-martin-
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So any progress or did you stop working on this?
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Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep, I'm planing that but it won't be enterable in this beta because the model has around 22000 vertecies at the memonet. So I have to make a seperate inside model for the hospital and put them together in Visitor so it seems like one building, but this takes some time and right now I just want to finish everything. After that I'll move on the improving models etc... Thanks for the idea, I sure will make it. I will see, I might make it but no promisses. Yes the first floor is, again this is a big model so I will see later If I make the rest enterable :smile: EDIT: Also as a surprise me and Thorn are working on a surprise addon which will be included on Taviana, but more screenshots and info later, all I can say is that it has never been done in ArmA 2 or many other video games. -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not in this beta because I haven't got enough time to edit each model right now, but in the final version of the island they will definitely have AI paths, after all what's the use of a giant building that AI can't use. -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There are about 5 bridges in the capital city and there will be a highway on a bridge running around a mountain, but this highway won't be in this beta. There is a 2km tunnel under the whole capital city as can be seen on a screen shots a couple of posts back, if it will be destructible in game, I don't know yet it does take some time to make these models. But I think that there are enough features so it will be a nice map even without a destructible tunnel (if I choose not to make it destructible). :smile: Anyway some screen shots of a hospital that I'm working on will be posted in the next couple of days. -
Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for mirroring the addon guys, its very appreciated and thanks for the nice comments :smile: I'm still working on it, don't worry I'm gonna finish it :ok: As Thorn said, that's the link so check it time to time because a beta will come out soon. -
Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks but I must say that without Richard Thorne this addon would never be released, he put in more work then me. -
Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Me too :smile: Good night lads! -
Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello everyone and happy Halloween! Finally after lot's of hard work I, Richard Thorne (a.k.a Th0rn3) and everyone else who has worked on this project would like to present to you the completed MiG -15 by (Bdfy & Volkstrum)! History of the MiG - 15 The MiG-15 (Mikoyan-Gurevich-15) is a jet fighter developed in the Soviet Union by Artem Mikoyan and Mikhail Gurevich in 1947. The MiG-15 was one of the first successful swept-wing jet fighters. It achieved fame in the skies over Korea, where early in the war, it outclassed all straight-winged enemy fighters in daylight. The MiG-15 also served as the starting point for development of the more advanced MiG-17 and is believed to have been one of the most widely produced jet aircraft ever made, with over 12,000 built. The MiG-15 is often compared with the North American F-86 Sabre. Video: <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=bXDGPv-qSCE?fs=1&hl=en_GB&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=bXDGPv-qSCE?fs=1&hl=en_GB&rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> ( )Fixed issues: Flaps have been fixed and elevators added Crosshair has been centred Model has been completely re-animated 6 new skins have been added All weapons have been fixed Other minor issues have been fixed Known issues: Light on the wing missing Credits: Bdfy & Volkstrum - The original authors of the MiG-15 (Volksturm - Models and textures) (Bdfy - Config, scripts and project leadership) Richard Thorne - Model animation, final config, scripting, presentation movie Martin - Takistani, CDF, Czech and Chedaki (ChDKZ) skins Topas - Polish skin PROTOTYPE 001 - Base config Bdfy & Volksturm project thanks OTK team for beta testing! Types of aircraft: Mig-15bis Mig-15bis 4x R76 Mig-15bis 4x FAB-250 Mig-15bis Fighter-Bomber Mig-15bis Multirole Read me: Click on the button bellow to show the read me file Screen shots: Download link: (Please mirror!) http://www.mediafire.com/?1gy5yhgf4yjfq2a (~53MB) Please leave your comments -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Post #44 Posted on 9/13/2010 (http://forums.bistudio.com/showpost.php?p=1748658&postcount=44) Yep I did release a beta to anyone who PM'd me :smile: Anyone who didn't has to wait for the public beta, hopefully only a few weeks are left before its out because I don't think I will make it by the end of this month -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No worries I back up every day, thanks for the good tip :ok: Thanks -
Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep, all the skins are done except one, at the moment I'm waiting for Rstratton from the forums to finish the animations for the model which is taking quite a bit of time so until the model is done I'm not going to work on the last skin. The model needs min and max angles to be re-done in the model.cfg. If someone would like to give us a hand to release this faster please PM me ASAP. I would love to help you out but I'm very busy with my island right now so until the beta is done I wont be able to help, hopefully it will be done by the end of this month or the middle of November. Just PM me what you need and I'll have a look at it when I got some time. -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
