ag_smith
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Everything posted by ag_smith
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Destructable buildings/walls/etc
ag_smith replied to deanosbeano's topic in ADDONS & MODS: DISCUSSION
I'm guessing you must be using insane amount of faces here. Fancy but completely useless. -
Do yourself a favour and start doing your own homework. Every single addon in existence can be found either at ofp.info or at google.
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Yeah, I was just currious if anyone ever came up with a fix for it. Sorry for playing a moderator, but what you're doing here, is against the forum rules and brings nothing new to the discussion. Please stop digging!
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Provided that we find somebody to help converting remaining faces, yes, they will be released later. AFAIK there're over 20 or 30 of non-camoed hispanic faces that remain to be done (as well as a whole bunch of other ones)...
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Unfortunately, current scripting doesn't allow users to alter the face via init line override. ... Here's something just came to my mind, I've never tried it out, so I'm not sure whether this works or not... Try this in your init line, maybe it will work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this animate ["Fset", 1]; this exec "\facestex2\rus_faces.sqs"
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Don't know what's up with your pictures, Eric, but they look terrible so stretched. :/ A little tip regarding textures some little scratches and shading would make them less cartoon-like.
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Hmm i think my addition is already like 35 or more faces ( im at work so i cant check now ^^ ) and i guess there are the same amount of non-cammo western faces. Should be enough to do the job. And it already is more than we ever had if you count the original faces Actually, Cameron is right as far as non-camo western faces are concerned. There are only 15 of them. On the eastern side, I think 35 non-camo faces converted by Shadow NX should suffice for you guys, but I'm definitely looking forward to adding more western ones. Anybody feels like helping?
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All the old scripts are still there, no compatibility is broken. However, if you want some units to use, for instance, US camo faces pool, then yes, you have to modify theirs conifg.
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Never thought that would be of any use to anybody, but probably you're right. Anyways, a little explanation: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> llm_sol0-14 - base white Western European faces llm_camo0-20 - base white Western European faces (camo) llm_face_da00-13 - dark Ethiopian faces llm_face_la00-12 - light Ethiopian faces llm_face_cf00-14 - camo Ethiopian faces llm_face_cn00-08 - camo Asian faces llm_face_cb00-03 - camo Allied black faces llm_face_cc00-19 - camo Caucasian faces llm_face_ch00-10 - camo Hispanic faces llm_face_dn00-01 - desert camo Asian faces llm_face_db00-03 - desert camo black faces llm_face_dh00-02 - desert camo Hispanic faces llm_face_dw00-05 - desert camo white faces llm_face_hw00-03 - white hostage faces llm_face_hb00-03 - black hostage faces llm_face_ru00-33 - russian faces llm_face_rl00-04 - russian leader faces
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Thanks guys! Just a friendly remainder, before you come back to complain, it's the addonmakers, that have to make use of new scripts in this pack to enable more custom faces. As I mentioned before, no faces were added to "base" scripts pool. Think about it, we don't want Mexicans to appear in Polish Army, do we?
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Here's a good news for you (as I see, you're using Llauma's 2 head), the upcoming update of facestex2 will have nearly 30 African faces as well as some camo ones. No more attack of the clones.
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TQP US Army Special Forces
ag_smith replied to registered_fugitive's topic in ADDONS & MODS: COMPLETE
You need to copy appropriate animations to the p3d model itself as well add related entries in the config. It's all explained in Llauma's head model 2 topic in A&M:D. -
TQP US Army Special Forces
ag_smith replied to registered_fugitive's topic in ADDONS & MODS: COMPLETE
That's certainly has to do something with addonmakers not reading what me and Offtime were posting in head model contributed topics. GROM units do have that bug, but its solution was found after the GROM release. The update is on the way. The only properly configured units I've seen are the latest WPS/OFPL soldiers. Hint for addonmakers: it's all about Fset1 and Fset2 animations, they have to be there in all your resolution and View-pilot LODs. PS. I won't be asking what all those jpg files are doing in pbos of this addon. -
GCC, or whatever shortcut that is, it looks like an uber cool feature. Remainds me of those fancy VBS modules. I'm looking forward to it, COC-ce replacement is long overdue.
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TQP US Army Special Forces
ag_smith replied to registered_fugitive's topic in ADDONS & MODS: COMPLETE
Ekhmm... soon this won't be a good reason anymore, as the new facestex2 soon-to-be-released-TM has 183 faces (as of right now). Edit: Post no. 1500 hehe. -
GS faces for Llauma head model
ag_smith replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
Already have them. Did you get the ones from the PM with the corrected mouths? Yes, I did. Sorry for no reply. I'll definitely work on this project today and tomorrow. -
GS faces for Llauma head model
ag_smith replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
Already have them. -
Kudos to you hardrock and every one else that helped to gather the information. That's one best piece of text on Arma I've read for months. Thanks! Shame about the release date though. My guess is that eventually it'll be coming to us around Christmas (I hope not)...
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Lol, I never do that, but.... you've to be out of your mind saying that. The plane looks lovely, though.
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GS faces for Llauma head model
ag_smith replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
That has been a reoccuring thought in my mind. Does the facetex script simply draw the faces it uses from one pool? Or can it be set up so that an addon only draws faces from a certain pool for it's troops. Example: a Russian troop pack only uses faces from the pool of Russian faces and a Chad troop pack only draws faces from an African face pack. It's up to our imagination how to write the scripts that are assigning faces. For example, right now addonmakers can make a choice to use camo or non-camo faces (or they can even write a simple script to use a random mix of them). So this is what I'm going to do, I'm gonna make a separate batch script for each face class, eg. camo white, camo hispanic, camo russian, and so on. If one wants to have a mix of these faces in any addon, a script like one below can be used: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _soldier = _this select 0 _facetype = random(5) ?(_facetype < 1): [_soldier] exec "\facestex2\camoface.sqs" ?(_facetype < 2): [_soldier] exec "\facestex2\baseface.sqs" ?(_facetype < 3): [_soldier] exec "\facestex2\blackface.sqs" ?(_facetype < 5): [_soldier] exec "\facestex2\russianface.sqs" .. or anythinf along those lines. Sounds good enough? -
GS faces for Llauma head model
ag_smith replied to sputnik monroe's topic in ADDONS & MODS: DISCUSSION
Hey Shadow, feel free to send them my way, I could make use of them for some textures already submitted to me, that don't have the bloody versions yet. Thanks! -
Maybe not at the best angle, but how 'bout this? (borrowed pic from OFPC PL)
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What?! No boobies?
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Silly me, I need a better glasses it seems.
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Half of the things you want is already there in AGS Buildings Pack and 3WX Object Pack (some are even found in Resistance by default). Ever thought of that?