IrishDeviant
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Everything posted by IrishDeviant
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I have searched all over and haven't been able to find any explanation at all for the 'custom controls' section of the controls setup. I am trying to find a way to add custom input for weapon selection for aircraft. Basically, I'm tired of having to press a 'toggle' key to select weapons while flying. 90% of the time, I press the button too many times and fly right by the weapon I wanted, then have to tap the key a few more times to get back around. (don't know if anyone is following this). What I want is to be able to set my Num Pad keys to individual weapons instead of having to press F key. The keys don't need to be attached to specific weapons though. For ex, Num 1 could simply be the first weapon in the string. Typically that would be cannons for aircraft. But, many aircraft have different amounts of availible weapons, and of course all different types of weapons. So, I just want the Num keys to function like: Num 1 = "weapon slot 1", Num 2 = "weapon slot 2", etc. Does anyone know how to set this up to work the way I'd like it to?
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User Custom Controls for Weapon Selection
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - GENERAL
Could anyone tell me how to use this code. Does it go in a script, config file. Basically, what do I need to do to set it up. Also, if you read my first post, I'd like to have my Num pad work as a weapon select for aircraft. ie, cannons on Num 1, Sidewinders on Num 2, etc (or whatever happens to be in that order of the weapon selection) So, would I have to make a mod of all of the existing aircraft to use this, or is it something that I could do as a client side mod to allow all existing aircraft to use this? -
User Custom Controls for Weapon Selection
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - GENERAL
um, k, well uh, what do I do with that? ;) -
User Custom Controls for Weapon Selection
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - GENERAL
What about addons like Mando Missile pack that allow selecting weapons through UI elements. Would there be a way to run an addon that added an 'invisible' UI element that captures the User Action Controls to select the specific weapon needed. The way I understand it, in the scripting the "array" is the total number of available weapons. Such as 2 slots for a weapon with 2 firing modes, then a slot for grenades, a slot for satchels, etc. This makes up the array. So, could an addon latch on to this and give a command that basically says User Action 15 = array_1, User Action 16 = array_2, etc? -
FRL Airforce Addons release thread
IrishDeviant replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey, Myke. Sorry I haven't been around. Got tied up with work, etc. Anyway, I just downloaded the Su-34 to try out the bombs I made, but I can't enter the aircraft. I stand next to it, use scroll wheel, but no option to enter. Do I need to be standing somewhere different than the regular Su-34? btw, I've started using Maya instead of Max, and I'm enjoying it a million times more. I just had too many issues with Max. Anyway, I'd be happy to remodel some of the other armaments for the missile box if you're interested. Also, you did a great job getting the normals tuned on my AGM-88 -
An Irish Missile & Bomb series
IrishDeviant posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Recently, Myke has asked me to begin making a ton of missiles and bombs for Arma II. I'm assuming these will be added to the GLT Missile Box. First up, the AGM-88 HARM. (see pics below) Next, is a lineup of Russian ordinance. KAB-500L/KR, KAB-1500L, FAB-500T, FAB-250, and the FAB-100. (US ordinance to follow) Keep checking back for progress updates. Target for all ordinance is to keep it under 2k. AGM-88 LoD triangle count: 1 - 2116 2 - 1036 3 - 480 4 - 232 5 - 142 AGM-88 Photos: (flickr.com set here) KAB Laser Guided Bomb Linup: (front to back) KAB-250L, KAB-500L, KAB-1500L Special Thanks to Myke for bringing my models into Arma. -
An Irish Missile & Bomb series
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking great man, appreciate the help. -
An Irish Missile & Bomb series
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The maps are Diffuse (color), Specular (specularity 'amount' map), Normals (bump map), and AO map (predefined ambient occlusion so the rendering engine doesn't have to calculate it. It also gives you control over how much AO is included). These maps work together so that the artist has full control over what the model looks like in game instead of leaving it up to the game engine to add it's own specular or AO to the model, as the engine will just add default values. Hope that answers your question. Quick update: I'm currently working on modeling the British submarine the 'Astute'. It's a highly advanced sub that Gnat will be importing for me. This will take at least another week or two, but will try to continue to work sparatically on the missiles and bombs. However, I also have other models that I'm working on for my job, so I really can't give any definite dates as to when things will get done. But, as they are completed, I'll post pre-game Mental Ray renders of them. Once people like Myke and Gnat get these models in-game, I'll let them release the ingame screenshots. -
