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kenoxite

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Everything posted by kenoxite

  1. Just a progress update. There's been good progress in these past weeks. Krzy is helping me on this final stretch revising and expanding configs, textures, models, etc, so I can focus on the porting and scripting side. New album with some WIP sshots below. It mainly focuses on the latest Arma ports I've been working on. The main goal is to update the current OFP models that are particularly outdated and also adding some vehicles missing in EXT or which were using 3rd party non-bundled models (such as the little birds). I might also replace some of the more raw and/or buggy EXT vehicle models but that will depend on time and will. Vehicles that I consider "good enough" won't be replaced (such as WW4 humvees, BIS AH64, etc). Face count for ground vehicles is about 3000, and about 5000 for air vehicles (some have a bit more, some a bit less). Texture size jumps between 512px and 1024px tops (in the album you'll see most vehicles using 1024 sizes, but that will probably change). I'm mixing and merging parts of several LODs and even other existing EXT models to keep them as good looking as possible while not becoming resource hogs. They also use OFP interiors whenever possible and some details are removed, such as the commander's MG for the tanks (they are shot by gunners in OFP anyway). The list of ported vehicles so far: M1A1, M1A2, T-72, T-90, M113, BMP-2, Mi-24, Mi-8T, AH-6, MH-6, UH-60. Desert version of the textures have been created wherever needed (not for air vehicles, though). You'll also notice that several objects and buildings have been ported. They will become part of the planned fortifications pack that will be included in the next update. The pack will also include revised and retextured versions of some BIS and OPGWC objects. I'm also configuring materials for all vehicle and units, and binarizing their models. I'm planning on releasing a masters pack (MLODs and textures) as I did with version 0.8 (remind me if I forget to do so). Visually, this means that units in general should react better to lighting. I'm also working on a material definitions cfg for all OFP models, expanding on Locke's one. WIP2 album: https://imgur.com/a/2pnka As you can see, there'll be a BTR-80. WW4 one was actually using VIT's model. Also note that there's a bunch of other progress that wasn't captured in those sshots, such as A1 and 2 forts, ramparts, barricades, etc, new Shtora scripts for the T90, further revision of vehicle values, further restructuring of the pbo internals, etc. I've also decided to divide EXT in infantry and vehicle packs, similar to the alternative download for the previous version. That means that main EXT will only hold infantry, while EXT_VEH will hold all the vehicles (and will need main EXT to work). A new Fortifications module will be added and the Extras one will be revised, most likely removing the current OPGWC objects (in that case, I'll still provide them as a separate download). Also, due to the new additions, I will only provide EXT compatible configs for the Mi2. If all goes at the same speed as it is now there might be a release in about a month or so. But you know how this is. It might take a bit longer. There's a lot of work still to be done, in any case.
  2. Yes, I tried changing the order before trying to export as jpg. Didn't try the bit about separating textures, though. I don't think it would have worked in this case, anyway, as the texture itself didn't have any alpha channel. It was just TV believing the texture had one (or, more likely, believing it _was_ one).
  3. Hey Mac. Don't worry, textures are still in paa format. So, instead of the usual: GIMP -> export tga texture -> Tex View -> final paa texture to fix this particular problem you should: GIMP -> export jpg texture -> Tex View -> final paa texture This is to avoid Tex View messing things up with textures heavy on black and whites (or greys). Using a jpg instead of a tga to create the TexView texture fixes the alpha sorting in the final model. And the texture used will still be paa.
  4. I can't seem to be able to replicate your bug. Make sure you check the "WW4EXT_littlebirds_v12_readme.txt", found inside the zipped file. Also, make sure you're using a fully patched EXT and the latest 3rd party vehicles version (1.2). JAM_magazines.pbo isn't actually needed. OFP will whine about the BAS SOAR pilots not having definitions for their weapons, but EXT don't use them anyway. You can OK your way through it without major problems (unless trying in dedicated server). Here's the relevant parts of the littlebirds readme (I've bolded some things):
  5. kenoxite

    WW4 Texture Templates

    Good job. Thanks for sharing.
  6. Basically what krzy said. My take: - BTR-80: There will be a "BTR-70" (might be alredy in v0.9, but I haven't checked that version for a long time TBH). The quotes are because it's actually WW4 BTR-999 (or some number like that), which is actually a mix of a BTR-60, 70 and 80. The only change I made to tag it as 70 is to remove the skirts (the armor covering the wheels). I understand that this is not optimal, but it should do for now. - Laser bombs: already present in v1.0 - ATGM launchers: unlikely, but there might be released later using imported and edited Arma 2 versions - Knee pads, etc for GRU: OK, but only for the knees. WW4 units don't wear elbow pads. They are too manly. - HALO: I guess I know where this comes from, as it was one of the features of my CCE transport system I adapted for EXT. It's possible to do, but I decided not to include it simply because it's too silly. OFP air vehicles can barely fly at a reasonable height for HALO insertions (limit is about 5km), and there's also no real HALO equipment in WW4 nor EXT. So it all ends up being a very poor and silly HALO system. I might end up enabling it, but don't get your hopes too high. - Multicam: Hmm... TBH you guys can just use US Army multicam units and change their weapons. There's the problem of side identification, though. I'll think about this. Anyway, I think there's now quite a healthy variety of russian units. I haven't counted them, but there might be about the same amount as for US Army/USMC. If you don't mind, I'll put a lock to any further extra requests and concentrate on finishing what's left to be done for the release of v1.0.
