ag_smith
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Everything posted by ag_smith
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Ermm, which camouflage do you mean? As of right now, only several variants in NATO camo are planned.
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Thank you for your kind replies, guys. I'm very glad you like them. Commando84, our next projects (at least most of them) will be more related to OFPL - Polish Army mod. Yes, they are ECP compatbilie, something that takes 5 minutes to implement, yet many forgot about it. Wonder why... ShadowY, the island is a new version (unreleased yet) of DMA Libya. Buildings will be included with it. akd, if you examine the unit list more carefully, you would find units equipped with M16A1 and M16A2. Also, nothing stops you from rearming machinegunners with any weapon of your choice. Personally, I do like such a mix of different weapons, makes them look more belivable as a cheap mercenary force. Perhaps Jeep was a "gift" from some US company? I also don't mind the M60 model, maybe it's not the best hi-poly shiznit that our spoiled community expects these, it just does what it's supposed to do. Judging from what Offtime said, I doubt these units will be further worked on. You all know the drill: stop whinning and use them as they are or, if you don't like them, don't use them at all.
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Yes, the AI is able to run up the stairs to access some balconys, if they're told to do it by player (or special script, for that matter). They won't go there by themselves, unfortunately. They might be able to climb the ladders, however I doubt they'll stay on top. That's just their hard-coded behavior. Same goes for AI using emplaced machineguns. I could imagine it might be possible to solve this by some complex scripting, but other than that, it's an another game engine limitation.
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Thanks for your kind words. CanadianTerror, thanks for the bug report, I'll make sure the error on the pic will be sorted out. Regarding the question about more units, there's an OFPL Expansion pack relaseased some time ago (ofp.info has it) that adds modern day (2005) weapons. We're also planning desert camo scheme, that's used by our troops in Iraq.
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Yup, this is an amazing addon. It suffices to say I've spent 20 minutes just flying around from one cloud to another. Well done, guys!
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Soldiers witch Llauma head's - project
ag_smith replied to JustEvil's topic in ADDONS & MODS: DISCUSSION
Sorry for stealing this topic, Radek,... Those vehicles are made by Offtime for WPS mini-mod. BRDM will come as an open source addon and we will provide layered .psd files for interested addon makers, so that you can make your paint schemes (the one presented on the pic there is Polish). -
Soldiers witch Llauma head's - project
ag_smith replied to JustEvil's topic in ADDONS & MODS: DISCUSSION
There'll be a new version released soon. -
Soldiers witch Llauma head's - project
ag_smith replied to JustEvil's topic in ADDONS & MODS: DISCUSSION
Thanks Offtime. I'll put those to good use. Sander, I thought you can do it by previewing the mission in Mission Editor and then saving afterwards. -
Try renaming those textures to see if it helps, although I doubt it. Never seen something like that before.
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Looks like some of your buildings need to have the lighting fixed (look at those RES apartment blocks). Just go to O2, Ctrl+A, and press U for sharp edges. For more info search O2 modelling forum. That was one major gripe I had for the Sinai island you've once released. PS. Same goes for you, remcen in regard to the pics show in the linked thread. Here's a little explanation for you guys. BTW. I'd remove all those RES apartment blocks - they're way too hi-poly for any larger city. Just a tip.
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What are the relevant texture names (file names)? Does this happen on every island you use those textures?
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Yup, that sounds good to me. Better than those CPU hogging scripts. Just another suggestion... the way I used to do it for some other weapon, I made the crosshair as useless as possible in daylight by making it semi-transparent bright yellow. Yet, it works very well with NV goggles. Here's how it looks like: DAY: NIGHT+NV:
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Jackal, if you search A&M:Discussion forum, there used to be a thread out there, explaining how to detect user pressing some keys, including A, W, S, D and V. There are some limitations, but oerhaps you might want to try to adapt that script for implementing NV sights?
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Or Eurofigther?
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Not gonna happen. Spoiled bastards...
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It seems like I've volunteered to write the config. I haven't received the files yet, but if nothing else needs to be done here, they might be ready tonight or tomorrow.
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WHAT is that cat doing over there? Somebody has to let the animal care know about it!
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Oh well, why not... it's my turn to play in archeology. So what has ever happened with these units? I don't recall them being released so far?
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The last pic with the forest looks kind of strange with these dark and bright trees contrasting. Other trees look top notch. BTW. Don't want to dig up the other thread, but I wanted to ask if the Nature Pack 2 (Tropic) is still being worked on?
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Sorry to bother, but is there going to be patch for the previous release?
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The new vegetation looks great! Are there going to be any white birch trees in the pack?
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Well, there're some other new city building made for this map, not shown on any pictures here. Most of them have accessible rooftops and balconies, the rest can be accessed from neighbouring rooftops. There'll definitely be plenty of oportunities for snipers here.
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That's quite unlikely because I've virtually no resources (ie. photos, textures, etc.) to create belivable interiors. Irongsight, thanks for your offer, I'll contact you within next couple days.
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Moreover, the real counterpart is located in Tripoli, Libya.
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... and something for those who requested some kind of palace to be placed on the map: Here's the original...: Any volunteers to help with textures?