An Irish Missile & Bomb series
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
LMAO. Well, I've finished the KAB-1500 and tossed it off to Myke. So, when he gets it in game I'll post some screenshots. -
An Irish Missile & Bomb series
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I've got too many other things going on. I just don't have time for it. I might have time in a couple months. Update: Almost done with the KAB-1500. Pics in first post Let me know what you guys think -
An Irish Missile & Bomb series
IrishDeviant replied to IrishDeviant's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
;) Update in first post: KAB-1500 WiP render Texture should be done today. -
GLT Missilebox (IAWS compatible)
IrishDeviant replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
AGM-88 HARM is finished. lol Here are some screenies. Oh, and a huge thank you to Myke for putting in game... As I would rather die a thousand deaths than even contemplate using O2. lol LoD triangle count: 1 - 2116 2 - 1036 3 - 480 4 - 232 5 - 142 -
GLT Missilebox (IAWS compatible)
IrishDeviant replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, here is my WiP AGM-88. Using O2 to make models is like loosing a race before you even start. Having the right tools makes all the difference in the world. I highly recommend learning GMax. I use 3DS Max 2010 Design, Photoshop CS4 v11, CrazyBump, and about a dozen plugins for each. All those tools allow me to work much faster and get much better results. If I had to use O2 and Gimp, I doubt I would even be able to do what you did above. The tools just aren't designed to give you good results. -
Arma 2 Addon request thread
IrishDeviant replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I hadn't seen the Mando addon. But, I took a look and didn't like it. Once the Mando system becomes more integrated and less annoying to use, then I'll start using it. Mando is too overcomplicated for the Arma interface. I understand that what was done in the addon is impressive considering how many limitations there are in working with the Arma engine. However, it still needs a lot of refinement. Specifically the AH-64D, it's too invasive into the flight of the aircraft. And, it is almost impossible to use in combat sceneries unless you have a gunner. (which is often hard to get on multiplayer servers. at least a gunner that you can count on) Even then, response time between seeing target and killing target is slower than if you use Arma default weapons system. If you were to make a server that blocked people from using the default weapons so you had to use Mando, then maybe. But, even still, most people play against bots, not people. So, the amount of time it takes to use the system is even more important. For the F-35 and F-16, it's ok. It isn't great, but it gives you a decent amount of information that is pretty useful. The only thing I actually enjoyed about the system was the rhom that calculates where freefall bombs are going to land. And, even that is sketchy. The problem is, Arma isn't a simulator, it's an arcade game with a ton of simulation style features and programming. What I mean by that is, in terms of gameplay, Arma is focused on a reletively small game world. Simulators that have you keep track of all of your onboard systems for navigation, weapons, etc, have game worlds that are 1:1 scale. Such as Lock-On (LOMAC), DCS, or even FSX. You don't have enough time in the small, close quarters air combat inside of Arma to be worrying about what mode your HUD is on, or even really need to care about what the distance is to the target. It's cool that they made the Mando addon, I just don't see it being widely used in online games. At this point, it's just more trouble than it's worth. But, I could be wrong. (also, my biggest complaint about Mando is that I use a flight stick for flying, but the Mando controls can't be mapped to the flight stick, even for firing missiles.) Back to my original question, is anyone working on a 'stand alone' Early Warning System for alerting you to incoming missiles? Or, does anyone know if it is possible to use the Mando system, but configure it so that the only thing in use is the is the RWR? (or for LOMAC players, the F-15s TEWS) -
Arma 2 Addon request thread
IrishDeviant replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I was just wondering if anyone was working on an Early Warning System for Arma 2 aircraft? For ex, a 'lock tone' when an enemy aircraft or AAA has you locked up, and then a 'lock/buzz tone' after they fire. It is simply too unrealistic that enemy fighters are able to lock and fire without you knowing about it. I'd even be fine with a random system that only alerts you to maybe 4 out of 5 locks. This would be a huge enhancement to the Arma air experience. -