  7. Updates to VDV and motorized rifle units. Full album: https://imgur.com/a/efaTy
  8. It's not a bug, it's a feature! No, seriously, it seems to float because of the animation it was performing when I took the screenshot. When standing still it rests normally on the unit's back. This happens to all the WW4 units. Other than that, I don't see any other weird thing about that launcher, other than the fact that it's an imported an edited version from Arma 2. About the rest, I will have something by around tomorrow or so. Will post pics, as usual.
  9. OK, now I see. All this was confussion after confussion. Ratnik seems to be the russian equivalent to something like the Future Soldier program, as you mentioned above ( see http://en.wikipedia.org/wiki/Ratnik_%28program%29 ). So, no more requests apart from the flora digital rucksack? Can we consider you as the russian playerbase representative happy? :)
  10. It seems to be too new. Even simple photos of soldiers wearing that pattern are hard to find. What threw me off was this post. In my confused mind, the closest I could get to that example from WW4 was the partisan one, hence my silly confusion. But now, seeing proper ratnik, it seems that the pattern is basically digital flora with a different color scheme. Not that the existing photos allow too close examination, anyway, but that's the impression.
  11. Partisan then. Do you have an example of the ratnik pattern? Is this it? http://img.vz.ru/upimg/681/681481.jpg
  12. No problem, glad you like it so far. Russian and soviet units were lacking in EXT, that's a fact. I decided to get hands on now, as it's actually the best time just before the 1.0 release. Partisan Spetsnaz: Figured you had in mind something like this, so I went for an alternate look for these units. EDIT: And, yes, I know, I should revise the UV mapping of those hoods...
  13. Alright then. Yes, ironsights (the back up sight feature) will be available for the next update.
  14. Let's see: - Digital Flora rucksack: OK - GRU Spetsnaz: digital flora is already done (as you can see in the album), so I guess you want another version with ratnik (?) camo, is that correct? - More variations between VDV and moto: well, I went for the vanilla WW4 "canon", where the only difference between two branches that share the same pattern are those two I used (see WW4 UCP rangers vs regulars, same with BDU, etc). Before keep working on this I'd like to see if more people support this idea (Spirit_JaT?). For the record, while I used several photos as reference, this was the one I picked as the main one, as it's the only one I found where the t-shirt was visible and they didn't look like ninja turtles: http://static.businessinsider.com/image/53dad578eab8ea2d111b65e2/image.jpg - Back up sight feature: OK, it seems you guys might make use of it. The only thing left to do would be adding support for more rifles (I stopped half-way) and more back up sight textures so they ressemble more the actual ones for each rifle. But I don't think I'll do the latter TBH. - Laser designation: I haven't checked v0.9, but in v1.0 both the ka50 and mi24 are able to detect lasers already. The ka50 9K121 Vikhr is already able to lock on targets, but not the 9M113 KONKURS of the mi24. I will add laser lock-on capabilities to the konkurs then.
  15. @krzy: Ooook... Acronyms + shoddy memory = embarrassing online moments. Here, have a smiley :lecture: @ Spirit_JaT: Good to hear. Thank you both, guys. I'll check the model later and post what I come up with. The digital flora units are done. Included are VDV, motorized rifle and GRU spetsnaz. And here's an album with all the units: https://imgur.com/a/ZnFzd The main difference between VDV and moto is the goggles and knee pads. The rest is the same. Also, all the digital flora units share the same textures. Tell me if the texture needs more work. I also had to tweak the helmet, as it seems the russians are using a slightly different one (no trim on the front, slightly more flat and short). The iron sights isn't anything particularly special, and nothing that hasn't been done before. While it's implemented right now, I think I'll finally drop it. What it is? It allows you to switch from telescopic sights to ironsights for weapons with a mounted scope (with a PSO or an ACOG). As you can imagine, it works by replacing the weapon you're holding from a telescopic one to an ironsight version. This isn't perfect, though. Among other things, it can reset your ammunition count in certain conditions, which is a bit hacky. That's why I don't like it too much. But, as I've said it's currently working. If you guys really want this I can keep it. While it can give you full ammo from time to time it only affects players, not AI (I dont' allow them to use this feature), so the balancing issues this might cause is up to the player or mission maker after all.
  16. Amazing explanation, vektorboson. Mistery solved, then. This will surely help others. So, it seems jpg is indeed the only way to bypass this problem. Png wouldn't have worked in this case (as it preserves alpha information).
  17. Thanks again. -- The discrepancy in the multicam textures was actually caused by the wrinkles layer. It was slightly yellow colored in the SF version, while it was greyscale in the others. The multicam textures themselves where the same. It's now corrected (although I had to export as jpg, can't make my pngs to load up in TexView).
  18. @ krzy: What settings are you using to export to png? I don't seem to found the correct ones. My pngs don't load in TexView.
