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sakura_chan

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Everything posted by sakura_chan

  1. its isn't impossible completely, but it would take a lot of work to get an ofp anim into arma. The trouble is that Arma and ofp use completely different base soldier models, their arms and legs are in different positions, they are facing different directions and their height is also different. That's just the easy stuff to fix. The main problem is that Arma soldiers use way more 'bone's' than ofp. Ofp soldiers are pretty simple, with selections for an arm, a leg, a hand etc. but Arma uses 2 selections for each part, plus fully movable fingers. Arma uses a central pelvis bone, while ofp has some kind of split pelvis junk. I've converted the running anim to Arma once before, and it didn't look as good as you would think. The shoulders are out of wack just like in ofp and the guy is just staring off to the side and downwards like in ofp. I never bothered fixing all the missing bones and stuff, I figured that someone should be able to make something better from scratch. If someone wants to give it a try, it is possible to convert an ofp anim to arma by using the RTMtoolbox utility that was released a while ago to rename the ofp selections (in czech) to Arma (English). The rest you got to figure out yourself.
  2. sakura_chan

    American Police Cars

    adding viewDriverShadow = 0 is what stops shadows from being drawn in the pilot view (also viewGunnerShadow and viewCargoShadow). Also, any windows/transparent parts should be a separate model proxied onto the original model so it doesn't block shadows/smoke/the ocean like the default BIS units.
  3. sakura_chan

    Tracers

    you can camcreate the bullet, and set it in motion with setvelocity. In my experience this produced the bullet with the original tracer effect.
  4. sakura_chan

    Realistic Designation

    the Ural trucks are 4320, 375's are the older gas-powered trucks that are no longer used.
  5. sakura_chan

    Arma feedback thread - based on 1.11

    I immediately noticed white draw lines all over the ocean and terrain, starting at about 900m. They are less noticeable when I increase the draw distance though. I also noticed some weird texture stretching on the ocean, it was the water between two islands, the texture was a bunch of lines instead of the water effect, but it disappeared when I got closer to it. I have an ati x1950 card, but my drivers aren't updated regularly, could this be the problem? Arma 1.09 didn't have this bug. Aside from that, I did notice a nice difference in fps, and I moved my draw distance out to 3500 from 2000, and I get 20-45 fps stable at 1680x1050.
  6. sakura_chan

    WIP: stuff you are working on!

    @Opteryx you could simply use the same textures as the default buildings, they would fit in with the other buildings and they already have normal/spec maps. I also hope they are enterable
  7. sakura_chan

    RtmToolbox V2.2.1 beta

    ofp static animations were weird, the soldier stood slumped over with his gun touching his face. The movement anims had a nice pace though, I like the run (not sprinting) anims compared to arma's. There were lots of custom animations made for ofp, it would be nice if we could reuse them.
  8. sakura_chan

    RtmToolbox V2.2.1 beta

    so basically we could import ofp anims into Arma? Top work!
  9. sakura_chan

    MK19 Recoile

    this does work, however it wrecks the gun mounted grenade launchers like the m203. Instead of firing as a grenade, it is shot out of the rifle barrel and ricochets on impact instead of exploding. The problem is that the vehicle mounted launchers and the gun launchers use the exact same ammo (which isn't true in real life), so what needs to be done is to make separate ammo for them. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgAmmo { class G_30mm_HE; class G_30mm_HE_FIX: G_30mm_HE { simulation = "shotbullet"; tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; deflecting = 5; }; class G_40mm_HE; class G_40mm_HE_FIX: G_40mm_HE { simulation = "shotbullet"; tracerColor[] = {0, 0, 0, 0}; tracerColorR[] = {0, 0, 0, 0}; deflecting = 5; }; }; class cfgMagazines { class VehicleMagazine; class 29Rnd_30mm_AGS30: VehicleMagazine { ammo = "G_30mm_HE_FIX"; }; class 48Rnd_40mm_MK19: VehicleMagazine { ammo = "G_40mm_HE_FIX"; }; }; this makes a new class of grenade for the vehicles, so the gun mounted launchers are unaffected.
  10. sakura_chan

    F/A-18E/F Super Hornet

    was the gun sound designed to wreck speakers or as a joke? Its unusable if you have to turn off your stereo before you fire. Also why do we need a whole new separate category (men, air, armor) just for two planes?
  11. sakura_chan

    ArmA Photography I - No images over 100kb.

    -- -- testing out some lighting changes!
  12. sakura_chan

    ArmA Custom Faces For Free

    rename it to face.jpg
  13. sakura_chan

    Jet Fighters

    That SU-30mk looks nice in screen shots, but the model is definitely not Arma friendly. Especially the back of the wing where it meets the body is a mess of loose polygons. Double sided and un-triangulated polygons everywhere man, it is nasty. In the early days of Arma modding, before the tools, I tried converting it properly with full shadow lods, but it wasn't easy going. Maybe now with the tools it would be easier but it still needs a full overhaul in order to make it Arma quality. The textures aren't that bad, they need to be merged though, as the are a bunch of small textures instead of one big one. Its sad that the workload of properly converting an ofp mod is the same as making a new mod altogether. Hopefully it will be easier for Arma -> Arma 2.
  14. sakura_chan

