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Everything posted by mr. bravo
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Not true. Limnos and Lemnos are the same thing, just spelled/pronounced differently depending on where you're from. Internationally Lemnos seems to be the most popular name though, especially outside Europe.
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I personally think that the biggest point of generating landmass from real areas/islands is to have a completely natural and realistic environment for your base. Scale isnt that important as long as it's not really noticably decreased, which I dont think BIS maps are at all. I rather see logic in my environments, like where the trees grow, where there are hills or mountains, what type of vegetation there is, how roads are built, where there's water and villages, and things like that. That's what's important for me, and ArmA-maps are still the greatest of all "fps"-games imo because of this. I'm sure Limnos wont disappoint in general authenticity, especially considering it's a few years in future and more or less of a warzone. This gives BIS the oppertunity to make many valid changes to Limnos without ruining the real deal feel of it all.
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Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks! Not sure how it's being used in other countries, but in Sweden it's always operated by a gunner and loader. This mainly because of safety and to share the heavy weight of weapon and ammo. I'm sure we're quite strict with this when selling it to other countries as well. And yes, you can operate CG laying down ;) -
Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice! Looking forward to see this :cool: I'm sure many users will appreciate it. I wouldnt count on more for ArmA2, but I'm sure we'll share the system with people who want to make more Skylark variants or other UAV's alike, as soon as it's done and released. This Falken/Skylark was more of a fun and interesting gameplay-idea we had, since it's 100% mobile with backpacks and doesnt need any take-off ramps or landingstrips. It's also limited by realistic range, battery-time and different types of cameras, etc, which the operators will have to deal with out in the field. All handled through ACE-menus. The goal was simply to add a completely new element for recon teams, making them more independent from base support and dealing with more than peeking through binoculars :p I'm sure this will be fun as hell to use after getting used to the system, whether you're just playing with some friends or on massive OP's. -
Red Hammer Studios: Armed Forces of the Russian Federation - WIP
mr. bravo replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is kinda violating rule §6 for pornographic material :omg: Very nice job as usual! Really looking forward to release, and so you have yourselves another stalker on Twitter ;) -
Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah, there probably wont be any animations because of the never ending engine limitations. Hopefully ArmA3 might be more flexible on this point! :) -
Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks guys :) True! The soldiers currently have blank normalmaps and very simple smdi's. Also their colormaps are not 100% done yet, especially gear, so there will be a lot more updates on this very soon. Right now focus is on creating all the pieces, lods, rigging animations and tweaking performance. When this is done, we can more easily finish the textures knowing the mapping and texture-sets are final :) So we'll see how this ends up! Two more videos were uploaded yesterday from SSG Clan, demonstrating buddy reload for KSP58 (Swedish M240 machinegun) and updated Falken SUAV (Skylark I). Credits to Carlbark and Rigge for this! MXgEZh03G3E XcVhBZ5RtDA -
Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Also, some WIP-work on our transformation of Operation Frenchpoints Super Puma (Many thanks to you guys!) to swedish HKP10b with modified textures, new model pieces and weapons. And our own tactical glasses, "Peltor Maxim Ballistics", available in brown, yellow and clear. Highres pictures are available at www.samstudios.se ;) -
Ragdolls = In .... Realistic wounds ???
mr. bravo replied to guiltyspark's topic in ARMA 3 - GENERAL
Who knows, maybe it's possible to strangle or poison people, or somehow make them pass out without a bloody mess. It's the future after all, so maybe there are some interesting weapons for this :p I think it's a fun thing to at least have available in the game, so I'm not complaining. You'll just have to use some imagination when doing it. On topic I really hope someone would mod possible dismemberment. I'd definitely make all my units support it! -
No. Never. Ever. Steam is great for more regular and simple mainstream games, where you dont endlessly mod and work with your game-folder and need control of your patches (Steam doesnt give a crap about your auto-patch settings). And also, I prefer having my favourite games in a sexy disc-case anyway :o Would be awesome with a bluray-version!
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Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah, AK5c to be more precise. A Swedish heavily modified version of the old FN FNC-80. Here're the different versions we currently have in the mod; Very Highres here: http://data.fuskbugg.se/skalman02/76f3221e_ak5.jpg -
Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good timing my friend! We just released a few new wip-pictures of our soldiers current state. Very close to internal Beta with SSG Clan, but still some minor work left with textures and LOD to deal with. Of course there are also a bunch of more gear to be made, as we're planning quite a few variants of these guys, alla available in 4 different versions. I'm sure you wont be disappointed whenever it's ready for public (: Highres 1680x1050 here: http://data.fuskbugg.se/skalman02/36983c5d_sold5.jpg http://data.fuskbugg.se/skalman02/a46cefbf_sold4.jpg http://data.fuskbugg.se/skalman02/7344a2f5_sold3.jpg http://data.fuskbugg.se/skalman02/6255e4d7_sold2.jpg http://data.fuskbugg.se/skalman02/8dbcd1ec_sold1.jpg -
Swedish Army Mod - Arrowhead Operations
mr. bravo replied to mr. bravo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Dont worry, the engine-bay will be carved out soon as well, and stuffed with something that at least looks like the engine ;) Still a lot to be done on this one! -
I do however really hope they make ArmA3 a 64-bit application this time. A game like this could really need that extra performance both from the CPU and higher amounts of RAM. Also of course improved usage of multiple cores and threads, especially now that new generations of CPU's are about to be released 6 months before A3 hits the market.
