xeno426
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Everything posted by xeno426
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Sure, it's xmorph@gmail.com.
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TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, when you get the chance let me know how it works. I've got an update in the wing, but I'm holding out on releasing it until I've confirmed your issue has been fixed. -
Alex, would you be OK letting the Iranian Forces Mod make use of your HQ-7 model? I've been working with YorT to fix and update the mod, and mobile AA--particularily SAMs--are one area the Iranians are rather lacking in.
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TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've never received an error over that before, but I did update that in the config. -
TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If they're of good quality, then sure. Did my updated config fix the problem? -
I've been having a really strange issue with Oxygen2 the last couple days. When I load a model, the textures all show up fine when I set the display to show the solid model with DirectX and textures rendered on the model, and even Bulldozer shows all the textures correctly. However, when I enter the UV Editor and try to load up one of the textures, I get a "Cannot load bitmap" error for every texture. This is particularily frusterating because the editor works fine about four days ago when I heavily remaped major components of the model, and I have no idea what might have changed to cause this issue. Has anyone else had similar problems with the UV Editor? Does anyone know how this might be fixed? If needed, I can post pictures once I get back to my home computer.
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UV Editor in O2 not working
xeno426 replied to xeno426's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Thanks. I've never encountered that issue with Windows before. I had initially thought that the window had moved outside my viewable area. I'll have to remember this aspect of Windows from now on. :) -
UV Editor in O2 not working
xeno426 replied to xeno426's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I've got a completely new problem with the UV Editor now, and simply uninstalling/reinstalling isn't fixing the issue. When I click the UV Editor button, it creates a program instance of the editor, but I can't select it. If I mouse over the taskbar, this is what I see: It's like the editor isn't actually loading, and while this image shows off an empty O2 editor, the results are exactly the same when a model is loaded. I am completely unable to check or change UV Maps now, and no, using another program is not an option at this point. -
There shouldn't be any issues with Sprocket. I purchased the original ArmA2 from Steam, but got OA through Sprocket (along with the two DLC's), and I haven't had any such issues. I'm afraid I'm stumped at this point.
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T-72B/BA pack from Dractyum
xeno426 replied to Dractyum's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Was there a signed version ever release? Also, does anyone know Dractyum's contact details, like e-mail? -
"ca" is the folder that is the base for all the BIS pbo files, e.g. the BIS Su-25 model is in \ca\air2\su25. Do you only have OA, and not ArmA2?
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TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's one hell of a weird bug, and I honestly have no idea what would cause it. If you close the weapons bay, then open it again on your own, are you still able to select those weapons? Anyway, try this config file and see if you still have the same problem. I removed the requirement that only the gunner can open the bay. http://www.mediafire.com/?llolcrc9coj4oto As an aside, does anyone know where the flare dispensers on the real RAH-66 were to be located? -
I just took a look at their version (1.12.0.344), and the mod doesn't even have the Ka-50 model present (which causes a crash to desktop when you try to use it), let alone thermal maps for the thing.
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TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You'd have to contact that mod's author and request that he update his mod using my version of the RAH-66. However, that mod is made for the original ArmA2, so unless he also plans to update his to OA standard there probably isn't much reason for him to do so. -
AircraftHUD - AH-64D: MFD/IHADSS HMD/TADS
xeno426 replied to dr_eyeball's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Have any of you tried Mando MIssile Mod? It's pretty much got everything you want, and works with OA too. -
Cluster Bomb pack Beta Release 1.0
xeno426 replied to NutzMcKracken's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm pretty sure you just load up the weapon on the aircraft (or use one of the aircraft that already have it loaded) and drop the bomb from > 100m. The mod does the rest. -
TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Um, what has that got to do with anything? -
Has anyone finished any of those updates yet? At the very least updating the model to OA standards?
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TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don't know how to code sqf, so I have no clue how it could be done. :( In the original version that modEmMaik made both pilot and gunner could open the weapons bay. However, if you had an AI in your vehicle they would always open the weapon bay back up if tried to close it, regardless of what position you were in within the chopper. If I made it so that AI gunners can't open or close the weapons bay, then AI controlled RAH-66's would be rather useless as they would never use their missiles or rockets. :p There's already code to make the AI open the weapons bay if it doesn't think it is "safe". Here's the script used: if (((gunner _myunit) != player) && (!isNull(gunner _myunit))) then { if (behaviour (gunner _myunit) != "SAFE") then { if (_myunit animationPhase "bay_door_l" > 0.99) then { [_this select 0, _this select 1] execVM "\modem_dkmm_rah66\scripts\openbay.sqf"; }; } else { if (_myunit animationPhase "bay_door_l" < 0.01) then { [_this select 0, _this select 1] execVM "\modem_dkmm_rah66\scripts\closebay.sqf"; }; }; }; I have no idea how this might be changed to make more robust AI behavior with the weapons bay, so if anyone wants to give it a go send me your script and I'll try it out. If it works I'll include it in an update (with full credit, of course). I just realised that I completely ignored your first point. Yes, the sound is the UH-1Y, and I had to specify the sound so that I could change the distance at which you hear the rotor wash. Unfortunately, this makes it impossible for the RAH-66 to simply inherit improved rotor wash sounds from other mods. -
TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I left the model's original hud intact because I don't know how the config for BIS huds worked, otherwise I would happily take a crack at giving the Comanche a proper OA-style hud. Only the gunner can open and close the weapons bay, which is what modEmMaik intended. Should I set it back to the way it was in the original? -
Ah, OK. Just a misunderstanding, then. FYI, Powel is the BIS account of ¤¤Trauma¤¤, so I think he has every right to the MLODs.
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You mean me? I'm afraid it would take far more than a few minutes to make my own model, by many orders of magnitude. I'm not quite understanding this. You asked why I didn't just use the BIS sample models (presumably straight using the sample models in ArmA2), and PvPscene replied that I wanted to improve the model a bit, which is completely true. How does PvPscene's reply, or my mod, make people not want to create new models for ArmA2? Have I completely misunderstood what's going on here?
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TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks, but I can't take any credit for any textures in the cockpit; I really suck at texturing. All I did was use an nVidia Photoshop plugin to add normal maps to it. I rather wish I could improve on the cockpit's textures, but I'm better at editing config files. Regarding the handling, I'm not sure what you were looking for. The speeds are in line with published specifications. Keep in mind that despite its size, the Hind is one of the fasted stock production choppers out there. I'm also not sure how to change the vehicle handling, so it just inherits the AH-1Z handling characteristics. -
TGW RAH-66 Commanche for CO
xeno426 replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the mirrors. First post updated. That hiddenSelectionsTextures[] I have listed is the default (grey) texture that comes with the mod. To change the skin to a custom one, you need to either create an addon that has a vehicle which inherits from the base modem_dkmm_rah66 or from one of the default variant bases (modem_dkmm_rah66_scout, modem_dkmm_rah66_at, modem_dkmm_rah66_aa) and include the line hiddenSelectionsTextures[]={"dir to your custom texture", "\modem_dkmm_rah66\data\maps\desert.paa"}; to change the texture. Alternatively, you could use the following script in the init of the vehicle this setObjectTexture [0, "custom texture"] Where "custom texture" is the directory and name of your new texture. The number in front tells the game which of the hiddenSelectionsTextures to use (0 is first, 1 is second, etc). You can also use the script function setObjectTexture to make all instances of a specific vehicle class to your new texture, but you'll have to ask a mission maker how to do that as I have no clue. -
The sample models didn't have things like thermal mapping.