Jump to content

road runner

Member
  • Content Count

    2365
  • Joined

  • Last visited

  • Medals

Everything posted by road runner

  1. road runner

    SOC WIP Thread

    Looking good guys
  2. road runner

    COD-Like Units addon - WIP.

    Yeah, I think he really meant "textured" to look like the Ghosts from COD, I'm a member of facepunch and I don't know how many times BiS have thrown cease and dessist actions against the site owner (Garry's Mod) I'd be stunned and dismayed if BiS turned a blind eye to the porting of other games models into mods ;) These do look good, I have COD-Ghosts, and they really do capture the feel so well done
  3. road runner

    Invasion 1944 V3.0

    The difficulty in utilising the Brandenburgers is the uniforms were no different to Whermacht uniforms, so you wouldn't able to distinguish them from other units, as opposed to Waffen SS, and Falchirmjaeger units, however given the terrain in Altis and Stratis, making Gebirsgjaeger units from both the SS and Whermacht wouln't look out of place.
  4. road runner

    COD-Like Units addon - WIP.

    nice indeed, but I was under the impression that porting models into ARMA series was frowned upon? Even though the effort it takes to correctly weight the models?
  5. road runner

    SOC WIP Thread

    I have to laugh at some posters, but in fairness, we have to accept that a lot of what they say is lost in translation too, the mod makers know their shyt, they've done their research, I for one will download it when it comes available, the work being showcased is of an exceptional standard, this mod has so many possibilites, and I'm sure the developers are well aware of this.. keep up the good work, no harm no foul, just remember the road to hell was paved with good intentions :D
  6. road runner

    SOC WIP Thread

    I just hope that the mod doesn't grow too much and never see's the light of day, I was part of a modding team for Ghost recon back in the day, I think we were calling our mod Dyna-Mod, trying to create dynamic campaigns and missions, and characters (me), where we had a great team with very clear idea's but it started to grow way beyond what we initially set out to do, and as much as we were putting in the hard work, we were pushing ourselves beyond our initial idea and concept. I've no doubt you guys will be more structured, I only have the Alpha of Arma3 I'm still using 2 just now, once the good stuff starts to roll in, and I get myself a stonking machine to run it, then I'm happy to sit back and watch the progress you guys are making. I have one question though, the basic arma 3 character that was released, is only in his undies, do you guys have to make the whole uniform pretty much in the same way as making dressing him? I mean as in starting from complerte scratch ?
  7. road runner

    ARMA 3 Addon Request Thread

    Yoshi, have you seen the VBS3 media clips ? the scenery they're using is breathtaking!!
  8. road runner

    SOC WIP Thread

    Will you be planning to do a cut off/down sleeves version of the Crye Tops? A lot of Operators in Afghan and other Arid AO's are using cut down sleeves... awesome work progress though
  9. road runner

    ARMA 3 Addon Request Thread

    Dunno if it's been mentioned already, but a HALO/SCUBA addon that follows the VBS2 2.12 actions, if it can be made for VBS2 I'm sure that BiS could easily make a reaistic Freefall module for ARMA3 and even ARMA2, as a skydiver myself, what the VBS2 offers is pretty realistic
  10. I have a question for the developers and moddrs out there alike, I'm delighted that BIS has released the Arma2 MLODS, however I'm noticing many differences between arma1 and arma2 LODS (obviously) the proxies are not always showing in LOD1 for example, and I'm not seeing any proxy for a holstered weapon, be it the M9, or the wish to replace that with whatever the modder choses. So the question is...where is the sidearm proxy, is is it configured through scripting, as opposed to the BIS Arma 1 models??
  11. road runner