    Leftskidlow helicopter sounds

    this should work, copy it to a text file and name it config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class lslhelisounds { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"CAAir"}; }; }; class CfgVehicles { class Helicopter; class AH1W: Helicopter { soundEngine[] = {"\ca\air\Data\Sound\AH1_engine_v3a", 39.810719, 1}; }; class UH60MG: Helicopter { soundEngine[] = {"\ca\air\Data\Sound\UH1_engine_v1", 35.481346, 1}; }; class AH6: Helicopter { soundEngine[] = {"\ca\air\Data\Sound\AH6_engine_v3", 25.118862, 1}; }; }; put it in the folder with the sounds, change the path names to point to the files and it should work.
  15. sakura_chan

    Fov and recoil

    you have to edit your profile, located in your "My Documents -> Arma" folder. Check my post at the bottom of the page. http://www.flashpoint1985.com/cgi-bin....t=63285 Basically take the two fov numbers and multiply them by 0.8. You can really change it to whatever you want, it isn't bound to your monitor's aspect or resolution at all.
  16. sakura_chan

    Fov and recoil

    you can change your FOV to anything you want. junk default: custom fov, everything looks closer and you can easily see things at a distance: both pics are taken from the same position on the map.
  17. sakura_chan

    WIP: stuff you are working on!

    the pink spec maps are just greyscale spec maps, but they are only present in the green color channel of the texture. The red and blue channels do something too, I'm not sure what though. Here is what a user made spec map looks like for Arma: All you need is an image program that can combine different pictures into one using rgb combine.
  18. There are plenty of pbo 'viewers', such as pboview, that allow you to open and view textures and config files without extracting anything.
  19. There are plenty of pbo 'viewers', such as pboview, that allow you to open and view textures and config files without extracting anything.
  20. sakura_chan

    Arma beta patch 1.09 - released

    Yes it still works and still fixes some of the animations
  21. sakura_chan

    Arma beta patch 1.09 - released

    Even though it is undocumented, this patch includes most of my sprint fix addon. They didn't fix the turbo run, which is ok because most people don't use it. They don't have it quite right, you still go running uncontrolled if you go from running to crouch, but it is an improvement. I will update my addon once the final patch has been released, to remove what is already fixed and fix what is broken.
  22. sakura_chan

    Arma performance help

    I've got a problem. Arma used to run great on my computer, but lately it has become really sluggish. A constant general jerkiness or hesitation is always there. I have determined that it has nothing to do with my video card because changing the video settings has no effect on performance. I also overclocked it without any gains. My harddrive might be the culprit, it only has a 150 mbps transfer speed. Flying through the air results in super nintendo quality terrain textures. I ran Arma from my external usb2.0 harddrive with a transfer speed of 480 mbps, with no improvement. Its texture loading that is the real problem. If I'm standing on a building using a scope, and then exit out of the scope view, it takes almost a second for the building's texture to load up to the correct resolution. If I'm standing anywhere in Arma, even on Rhamadi, as soon as I turn around my fps is in the toilet and I have to watch all the textures load up. I've only got 1gb of ram, is it possible that it has degraded or is simply not enough for Arma? Its not an old system, but the ram I chose probably wasn't the fastest available either. Would removing my old ram, shooting it, and installing 2gb of new, faster ram be of benefit to me? Would it also help my terrible shut down time after playing a big mission on Saharani? I clocked it once, I could turn off my computer and restart faster than simply closing Arma after playing an Evo mp map. I've run the demo and early versions well at 1650x1050, so I know that my system can do better. My specs: ----------- Win XP sp2 3.4 ghz intel Pentium 4 1gb of "soon to be SKS target" ram Maxtor 120gb 7200rpm hard drive <-full defrag acomdata 320gb usb2.0 external hard drive ati radeon x1950pro <-tuned for Arma, updated drivers Arma ----------- terrain ->low objects ->low textures ->normal shaders ->high pp ->low aa ->off shadows -> high res 1280x1024 or 1650x1050 keep in mind that no matter what I change these settings too, Arma never really changes more than 5-10 fps. I'm sure its not a graphic issue because it jerks and stutters even when I'm just looking at the ground. I've done a lot of searching on here and I have seen all the 'no page file' stuff and memory upgrade threads. I'm just wondering if its something else that I'm missing or if someone has any expirience with this.
  23. This addon fixes the sprint transitions as well as the transitions between movement. If you have any complaints or bug reports post them up. Hopefully this is another bug that is squashed! Download - 2.4kb, bikey included Mirrors allowed, no real reason to post them for a 2.4kb file though
  24. sakura_chan

    Arma performance help

    I fixed my problem and then some. I got some Crucial Ballistix ram, 4x512mb. The jerkiness in Arma is gone, texture loading is instantaneous even during flight and refresh has increased by 20-30 fps!!! It's like a new computer. I could only play the CoD 4 demo on the lowest settings at about 10-15fps, now I can play at full settings with 25-40fps. I am really impressed with my results, worth every penny however, I can now see that my fps is cut considerably by the grass in Arma. On Rahmadi, I get about 40 fps, but when I turn the grass off it goes up to 60 fps, (1680x1050). My next project is to apply some kind of serious cooling for my 3.4ghz CPU, it runs pretty hot compared to other processors, and I would like to do some overclocking. I can overclock it to 4.4ghz just using the bios, but I wouldn't try it with a fan-based cooling system. My mobo has built-in overclocking profiles, I've tried up to 10% overclock, and the presets let you go up to 30%. Should be fun
  25. sakura_chan

    Arma performance help

    actually at 1650x1050 I get 10 fps more than at 1024x768. any non-widescreen format doesn't run as well because the video card has to stretch it to fill in the missing pixels and it looks crappy on a 22" monitor lolz. Actually I can set my res to 640x480 without a performance gain over 1650x1050.
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