I have searched endlessly through the forums for a solution to Freezing/Laging/Crashing issue with Arma II. And, apparently it is a multi-core optimization issue that has yet to be fixed. This may not be the actual cause, but it is what people seem to be saying. Nevertheless, I am putting Arma II on the shelf until this problem is fixed. Arma 2 is unplayable on my rig: Intel QX9650 nVidia eVGA GTX260 Superclocked 4 Gigs Corsair Dominator Win-7 32bit nVidia Driver 190.38 Arma 2 Patch 1.03 I even gave Arma II the benefit of the doubt and turned the graphics settings down to minimum, just to make sure it wasn't over-powering my system. But, the problem persisted. As for the F-22 Raptor that I've been making for the community, I'll get back to it when Bohemia fixes their game. There's no point in me making addons for a game that I can't play. Not that I don't like making assets for the community, but I've got other projects to work on and this one just got demoted. I've tried the various target path arguments to limit CPU's to one core, etc. Even alt+tab'd to desktop and forced affinity to one core, etc,etc,etc... I've tried it all, and simply put, I'm tired of wasting my time to get this game working. BTW, I'll be purchasing OFP2 to see if they did a better job. Obviously, OFP2 isn't a simulator, but if it works, I'll play it. Also, I understand that many people are able to get Arma II running smoothly. And, I'm happy for them. But, if I can't play it on my rig, something is seriously wrong. Ok, now that I'm done ranting, I'm sure this is the part where all of you flame me for saying Arma II is anything less than perfect... So, I'll leave you to it.
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WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Get a subscription to DigitalTutors.com They have some of the best video tutorials available. I personally use 3DS Max 2010 Design, but they also have tutorials for XSI, Maya, etc. If you don't want to spend the money on a 3D app, then I would go for XSI Mod (not sure what it's really called). Anyway, that's good enough for just making game assets. Anyway, after you've gone through a few tutorials you'll at least have a better idea of what's involved. Then, it's just experience. No amount of tutorials in the world are going to make you a good modeler. You just have to keep making models, trying out new techniques, and just simply practice. It's something that takes a while to fully sink in. But, once you have it, you have it. (unless you don't model for a while, then you forget it all ;)) -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
My F-22 Raptor is on hold for right now. (read here) I am currently working on other projects as Arma II is virtually unplayable on my computer. (which is sad considering my system specs) I hope the next patch addresses the issues that so many of us are having. (freezing/laging/crashing) But, until that happens, I really don't have much motivation to continue working on the Raptor. I apologize to those who were looking forward to the Raptor release, and I hope to be able to get back to it soon. -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Fortran, your Knighthawk is looking great! Also, as far as the base texture, the radar-absorbing paint is actually coated in Ferrites (magnetic compound). This gives the surface of the aircraft a sort of rough texture. It's very subtle though, from standing more than 10 ft or so away, it just looks like it's a matte finish. But, you might be able to do something with the normal map to represent it. I'll see if I can find some high-res images that show it, but it's very rare to find one close enough and from the right angle to see the very faint shadows from the surface texture. Also, scubaman3D and Defunkt, great work on the TAC50. It's really starting to look good with the texture. Look forward to using it! I don't have the gear finished yet, so I'm not going to bother with renders. But, the Raptor is coming along. Although, I might be heading to Chicago to visit my brother for a week. If I go, I'll be leaving Saturday and won't get back until the following weekend. So, I may not be able to work on the Raptor. I'll take my laptop, but doubt I'll have much free time. Anyway, great work everyone! -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks, Gedis, but I've already got quite a few referance images. About 150MB to be exact. lol Also, making some progress on the Raptor. I'll be done with the landing gear tonight, and I've got most of the 'corrections' to the model made. I was actually using some old low-res 3-view blueprints that I had. Back when I found those, they were the only 3-views available. However, after I modeled most of the aircraft, (which wasn't even the correct shape) I found some high-res, near perfect 3-views. Go figure, huh? lol Oh, and I have been considering adding the Lockheed 'Skunk Works'/Gulfstream/Supersonic Aerospace Intl QSST to my model list, but I'm not sure if anyone would want it. It's a 'Quiet Super Sonic Transport', Executive