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ag_smith

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Everything posted by ag_smith

  1. ag_smith

    Nogova 2004

    Hey Ironsight, now you can replace your cement barriers with the most recent version from F3wx_o1, version 1.1. Lookie here.
  2. ag_smith

    help me find something

    Go ofp.info, type "billboard", click search and you'll find this.
  3. ag_smith

    Nogova 2004

    There're some good looking car park textures in USMC Gaia's island. How about getting some of these?
  4. ag_smith

    3wx third party objects pack

    f3wx_vo_seda.p3d is the lamp intended for use with wrp. It does get "inflamed" automatically at night. Writes down: add this one to readme.
  5. ag_smith

    Fischkopp's hmmwv pack

    Hmm, OFPEC tags??
  6. ag_smith

    Config question

    yes
  7. ag_smith

    Fischkopp's hmmwv pack

    and OFPEC-tag you addons...
  8. ag_smith

    Binos

    That's in the main config.
  9. Here it is. Finally. On this occasion once again I'd like to say thank you to all of you that helped me with development of this addon. Big thanks, guys. Credits Design team: Agent Smith - modelling, textures, config. Leone - modelling, textures, model optimization, bug fixing. Solo - warehouse 3 & 4 original models. Lockheed Martin$ch - coal heaps original models and config. Lupus[WD] - ligthing effects, model optimization. Vektorboson - scripting, testing, good advices. Additional thanks go to: AceCombat Blackdog Bobby (CSLA) Cervo Cheeky Monkey - textures. Drow - textures. Der Bastler - textures. JorgF - texture maping ideas. GPH Kegetys (FDF) - scripting ideas. Pathfinder (concept404.com) - hosting. raedor (mapfact.net) - scripting. Schoeler Silesian - textures TJ (BAS) - original burning script. Additional beta testing: da_ofp_man, Soul Catcher, MadAussie, Kuba, Hit_Sqd_Day Special thanks: Dschule and SnakeMan (WRPTool, PANTool), feersum.endjinn(PAATool) and last, but not least, BIS for the great game. Please familiarize yourself with: Readme Objects List Change Log Download links: Primary download, courtesy of concept404.com [RAR, 7.7MB] Mirror 1, courtesy of ofp.bmj.pl. 3WX Industrial Pack V3.0 download mirror, courtesy of The Faq. Mirror #1, courtesy of OFP.GAMEZONE.CZ Mirror #2, courtesy of OFP.GAMEZONE.CZ (Thanks for the mirrors ) Mirrors are very welcome! Thank you.
  10. ag_smith

    Y2k3 blue screen of death problem

    Why don't you use existing thread in A&M:C to ask this question?
  11. ag_smith

    Nogova 2004

    ... surrounded with wall and don't forget to put a helipad in the backyard and flagpoles in the front BTW, updated 3WX pack v.1.1 will have these yellow streetlights.
  12. ag_smith

    Fischkopp's hmmwv pack

    Fischkopp and hmmwv, why don't you guys team up and make one kick-ass addon together?
  13. ag_smith

    Fischkopp's hmmwv pack

    Poly count is ok, just remember to make enough lower resolution LODs.
  14. ag_smith

    Fischkopp's hmmwv pack

    Looks good. We have the psy-MCAR engine now. Are you considering making TOW or Avenger versions?
  15. ag_smith

    My Opf:R Trailer

    I've just watched it and I've found it pretty cool. I like it! ...and about Kozlova, void_false is right.
  16. ag_smith

    Pingushooting v2 -sp

    The funiest OFP mission I've ever seen. Thank you. Keep up the good work!
  17. ag_smith

    Mcnool's pacific island

    Read my posts in this thread 1-2 pages back...
  18. ag_smith

    Nuclear bomb

    LOL, blackdog, you're back? (Rethorical question, I can already see the answer in your sig).
  19. ag_smith

    Nogova 2004

    @Acecube, ok mate, now I understand what you mean. Unfortunately this seems impossible to do too, because OFP map grid is 50 by 50 (???) meters, so the smallest depression-eleveation-depression, I mean something like that: /-\ has to be 150 meters wide.
  20. ag_smith

    Designated marksman system pack

    [crowd of ofp maniacs] reeelllaaasseee!!!! reeelllaaasseee!!!! reeelllaaasseee!!!! [/crowd of ofp maniacs] Â
  21. ag_smith

    Nogova 2004

    @Acecube, making elevated roads and road-side ditches, while it sounds cool, is very impractical because of AI having problems crossing anything elevated above ground level. The road that is above ground level, would have to function as a "bridge" (3d road, it's not flat). Go to OFP and see how your AI teammates behave when crossing the bridge. Victor Troska's statue and powerplant are a must! @Ironsight, remember to not exagerate with terrain editing. IMHO It'll look very unrealistic if whole hills or mountains all of a sudden disappear or new ones appear in the middle of bare field.
  22. ag_smith

    3wx industrial pack 3.0 released

    There's a bug ... in the readme! Â Also, some object have init event handler scripts that add warning lights at night (not mentioned in readme). The respective commands are: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; init for refinery1 - warning lights (object _idnum) exec "\ags_inds\ref1_lights.sqs" ; init for refinery1 - warning lights (object _idnum) exec "\ags_inds\ref3_lights.sqs" ; flame effects & lights for refinery4 (object _idnum) exec "\ags_inds\ref4.sqs" ; init for refinery5 - warning lights (object _idnum) exec "\ags_inds\ref5_lights.sqs" ; grain silo warning lights (object _idnum) exec "\ags_inds\gsilo_lights.sqs" Also, the enhance.sqs script (see readme for details, if you're island maker) does not launch any effects for refinery4 and refinery5 objects. My bad, sorry. Â
  23. ag_smith

    Unsung - updates

    Nice. You have done a good job converting these models to OFP. Thumbs up. Â
  24. ag_smith

    Nogova 2004

    Yes. It's weired but roads work like that in OFP.
  25. ag_smith

    Nogova 2004

    One wide road is the worst thing you can do. Belive me, I've already tried it. AI cars will try to drive along the centerline crashing into concrete walls all the time.
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