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sakura_chan

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Everything posted by sakura_chan

  1. sakura_chan

    CSLA Studio

    Amazing! We definetly need more OPFOR armor. I hope you guys bring more of your ofp mods to Arma
  2. Its possible, anyone could make an addon that would change its thrusttime variable, but I don't know if it would be able to manuver as well without its thrusters. I know what you mean though, it would look sweet without a huge smoke trail.
  3. sakura_chan

    Smoke unaffected by distance?

    Its an old bug that ofp had. Quite often in missions you can spot moving vehicles or landing choppers that are beyond the view distance because their effects are rendered until the horizon.
  4. sakura_chan

    Detailed Global Mapping (DGM) Project

    this wouldn't really make a nice map, it would just place one plain texture over the terrain. It might look nice from 2000ft but Arma is a fps so you spend most of the time on the ground. Arma's terrain is made up of tons of textures and shaders that make it look nice up close. You could definetly make an island's textures from Google Earth, but you would be doing it manually and you would have to make all of the non-visible textures yourself. Another point is that most of Google Earth is super low-res and each area of terrain has its own lighting/time of day and has often been patched together from different sattelites. It would also look silly with cars still in the streets, building shadows, clouds, trees and all the junk that would have to be removed to make a decent texture.
  5. sakura_chan

    Detailed Global Mapping (DGM) Project

    this wouldn't really make a nice map, it would just place one plain texture over the terrain. It might look nice from 2000ft but Arma is a fps so you spend most of the time on the ground. Arma's terrain is made up of tons of textures and shaders that make it look nice up close. You could definetly make an island's textures from Google Earth, but you would be doing it manually and you would have to make all of the non-visible textures yourself. Another point is that most of Google Earth is super low-res and each area of terrain has its own lighting/time of day and has often been patched together from different sattelites. It would also look silly with cars still in the streets, building shadows, clouds, trees and all the junk that would have to be removed to make a decent texture.
  6. You would be amazed at what you can do with Arma's effect engine. In ofp when you shot/blew up anything, it only used one basic effect for each type of ammo. This effect was based on a cloudlet system that could make a bland cloud of random colored smoke at best. In Arma, each weapon/ammo type can use its own effect, and each effect can have multiple layers of smoke/fire/sparks and you can even make custom lighting for each effect. A huge advantage is that the engine now uses the drop/particlesource style code, so these effects can have particles that execute scripts. For example, the smoke streamers on the rocket/small explosion effect are one particle that executes a script to drop another particle, making an arched stream of smoke. What does all this stuff mean? Unscripted nukes, bullet-based schrapnel, bouncing debris with fire effects, shock waves, and pretty much any thing you can imagine can be made without any clumsy mission or eventhandler based scripting, it would just plug into Arma without any extra effort. If you want a go at it, take a look in your CA.pbo's config.bin file, it contains all the effects and has tons of examples of how to make the various parts of an explosion. Remember though, its still limited by what your comp will handle. Its pretty easy to make a weapon that could cook your system, like if you make a rocket that would spawn 4 rockets, and then those rockets would spawn 16, then 64, then pretty soon the island and your vid card would be vaporized lol
  7. sakura_chan

    how do i adjust.......

    To answer your question, you can't. No current program opens Arma's p3d files. There is a good chance that even the mod tools that are coming won't be able to open Arma's format, but instead will only let you make new models. There is a possiblity that someone will make a tool for extracting the original p3d files, but that could be years away. Your best bet is to make a new model from scratch. Good luck!
  8. yeah it would be easy to do, but it would be a cheat in multiplayer so it might not be such a good idea.
  9. I remember the first time I started up the Arma demo (cti), I spawned and was instantly annoyed with the sun flare that filled the whole damn screen. I've been playing with my Ca.pbo file and came up with this: cloudy sunrise, just before the full flare kicks in sunrise with clouds staring straight at the sun like a crazy person might Is the flare still too big? I could make it smaller but some resolution would be lost. I would also like to add the high-res cloud mod from ofp and maybe play with a few things before a release. Any comments or suggestions are welcomed.
  10. sakura_chan

    Non Blinding sun/ Damage textures upgrade

    none, it just replaces the damage textures. BTW I forgot to mention that this should work with all full versions of Arma.
  11. sakura_chan

    Non-blinding sun mod

    Sorry, its not possible to do specific damage like that. Arma applies a damage texture over the existing texture based on its pixel width/height. This means if a truck uses a texture that is 1024x1024 pixels, it will use the damage texture "vehicle_destr1024_1024_mc.paa". it will use this texture on any 1024x1024 texture regardless of what vehicle class it is in. You could of course do specific damage on an addon, but this mod is designed to be a nice upgrade for the basic Arma effects. BTW when I said i'd release everything today I meant the sun/damage effects not the Player realism upgrade as I'm just starting it.
  12. sakura_chan