Jet. The airframe is shaped to reduce the N-Wave that's created during super sonic flight, therefore, even at mach speeds above 40k ft, it only produces about as many dB as flying a kite. It works by using the airframe shape to bounce the N-Wave into a low angle back up to the aircraft after hitting the shockwave of air coming off the nose. It's then deflected mostly rearward instead of down toward the ground. I think it could be fun to have ViP transport missions. For ex, having to take out SAM sites and enemy aircraft, then using close air support to make it from one airfield to another. Anyway, just a thought. Let me know if anyone would be interested in having one made. I don't really want to model it if nobody would use it to make missions. Here's a couple pics and a vid: http://www.science.edu/TechoftheYear/Nominees/LockMartSkunk/QSST.jpg (sorry about the image size) Vid: -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Still a work in progress. The rear landing gear wheels don't quite fit into the bays, so I've got to make some room for those. The nose and cockpit aren't shaped right, so I've got to do some modifying there. But, for the most part, it's coming along quite nicely. I was hoping to have more finished by now, but I've been busy. Anyway, here's where I'm at: -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I only spent a few seconds to find examples of images of metal wear. I didn't take the time to find ones with CCL's. But, Sniper, if an image doesn't have a CCL, you need to contact the photographer for permission. If you ask nicely and explain it's for a freeware addon for a video game, they will likely allow you to use their photos. As for the complaint, the links I posted are links to flickr.com, not the direct url of the image. Therefore, no breech of any terms of use or licensing. However, if an admin would like to remove the links, they can feel free to do so. -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Don't give me a SCUD, I tend to rack up a friendly casualty count. lol ;) Nice work. -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sniper, if you want highres images... Your first stop should always be flickr. There aren't many pics of the CheyTac anywhere because it's a fairly new rifle, but there are many, many highres images of other guns. Just start typing in weapon names and scanning through the images. Not all of them are highres, but most are. And, they'll make you're texturing life a lot easier. Here are just a few highres images that could be used for your texture: http://www.flickr.com/photos/thomaswoodson/3226900539/sizes/o/ http://www.flickr.com/photos/98059269@N00/3175748458/sizes/o/ http://www.flickr.com/photos/zomgitsbrian/3598148339/sizes/o/ http://www.flickr.com/photos/burn_scarred/3582083740/sizes/o/ http://www.flickr.com/photos/burn_scarred/2270081885/sizes/o/ Also, don't just search for weapons. Search for stuff that will have the "look" you're looking for. Such as "metal barrel": http://www.flickr.com/photos/mclarenjk/1953908922/sizes/o/ http://www.flickr.com/photos/_pixelmaniac_/410505992/sizes/o/ http://www.flickr.com/photos/onepartfiction/2747847560/sizes/l/ And, This shouldn't replace using stock texture samples though. Use blending to get the highres images into the texture, but if you use the images as the texture itself, it always turns out bad. There are 21,000 results for keywords "metal texture" on Flickr. Keep in mind, Flickr users are usually pretty good photographers. Anyway, here are some that might help as well. http://www.flickr.com/photos/pinksherbet/2979575770/sizes/o/ http://www.flickr.com/photos/22241479@N05/3145108447/sizes/o/ http://www.flickr.com/photos/22241479@N05/3145103541/sizes/o/ http://www.flickr.com/photos/loxleyimages/2398837759/sizes/o/ http://www.flickr.com/photos/loxleyimages/2399674102/sizes/o/ http://www.flickr.com/photos/28481088@N00/2268829208/sizes/o/ http://www.flickr.com/photos/28481088@N00/2268037459/sizes/o/ http://www.flickr.com/photos/ppdigital/3014956993/sizes/o/ http://www.flickr.com/photos/ajawin/3340494166/sizes/o/ http://www.flickr.com/photos/sbenavid/3575612859/sizes/o/ http://www.flickr.com/photos/limonada/13893973/sizes/o/ Oh, and you're normal map, kinda bare. Once your wearing is done, you can add that to the normals as well. Any corner joint in the metal, surface of wood, the rim around the barrel, etc. All that stuff can be normal mapped. The main goal in texturing is making it believable, obviously. And, with normals, that means not "over exaggerating" the details, like I see so many people do with them. It should be subtle, but enough to create the effect. Hope this helps. I'm not an expert in texturing by any means, but I thought I'd share some things I've picked up. Good luck with you're model. Can't wait to see it in-game! -
WIP: Stuff you are working on 2!
IrishDeviant replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds simple enough. Anyway, I was hoping to have some more done on the Raptor today, but the power's been going out all night from the storms. Should have some done tomorrow though.