sarge4267
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Posts posted by sarge4267
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good to hear from you LJ!
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Awesome!..lovely to hear from you guys again
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love the vid.
Would love to hear some more explosions, vehicle and incoming sounds.
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wow smookie..looking great!
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same here..awesome mod there mate!
Are you working on the m119 shootingsound (and other howitzers)?
Anyway no stress.
Great mod!
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Of course we try to stay on realism... but when we gonna have a nice sounds which is nice but not much realistic, we would take it.So we try to play a bit around to find a balance between realism and nice sounds where we put two parts in realism, one in nice sounds. 2/1 or 66%/33% ha ha ha.
Jarhead
Ok sound great!
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Hey looking very slick there!
little question: Are you going to focus on realism? or more on a hollywood-based theme?
Anyway love your work!
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don't thank god..thank the ones who made such program ;)
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I think it looks great jarhead..much clearer to me ;)
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thanks grub ;)
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Sorry to hear OS
I really love your work so far
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@jackal..thanks.
this is the template I use for the config:
I'll explain some things
class CfgPatches { class myhelmet { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgGlasses { class myhelmet { scope = 2; name = "yourname"; \\name that appears in the list model = "\helm\model\helm.p3d"; \\location of your model identityTypes[] = {"myhelmet", 1}; disabled = 0; }; };For the location of your model..try to use the P drive
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thanks dave and ardvark.
There seems to be either a problem with the pbo or with my unpbo.
I tried to unpbo the file but when I click extract nothing really happens.
sorry for all the questions
---------- Post added at 03:02 PM ---------- Previous post was at 02:54 PM ----------
ok nvm..i tried unpbo--> didn't work
I tried eliteness--> did work.
Thanks for all your help guys!! ;):)
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Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up.will try it..i'll let you know what happens
---------- Post added at 08:17 PM ---------- Previous post was at 07:48 PM ----------
Sarge4267 - I think the issue is this line "disabled = 1;". Change the 1 to a 0 and it should show up.Ok it worked..but now I have an issue with positioning the helmet.
I tried unpacking some addons to look how they placed their model, like the tactical glasses, but the models are binarized so I can only see bounding boxes.
Do you have any reference on how to make it look correct?
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i will take a look at my configs when i get off base later and let you know, i think i used the .cpp extension but as far as how the config should look i will have to take a look.ok thanks.
take care ;)
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as baraka mentioned earlier you can model the helmet in maya / 3ds max and use the bystra (bi head reference model) as a reference for the size of the helmet (us it as a reference once it is in O2 though if you do it in maya etc the scale will be off).once you have done that and sucessfully got it into O2 and scaled correctly now its time to position it for use in the game, DO NOT position it on the soldier model as it will be floating about 6 foot above the models head! you are best to use this mod to position it
http://www.armaholic.com/page.php?id=5818&a=dl
(remember to give credit to all modders work you use in creating your mod)
this will give you a reference as to where the helmet should be positioned in relation to the head!
i think there is also a sample cfg that you can get an idea of what you need to do in there too!
here is what i made and have ingame
http://forums.bistudio.com/showthread.php?t=114661
http://www.armaholic.com/forums.php?m=posts&q=13434&n=last#bottom
on the last one you can see items i created and added to the stock bi models!
the problem i found with the complete helmet model is i dont have the correct lighting when non game world shadows are involved, this problem never arose when i just added items to the existing bi helmet though ( i am stumped) if you manage to work that out let me know :p
Hi,
thanks for the response.
First of all: what LOD's do I need to create?
Secondly: I used the addon config as an example and I ended up using this config:
class CfgPatches { class myhelmet { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class CfgGlasses { class myhelmet { scope = 2; name = "yourname"; model = "\helm\model\helm.p3d"; identityTypes[] = {"myhelmet", 1}; disabled = 1; };It doesn't show up in the player profile section where you select your glasses.
Is this config ok? Do I save it as config.cfg or config.cpp or...?
And last but not least:
Im' not creating a public addon, just playing around :)
thanks for your help already
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Hey sorry to break into this thread.
I also want to be able to select a custom helmet I made in the player profile section.
I have the US soldier template and then what?
I don't really understand it sorry.
thanks in advance
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Bump
would also like to know this :)
btw @the blink
what LOD's do you have for your glasses?
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Heya,Here are some news:
We decided to restart the project with new/better code, SFX and support for all islands. I dont want to promise anything because we had lot of real life issues and problems in the past, but we are still alive and still have interest in developing the system. If everything goes as planned, we can release the new version this summer. Stay tuned.
Sounds great..I just tried the mod again and it would be awesome for more islands.
Thanks for putting your work into it!
looking forward to the next release. (y)
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No, Gunter hasn't updated it yet. The head wounds pbo is seperate from the wound system. It is an optional pbo (cause for some people its just too much gore so Solus gave the option). When you download SLX and go into the modfolder, its located in the Eliminate folder, with some other additonal pbos as well.ok thanks
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Its just SLX. It happens randomly when someone is shot in the headYeah but I heard the original creator dropped the project and someone else picked it up again and made an updated, different version.
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@sarge: Looks like its the wound system from SLX.uhu as I suspected...Do you know the most recent version of slx? because I had the slx mod but didn't get that result..only a 'corpse' when it was close to an exlposion


J.S.R.S. 1.5
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
I think you should just enable the soundmod and make the mission with the mod.
Not an expert here.. :s