    Non-blinding sun mod

    I'll try to release everything tomorrow, as it really is just a matter of resizing/cut n' pasting some textures. I'd like to avoid any releases without proper documentation so that anyone can use it, not just modders. Please be patient
  13. sakura_chan

    Non-blinding sun mod

    A little update, pretty much finalized the effect I wanted. I just need to do some of the smaller textures. BTW I made another sun flare effect, so people will have more than one choice when they install it. Install should be simple for most modders, its the people who don't have a pbo extractor that it might be hard for, but I'll write a SUPER readme lol...anyways to the pics! ^ woo bullet holes in the tires yay. On a side note I started another project the other day called "Player Realism Upgrade" It's basically a series of scripts and sounds that [try to] bring more realism to Arma, like when you turn a sharp corner, your tires screech, and when you do a jump and hit the ground you throw some sparks and make a sound. It's designed to be only executed for the player so it doesn't really affect the game like having all units useing it would. It's in an early phase, so any ideas/ suggestions would be great. some ideas are: ------------------------------------------------------- -tire squeal/slide <- done -tank track slide <- same script as tires, just different effect -vapour trails off of wing tips when manuvering -sonic booms (speed of sound set by estimated temp at altitude) -sunglasses ->not impossible, actually a few ways that might work -smoke a cigarette <-might be as hard as the sunglasses, but awsome -squeal tires on acceleration, if in combat -tire repair ability -improved collision script -motorcycle standup and repair -gascan/steal gas script -vehicle highjacking ->might affect game balance too much? Well those are some ideas I'll throw out there, if you have some ideas that could be implemented for the PLAYER/PLAYER VEHICLE ONLY, post em up!
  14. I need help with a script I'm working on. I'm trying to get the asimuth of an objects velocity in the same format as the getdir azimuth, meaning: 0 = north 90 = east 180 = south 270 = west I've tried using vectordir and velocity with some success, but it only works if the object is traveling between 0-90 degrees. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a = vectordir _PLayer _velx = _a select 0 _vely = _a select 1 _vecdir = asin (_vely / sqrt(_velx^2 + _vely^2)) here's what I've tried...can anyone help me? thanks! ******edit********* figured it out!!! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_a = velocity _PLayer _velx = _a select 0 _vely = _a select 1 _vecdir = _velx atan2 _vely ? _vecdir < 0: _vecdir = Â _vecdir + 360 should have read the script commands better Â
  15. sakura_chan

    Non-blinding sun mod

    update...something I'm working on Hadn't done the smaller textures yet so tires still use old texture. Anyways, release coming soon...
  16. sakura_chan

    ArmA Photography I - No images over 100kb.

    having fun in the north http://i179.photobucket.com/albums/w312/lethalSakura/north1.jpg http://i179.photobucket.com/albums/w312/lethalSakura/north2.jpg http://i179.photobucket.com/albums/w312/lethalSakura/north3.jpg
  17. sakura_chan

    ArmA: Combat ops

    here is what the us 1.06 nvg look like: with moonlight complete darkness I only played the demos before but I can tell the US version has nicer nvgs in my opinion. Oh and fast roping is NOT an option or feature.
  18. sakura_chan

    ArmA photography - Questions&Comments

    there is now... http://www.flashpoint1985.com/cgi-bin....t=62198
  19. sakura_chan

    ArmA Photography I - No images over 100kb.

    Some pics of the new A-10... check out the individual fan blades...
  20. sakura_chan

    Turning off Intro bits

    Add -nosplash to the exe's command line ie "C:\Arma\ArmADemo\ArmADemo.exe" -nosplash
  21. sakura_chan

    ArmA 505 Europe Release + US Publisher

    Awsome! I love the su34! I hope they release oxygen 2 first...
  22. sakura_chan

    Demo Troubleshooting thread.

    I've got ArmA running pretty well on my system Pentium4 3.4ghz 1gb ram Ati x300 I've got everything set low enough that I can still play with full graphics (normal maps, real shadows, clear textures) but the locked viewdistance thing is killing my performance. According to the de-pboed introanimsdemo.pbo file, the intro is set @ 1920 using setviewdistance! Considering the difference between the ofp terrain grid and ArmA's terrain grid, isn't ArmA's 1920m geometrically simular to seeing the whole ofp island? It would be easy for BIS to change this in their next demo patch, all they would have to do is remove the setviewdistance line from the initintro.sqs. It would be nice if I could see what it looks like at a playable view distance without low fps. Thanks in advance to BIS luvya
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