sakura_chan
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Everything posted by sakura_chan
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What direction do you want the next game to take?
sakura_chan replied to Rayers12's topic in ARMA 2 & OA - GENERAL
no no Mr.Kool-aid -
I was doing some more work on it, but BIS released a few patches that were supposed to fix some problems, but instead it ruined what I had done. I was also trying to get convoys moving, but again that fell on its ass because the vehicles just randomly stop and reverse for no reason if they are within 100m of each other. My advice: walk.
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LOD problem with attachto
sakura_chan replied to rejenorst's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what happens when you setpos an attached object? Maybe you could setpos the units to the tank every few seconds? -
I am porting a personal m249 over to Arma2 from Arma1, but the weapon is messed up when you are in first person view. It 'blurs' like the weapon optics do when you turn and also it is drawn BEHIND the soldier's model, so the hands are visible through the weapon. I downloaded all the arma2 weapon addons released so far, but I can't see anything different in what I've done. Is it a shader, some special named selection that I am missing or what? This is the way the optic pointers work, so I must be missing something simple.
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Buldozer won't load textures, box version
sakura_chan posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
So after realizing that the steam version won't work with o2, I picked up a boxed version to get it going (plus get a jump on the patches, avoid having to start steam every time and also have the sweet box/instruction book) and to my surprise (rage) I still can't load textures! Could someone post their command line or a picture of their o2 options please? I have the texture path set correctly and buldozer starts as it should. I am using the older version of o2 (not the final version) btw. Please could someone help me? -
Arma 2 Addon request thread
sakura_chan replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Okay this is something that I've been thinking of for a long time. Does anyone remember the good old days of computer gaming, when games were precious gems forged by supernerds rather than corporations looking to make a buck? Think back to when texture maps were only for 2d. Remember those really colorful polygon-only environments and vehicles? That was a freakin amazing time for a young gamer. Hind by interactive magic and TFX by DID come to mind as some of my favorite polygon only games. Now here's my thought: What if someone made a mod that replaced all the models in arma2 with polygon only graphics! Imagine the performance difference that could be gained from removing all the shaders and texture maps from the game. Sometimes I wonder if having a photorealistic game is a good thing..I liked it better when I knew I was playing a game. 80,000 blades of grass? No thanks I'd like to see my target if he can see me. Individual leafy branches on a forest of trees? What does that add to gameplay? Maybe instead of that I can load up a hundred more soldiers and get a battle going! In those old days, even 100 polygons was a lot, but In Arma2 almost every object is well over 4000, including every gun. A single helicopter is 10000 polygons, so the Arma engine can handle lots of polygons. It wouldn't look as bad as you would think, you would still have all the shadows and motion blur. Anyways I don't think anyone even looks in this thread so I don't care if people think its a dumb idea lol. But I would download it in a second if someone made it! :) -
Weapon smoke replacement
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah I might make a more complex addon that gives each weapon the proper smoke. I haven't started working on it though. -
I didn't like it at first, but once I got used to it I found it rather convenient. There aren't any menu items that pop up during actual combat, so if you die its because you need more practice with your mouse.
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you are right!
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you are right!
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F-117A NightHawk - Alpha Released
sakura_chan replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to edit each plane to apply the animations. In this example the joystick is even animated to move with the flight controls. You could do the gforce effects without too much hassle though. -
F-117A NightHawk - Alpha Released
sakura_chan replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Seeing this great plane addon reminded me of an old addon I was working on. It is the bis harrier with an improved model and whatnot, but the main thing was I tried to implement some stuff like high-G frame buffeting, basic pilot G-force effects and parallax free huds. I also wanted to simulate the way a pilot's head moves when the plane is off keel or going into a dive/climb. Would you be interested in including something like this in your mod? It could be integrated into your scripts pretty easily if you are already calculating aoa or gforces. I would tone down the effect a bit, it is kind of exaggerated in the video: NS4ZLoITTes -
Making AI blind
sakura_chan replied to santafee's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
in your disableai command did you include "target" and "autotarget", because this works for me. I also set their ammo to zero. They just stand there and ignore me even when I shoot. -
I'm just about ready to delete this whole thing. There is absolutely NO LOGIC to this bug!!! Nothing makes sense!!! There is no common connection between geometry that works and geometry that doesn't work. Even duplicating identical geometry will break it, so I thought "maybe its a polygon count restriction!" so I reduce the polygon count and it still breaks!!! Its not the size, surface area or textures/rvmats, so WTF can it be? I some how managed to get something working in the tiniest sliver of random luck, but as soon as I add any new geometry (just need enough to cover the last little bit of the recticle that is visible outside of the sight) it breaks down completely. I'm going to take a day or two off from this because it is driving me insane.
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So close to getting it working in Arma2. Not to bore people outside of the o2 editing section, but there is something very different and bugged about the way a gun's pilot view lod uses alpha channels. The very geometric shape and texture coordinates of an object using alpha channels can make the gun draw BEHIND the soldiers hands. I can make flat panels that use alphas, but if I make a cone/cylinder, it craps up the whole thing. This is a very specific bug, so specific its almost like they built the engine to intentionally make these sights impossible. I really don't understand why it works the way it does, but I have locked down most of the rules for making gun sights properly. I should have a workable test release soon!
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Not true, I made it and I have an ATI card. I've tried transferring it to Arma2, but there is something different about using alpha textures on guns so I haven't got it working right just yet.
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convoys...again
sakura_chan replied to THEBLITZ6794's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
its broken in Arma2, they just try to drive around each other, its ridiculous. I loved attacking convoys in A1 but I can't in A2. -
convoys...again
sakura_chan replied to THEBLITZ6794's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
nuthing it broke :( -
BTR90 and BMP3 FIX REQUIRED!
sakura_chan replied to Oleg-Russia's topic in ARMA 2 & OA - BETA PATCH TESTING
couldn't they just raise the height of the driver view lod, and make the viewports into windows, to at least fake a periscope effect? -
HD Video - Steam Catapult for LHD
sakura_chan replied to Raddik's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
At first I was like, "wow, finally a carrier video without the top gun soundtrack" and then :( -
Night lighting effects
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
the default lights range from 0.15 to 0.33, plus the color will also affect the range on the light. I'll do some tweaking and release a new version along with a more complete ai driving fix later on this week. -
Night lighting effects
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What brightness settings did you use btw? How much brighter should they be? Each light has their own brightness, I figure I could just multiply them by one number to keep them all balanced. -
Night lighting effects
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I liked the old dim streetlights, plus I didn't want to make it give one player an advantage over someone who didn't have the mod. I could easily release a second version that could allow the user to set up the brightness from an external .hpp file. That way everyone could set it up just the way they want. Oh and btw, those aren't my lights, I didn't touch the streetlight brightness or color values at all, so they are BIS lights ;) -
not much help from me, but there are a lot of tutorials out there for setting up the tools and using them. As for converting the models, check out this thread: http://forums.bistudio.com/showthread.php?t=83220
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F-117A NightHawk - Alpha Released
sakura_chan replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow it will be strange to fly a plane in Arma with an actual working cockpit! Finally I won't have to stick to 3rd person view just to avoid the ofp-era cockpit textures and half working instruments. This looks like an amazing plane, I hope someone could make a mini-campaign for it, just like that amazing MIG-15 for Arma1. One random thought, could you make your plane so that it doesn't display any default hud info like damage or weapons, as it would take away the function of the cockpit a bit. I could turn it off easily, but I need it for other units that don't give you any info.