300MB of it :biggrin: -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the positive comments and motivation guys, the more feedback the better! Sorry for the slight delay, I had to do a bit of tweaking. Here are some new screen shots: Here is a screen shot of the big blocks I made, there is quite a few of them on the outskirts of the capital, I'm having a few texture issues on the windows but that will get sorted out. Realistic parking slots made using the football field lines. (This is used on every parking lot on the island). BTW, who likes my new Golf hehe? Another screen shot of the same block. Finally a few pictures from the promised tram system, this is a tram stop. Tram rail and stop running in the middle of a dual carriageway trough the city, but more on that later, this is still WIP. Please leave your comments and feedback! -
Very very very nice work! The bushes on the mountains look very nice. My only suggestion would be to use more textures and clutter form Arrowhead otherwise keep up the good work I'm looking forward to seeing more screens shots. Thanks for posting Fox
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Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah :biggrin: But then you can't see the lines on the ground, that's why even in ArmA 1 the field are usually on that grey kind of gravel. Here is a map of it, some roads are dark yellow/light yellow because I still need to set up named properties for the models so it will be fixed later. And some roads are still missing (not imported from OFP yet) so I drew them in MS Paint lol. almost all the buildings don't show up on the map because I have to edit the models named properties so it looks empty but its full of buildings in game which is why I didn't want to show a map of the city until its done. What do you think? What's your rig, the performance beta testers said it performs very well even on older systems? Mine is: AMD Phenom x3 (2.10GHz) 2GB 800Mhz RAM nVidia GTS250 1GB Graphics card) Windows 7 Ultimate (32Bit) I get around 30 FPS in the capital city (bearing in mind that most buildings don't have LOD's yet and around 40FPS in the countryside. -
Taviana Island for ArmA 2!
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
NEW UPDATE: Hello everyone! I hope that your all doing well! I'm not doing too bad my self and it's time for the first October update. I apologise for keeping quiet so long and not posting any screen shots but I've been very busy as you will see in the screen shots bellow. I hope that I will have a public beta ready for download by the end of this month or by the middle of November. This is the part of the capital city Sabina which was built in the 1950's called "Slovane". I tired to get the atmosphere and look of the buildings as close as I can to similar 1950's era parts of towns in the Czech Republic. All the textures I used for the buildings are BIS textures from Operation Flashpoint: Resistance. One of the factories in the area which is where most of the people who live in that area work. Just another look at a street. Anyone up for a game of footie? This is obviously a football field where kids from the area play... It looks pretty romantic and Eastern European at night, I love the ArmA 2 street lamps, good work BIS! More screen shots of the tram (streetcar) system in the area and other parts of the city tomorrow! Please leave your comments, the more you leave the more I will be motivated and finish this earlier and post more screen shots of course. -
Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
UPDATE: The Mig-15 model is currently still being worked on, all the animation angles in the model.cfg have to be re-done so it will take some time. Because of this delay I've been working on my other project so I'll post some more screen shots once I have the final skin done. Overall the addon is 90% complete. -
[WIP] Northern Takistan map (1670 sq km)
-martin- replied to digitalcenturion's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Me too, keep the thread updated man :ok: -
Nice, I'm looking forward to seeing them :ok:
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So hows it going, any new screen shots? :smile:
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What reasons :rolleyes: hehe
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Nice, its like serial killer in OFP! Gonna give it a try when I get some free time. But where did the hookers go, I can't find them in editor
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0:09 Nice bum lol Nice addon, I swear I saw hookers in ArmA 2 before, then when I bought it there are none? :confused: Cool addon anyway, something different :biggrin:
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Just LOL!
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Mig-15 Converted to ArmA 2
-martin- replied to -martin-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Guys I'm still working on the final Mig-15 skin, gonna post some picturse later today I hope, I had quite a bit of stuff to do this week so I fell behind with this. @Hand of MoscoW, I don't know about using the one from OFP, the model is really very low quality, maybe it can be used as a LOD but I don't have time for this now anyway so I can't make it. Sure it will be fixed in the final version of this addon, hopefully by this Saturday. I'm not working on the model and config myslef because I don't have enough time, rstratton from the forums is working on it. Anyway let's try to stay on topic, its really confusing to people when they read a thread about a Mig-15 which is full of other addons.