    2PARA Units

    Now that BIS have released their Arma2 MLOD's you should be able to do this switch without many proplems ;)
  12. I can't believe that people are debating over this anyway,if Vilas doesn't want his stuff used, then why not simply respect his wishes??
  13. maybe best to try in the addons request section mate.
  14. did you not read the post directly above yours?????
  15. looks good mate, but scaling looks a little bit off, as in too big compared to the character model but indeed a sweet model!!
  16. Would I be right in assuming this is different MLODs then from the sample ARMA2 stuff that was already released?
  17. Have they not already released the MLOD's or are you talking about stuff from the expansion packs ?
  18. Where did you hear that they were going to release A2 MLODS?
  19. Okay, so I'm having this issue with arms warping/twisting on the AI player model, but not the player model, midway between the elbow joint and the hand, on both arms, I'm using Binkowski's soldier model cfg and cpp, but have a heavily edited one of Johnny's SF guys,as the base model, one with rolled sleeve, and every model I use, I seem to have the same issue. I have tried weighting them again, and no change, AD Duke believes it's a section issue, but the sections are all included in the cfg file binkowski's soldier model came with.. Not sure what else I can do, I have seen on here before someone with similar warping/twisting of the arms, mod I apologize if this has been asked before, I've used the search function and nothing has come up regards warping, that is relevant to my issue. I'd post a picture but I'm on a snail speed internet connection. Are there any character making guru's out there willing to shed a light on this? I don't want to use a long sleeved model, I like the short rolled sleeve model from Jonny's SF... could it also be due to the fact these are ARMA1 ports into ARMA2 ?? https://dl.dropboxusercontent.com/u/40409294/arma2oa%202013-09-12%2004-30-39-51.jpg
  20. it's pretty much the same as adding a custom helmet, you use proxies to place these on the model. http://forums.bistudio.com/showthread.php?147988-Helmet-Addons/page2
  21. I have been trying to make my own addon, based loosely on Binks soldier addon, and Lingor Jungle SF, the model works fine when saved and packed up as soldier.pbo, looks fine in game, but when I save the very same figure into my own addon, it crashes the game. The Config.CPP seems okay, but I'm guessing it's the link to the model that's crashing, as all the other stuff, like Unit, Faction, Class etc all show up in the mission editor, my plan is to add more models, once I get the first one working!! Here is my config.cpp.. can anyone spot what might be an obvious mistake?? Thanks class CfgPatches { class nsw_devgru { units[] = {"nsw_devgru_tl"}; weapons[] = {"CAWeapons","CACharacters"}; requiredVersion = 1.0; }; }; class CfgVehicleClasses { class nsw_devgru_Men { displayName = "DEVGRU (AOR1)"; }; }; class CfgFactionClasses { class DEVGRU { displayName = "DEVGRU"; priority = 5; side = "TWest"; }; }; class CfgVehicles { class USMC_Soldier_Base; class USMC_Soldier_Medic; class USMC_Soldier_AR; class USMC_Soldier_MG; class FR_TL; class FR_R; class FR_Corpsman; class FR_AR; class FR_GL; class FR_Marksman; class nsw_devgru_tl: FR_TL { vehicleClass = "nsw_devgru_Men"; faction = "DEVGRU"; displayName = "Team Leader"; model = "\nsw_devgru\nsw_devgru_tl"; identityTypes[] = {"Tier1op"}; scope = 2; nightVision = 1; canCarryBackpack = 1; canHideBodies = 1; canDeactivateMines = "true"; accuracy = 2; sensitivity = 2; camouflage = 0.4; weapons[] = {"RH_hk416seotech","ACE_P226","NVGoggles","Binocular","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; magazines[] = {"ACE_30Rnd_556x45_T_Stanag","ACE_30Rnd_556x45_T_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","ACE_15Rnd_9x19_P226","ACE_15Rnd_9x19_P226"," ACE_15Rnd_9x19_P226","ACE_15Rnd_9x19_P226"," HandGrenade_West","HandGrenade_West","HandGrenade_West","HandGrenade_West"}; respawnweapons[] = {"RH_hk416seotech","NVGoggles","Binocular","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnmagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9"}; class Wounds { tex[] = {}; mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat","ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat","ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat","nsw_devgru\data\us_soldier_body_wound1.rvmat","nsw_devgru\data\us_soldier_body_wound2.rvmat"}; }; }; };
  22. Sorted this, thanks to another thread http://forums.bistudio.com/showthread.php?105235-Can-I-use-the-ArmA-2-soldier-model-to-make-units-for-OA&highlight=unsupported+sets I realised I had not changed the CFG file that came with binks soldier, and didn't have the model I made added to the class at the foot of the cfg file!! I'm happy now after days of crashes and frustration!! :D
  23. road runner

    US Military Mod (80s, 90s)

    Very sweet units!! This was my era of serving in the British Army and they look spot on.. well done!!
×