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Civvies Civvies! Its all about the Civvies!
mr. bravo replied to dammond's topic in ARMA 3 - GENERAL
No doubt the lights of the dashboard and buttons on the right are pasted almost directly from a photo of a european Honda Civic 06+. I'm an owner of a Sport myself :D Funny though that they seem to have skipped the actual speedometer :P Unless it's squeezed in behind the arm somewhere. This will be awesome to drive! EdiT: Crap, hit the post-button a little late :P -
WIP: Stuff you are working on 2!
mr. bravo replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just finished the base-model for a Swedish backpack yesterday. Currently working on textures and additional pieces for different looking variants. There are way too few backpacks being made for this game! :D -
MRAP - RG31 Mk5
mr. bravo replied to ExplosiveAids's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking very good so far! And it's about time Stiltman get some work to do in O2 again :D Dont go easy on him! -
WIP: Stuff you are working on 2!
mr. bravo replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks! :) Yeah, I see no reason to rely too much on normalmaps for pockets on clothes anymore. Looks better and adds a more bulky look to the character. It also works a lot better when it comes to avoiding stretching textures during animations, especially for the arm-patches ;) -
Oh my god!! This is.....it's.....i cant believe it! :459: Great job BIS!!
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SWEET! Looks like a mix of pre-rendered and ingame footage. Lots of aftereffects though, so it's hard to tell the real game from it. COOL ANYWAY! Looking forward to a bigger trailer :D Edit: Okay after another look that first part were probably recorded irl, not pre-rendered :P
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WIP: Stuff you are working on 2!
mr. bravo replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Been working a lot on our new soldiers this past week for Swedish Army Mod. Base-model is done and ingame with proper animations and all (Except for the boots which are gonna be replaced later on), and a first set of pockets/gear yet to be implemented through O2. I'm gonna catch up with the textures and a helmet next week. Goal is to have 100% original material for our project :) -
Sweden has a lot of female soldiers too, in all sorts of roles, both here at home and in Afghanistan, Libya, Kongo, Kosovo, etc. Nothing wrong with that. So I'd very much appreciate official support and functions for adding female heads to soldiers by script or profiles. But I can understand if it wouldnt be proper for some factions in the game. Still isnt reason enough to skip them completely though. Mental strength, stamina and a clear cool mind exceeds rough physical strength any day. Know your weaknesses and compensate with your strengths ;) So women can definitely be just as badass and capable of fighting as any male.
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For AI? Yes. For real players? No. I dont need a system to keep me in cover, and I really hate the feeling of being more or less "locked" in certain positions or movements. When using TrackIR to move your head separately and lean around corners, while also being able to lower/safety your weapon, you can easily control your character in cover and tight spaces without bomping around like a dinosaur or spinning around like a ballerina. It's very good as it is compared to all other games. Only thing that slows us down is the current stupid animation-system, which is hopefully improved for A3 :) For AI it would obviously do a lot of good though, making them use their environment in a much better and safer way. At least as long as they still move from cover and not just staying there :p
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Maybe you should think more before trolling. I'm definitely not advocating less realism. I'm just saying that most of the PhysX-functions that would actually matter in a game like ArmA2 wont need a dedicated GPU for good performance, like character- and vehicle-physics, or basic destruction of buldings and such. So that part should not be a problem for people who doesnt own a nvidia-card. As already mentioned, there has to be some minimum physics-setting in order to sync and balance multiplayer with everyone, so the most logical thing for BIS to do is to simply have that as an option, and then add higher PhysX-settings for nvidia-users which would look cool, but doesnt really do anything to the gameplay itself. This is how it's been done for a lot of PhysX-games so far anyway, and that's probably how it will be for ArmA3 as well. So any of you AMD-users shouldnt worry. Personally I prefer as many functions and effects as possible, and doesnt have any problems with buying whatever hardware that would be the most suitable for a game I play and work with all weeks long. So I'm definitely not saying I dont want the extra, just that I dont really care about the things that wont really matter gameplay-wise as long as I get the things that DO matter. And again, for AMD/ATI-users there are hacked nvidia-drivers to use PhysX with a dedicated nvidia-card in a secondary pci-e slot. If I decide to keep my HD6990 for next year as well, I'll probably get me a cheap nvidia-card with passive cooling for PhysX. And that's that.
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But just because they're using PhysX doesnt mean that they will use it to the more extreme levels where you really need the GPU-based hardware. Regular ragdoll-effects and basic vehicle-physics wont stress the CPU much at all for ATI/AMD-owners. It's the more advanced effects like organic physics, particles, massive destruction and wind/water that would need a GPU for calculations. I trust BIS will find some sort of balance here, which wont leave ATI/AMD-users outside as much as you might think. I mean, I dont really care about realistic waveing flags or advanced shattered glass and stuff like that which we got to see in Mirrors Edge for example with the GPU-physics activated. All I want is realistic physics on my grenades, vehicles and some sort of ragdoll-effect on animations.