"};
    PixelShaderID = "NormalMapSpecularDIMap";
    VertexShaderID = "NormalMap";
    
    class Stage1
    {
    texture = "MAP_Air\data\uh60_skla_nohq.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage2 
    {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage3 
    {
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage4 
    {
    texture = "#(rgb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage5 
    {
    texture = "MAP_Air\data\uh60_skla_smdi.paa";
    uvSource = "tex";
    
    class uvTransform 
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage6 
    {
    texture = "#(ai,32,128,1)fresnel(1.01,0.52)";
    uvSource = "tex";
    
    class uvTransform
    {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    class Stage7
    {
    texture = "ca\data\env_land_co.paa";
    uvSource = "tex";
    
    class uvTransform {
    	aside[] = {1.0, 0.0, 0.0};
    	up[] = {0.0, 1.0, 0.0};
    	dir[] = {0.0, 0.0, 0.0};
    	pos[] = {0.0, 0.0, 0.0};
    };
    };
    

    i hope will help you

    Marco

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