  19. No, no. I would use the gas masks in the default OFP heads (the normal ones). So, thanks to Joint Arma Team then! EDIT: Ah, now I see. A very nice M40. Well, as I wrote below (before the edit) I just sent a request for the Farmland's one. Better wait for that one before asking someone else. -- Just to let you all know that I've just sent a permission request to Cpt. FrostBite (the modeller of the M40 used in the units I created). He hasn't logged in for a few months, though.
  20. Ah, yes, I remember those photos. OK, I was asking for other patterns just in case. Glad to see that the russians seem to have finally settled for one. One of the problems with trying to recreate soviet and russian units is the amount of camo patterns those guys use.
  21. I can't access that site, but I take your word for it. About the llauma head, well, everything can be worked around. There might be a way to implement them into the vanilla heads with enough tinkering. Also, thanks for the help.
  22. @ Spirit_JaT: Flora digital for VDV and motorized inf then. I'll create a new branch for them with that pattern, but the old Flora units will still be there. Any other soviet/russian unit that would need an upgrade? That GP-5 mask looks great. The author seems to be Yuri825. Do you think he would allow its use in EXT? Actually, could you send him a request on my behalf? (just remember to give him a link to this thread so he's aware about what's this WW4 EXT thing). Well, damn you guys. It seems there will be NBC units in EXT after all. Now I really need to figure out a good way to chop all this. EXT is getting gigantic to a point where it's starting to become barely manegeable. BTW, here's the reference album I created for all this NBC thing. It might be of use for someone else, or just for pleasure if you have a gas mask fetish: https://imgur.com/a/5mSrB Also, I just sent a PM to SomerenV in those forums. To make sure he's OK with me using any of his textures for this project.
  23. @ krzy: Now I see it. You're right. multispecop.paa uses a slightly outdated version of the texture (slightly brighter). Good catch. Will fix. My question about that page was mostly about fair use. But, digging around again (I remember doing this last year, but forgot what I ended up with) it seems that they are indeed public domain, as you can see it clearly implied it in the original thread: http://facepunch.com/showthread.php?t=1242734 There might be more textures there BTW. @ vektorboson: Hmm... now that's interesting. Wasn't OFP CSLA public domain? Or was just that BRDM2 thing?
  24. @ Spirit_JaT: MWS: I don't think the CCE's MWS will make it to EXT. I remember planning to release it separately time ago. There's always Faguss MWS anyway. About the NBC units: Long answer: they were mostly a test where I got too carried away. Also, currently the west units use Farmland's mask (I tweaked it for my needs and use WW4 textures, but the model is still theirs) so that means that I should dig around to find who to ask for permission, dig further to find a working contact, and then play the waiting game yet again. Alternatively, I could remodel the whole thing, which would end up ressembling too much Farmland's model (so many ways to skin a cat, etc). But, considering that if I were to finish those units I would need create PMK versions myself for the soviet/russian units, well I guess remodelling an M40 wouldn't be that much trouble. Short answer: Unlikely. What I might up end doing is to put the model out there in its current state and let others finish it, so they can add a PMK or whatever gas mask version they wish. More spazzy VDV camo patterns: OK, which pattern would suit a modern VDV unit? Would any of the existing WW4 textures fit better? Does this page have a more suiting pattern? http://devon.chrisob.com/photoshop/Camouflage/ (BTW, what's the community stance about using textures from that source? Is it kosher?). @ krzy: You are correct. The reason they are different is because the texture of the helmet is defined in the fatigues texture. While the two former use multicam also for the helmets, the latter (the SF guys) don't. Hence, why there's two separate mc textures.
  25. As of 1.0 you would only need to make that particular unit you've created a child (inherit the parent class) of one of the base unit classes. Say, you want to create a west rifleman with your own model and loadout. Instead of something like: class myWestSoldier: SoldierWB you should use class myWestSoldier: WW4EXT_RiflemanW WW4EXT_RiflemanW inherits from WW4EXT_RiflemanBase, which in turn inherits from WW4EXT_SoldierBase. That means that, unless you specify otherwise, it'll use the default eventhandler, sensitivity, camouflage and armor values, as well as formation distance, as well as the appropriate command bar icon. If you want to change any of those values while following the EXT ones you could also copy the defines.hpp and use any of the defined values found there, as you can see in rifleBDU.hpp. As for the EH, note that not all units use the same parameters (middle east ones need to pass a variable to load the arab faces, for instance). I also changed the way rucksacks are implemented. Instead of the old way, where rucksacks are part of the default unit inventory and then the rucksack and mags removed unless the logic was placed, they are now an optional parameter passed to the init EH script (eh_infantry.sqs). This was done in order to keep the units as clean as possible. Unless you place the rucksacks logic, the units will be loaded as clean as a vanilla WW4 one. You should only need to copy that hpp from the EXT pbo to your own pbo folder. No extra tinkering or hassle other than that (and, if you wonder, users don't have to do any of this, it's just you as modder). Once it's part of your addon, once you've copied it and included it, you're golden. No need for fancy bins, which BTW is something that EXT will never do.
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