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AlexVestin

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Everything posted by AlexVestin

  1. AlexVestin

    AV_IndUs (US Army inspired units)

    The currently released IndUS version has them named "kitbag", but it's actually a fastpack that is the default A3 backpack. I've changed quite many things around since the last release of this mod. I didn't even realize myself until now that I actually had them named Kitbag. It's been changed already without much thought put into it.
  2. AlexVestin

    AV_IndUs (US Army inspired units)

    First of all, females will need an altered base character, with their base uniform changed to the female underwear so it's always that underneath everything else. Secondly, all uniforms intended to be used with a female base model should be a custom uniform entirely. Since hands, arms and legs are a part of a uniform. Not the base body underneath. Some stuff is still coming along nicely :)
  3. AlexVestin

    AV_IndUs (US Army inspired units)

    Absolutely. The source I have I got from another user. It's not entirely my work, he did the proportion altering and other varius things that went with it. Here's the thread: http://forums.bistudio.com/showthread.php?171576-Clarion-WIP-thread Here's the source files for female bodys: http://www.mediafire.com/download/8nr241xmm8g9mhs/female.pbo
  4. For the love of everything that isn't a god, how could I have missed this whole thread and everything in it for about 2 months? I must pay attention better.
  5. AlexVestin

    AV_IndUs (US Army inspired units)

    As long as I can find something to work from. A few pages back we went through the standard issue ones. I am looking for the MOLLE II Assault Pack, Medium Rucksack or Large Rucksack and the Eagle Modular Assault Pack as a plus. It's not one of my top priorities, but I do want to add them :) The ones in A3 and currently in use in the mod is the fastpack: http://www.notcot.com/images/2010/11/tad2.jpg They will have to work as placeholders.
  6. AlexVestin

    Sangin WIP

    Just gotta ask. You know how to get high-resolution sat images? :) I'm not asking to know myself. I'm asking incase you'd need any help. Google-maps can't unfortunately provide super high resolution images on that area, but incase you'd want the absolute max available for it anyhow. What route did you take? Stich pictures together yourself?
  7. AlexVestin

    AV_IndUs (US Army inspired units)

    So I can atleast somehow add the distance effects to weapon sounds if JSRS 2.0 is enabled, and it wont cause a dependency? I will need his permission, but I'll look into it :) M4A1 screenshot: http://cloud-2.steampowered.com/ugc/3281171992704003784/2AADF9F0A5D78548905F31ADB9B3E8626450FC1D/ M107 screenshot: http://cloud-3.steampowered.com/ugc/3281171992717549908/EBEE299B3EED04C0B422C4222232706CA46D148B/ http://cloud-4.steampowered.com/ugc/3281171992717661152/B17EB9F15F6061DCD0C926E1AFDD47BF684EEDFE/ All items with soft shadows looks much more appropriate compared to stencils: http://cloud-2.steampowered.com/ugc/3281171992717966310/5C1115DBAFF4EBA8A3C97FBB4903ACCDA3E554B5/ Female bodies tested atleast: http://cloud-4.steampowered.com/ugc/3281171992718211030/3C247AF268751749CE4C062FDF9BD9F46A3B31BD/ http://cloud-4.steampowered.com/ugc/3281171992718209773/5521607670F76883CF8FFE09337A2687BAFC17A9/ http://cloud-3.steampowered.com/ugc/3281171992718208187/325BDD9D2705DEB23EEC20A86DA143B24018596A/ Since I begun updating all of this stuff I haven't touched the OCP/Multicam stuff at all. I thought I'd atleast take a look at those units too and try to see how they've been affected so far by the stuff getting updated. Obvious things like textures aren't correct, but here's a screenshot: http://cloud-4.steampowered.com/ugc/3281171992718511564/D7D573E2060446CB5EECCF21260F71F88B2E9808/
  8. This would certainly be one step in the right direction imo. I wont go into what their priorities could be, but now atleast this very appropriate suggestion/thread/fix is layed out there. Yes. The result will be exactly like how the jogging already works. The extra screenspace is just a silly bonus. There's many many more advantages than just clearing your screen some space. I made a list on the first page too, with some of the positive results I could think of. One of the beauties of this. It alters no already existing game-play mechanic.
  9. AlexVestin

    AV_IndUs (US Army inspired units)

    It's what I am thinking. I am unsure of how it'd work. I took a look at LordJarheads configs, and they simply replace the sound filepaths on default weapons with his own leading to his sounds. I don't think I can just have my filepaths leading to his sounds, and the distance effects and everything works. Will have to try some things. ---------- Post added at 15:27 ---------- Previous post was at 14:32 ---------- As I thought. I can't just change filepaths to his sounds. Weapons can only be heard up to about 150m that way.
  10. AlexVestin

    Arma3 - AGGRESSORS

    This was a relief. I wont need to make my own now :) Also. Have you thought about adding this below in all p3d's geometry LODs to get soft shadows? prefershadowvolume = 0 Will only work for the completely custom uniforms and weapons, though.
  11. AlexVestin

    AV_IndUs (US Army inspired units)

    I am fairly sure that it's areas of use are actually in helicopters and watercrafts. Isn't it just supposed to be less bulky for tighter areas? http://photos.wikimapia.org/p/00/00/65/66/47_big.jpg http://wikimapia.org/11399616/CGAS-Cecil-Field http://www.officer.com/product/10041167/barrett-firearms-mfg-inc-m107-cq ---------- Post added at 14:14 ---------- Previous post was at 14:07 ---------- Would it be bad if my only dependency were JSRS 2.0? The sounds are awesome and I can't do better. But it's a big file to depend on.
  12. AlexVestin

    Sangin WIP

    I mean the beta testing. Thought it could be interesting to watch :)
  13. AlexVestin

    Dynamic shadows possible in Real Virtuality?

    -This is yankee-doodle, we've got z-buffers in the deferred-pass, how copy? -Copy that, yankee-doodle. Sending ray-tracers down range.
  14. AlexVestin

    Sangin WIP

    I would participate if I could, but can there atleast be some sort of footage uploaded? Screenshots, vids, anything. :)
  15. AlexVestin

    AV_IndUs (US Army inspired units)

    Indeed :) I threw it in cause it wasn't really much work to get that one extra version. Barrel is shorter and no front flip-up sight.
  16. AlexVestin

    AV_IndUs (US Army inspired units)

    I can't find a recoil value to tweak myself per firemode, altough I can change it to another weapons default prone-recoil. However, recoil is one thing, weaponsway is something totally different that would actually make my bipods really usable if I could tweak it by firemode. Did I mention I am making every item have soft shadows enabled? :D It's starting to look quite nice when there's no weird shadowing on anything.
  17. I updated the first post. Everything should be much clearer now. Please take a look at the pretty pictures :)
  18. AlexVestin

    infantry needs.

    Gonna have to disagree with you on that. It's currently only a switch between a relaxed stance and a combat stance. Not at all like how it could be made, wich would be several times better for all infantry players. Reminded me that I have to update my thread on the matter.
  19. AlexVestin

    AV_IndUs (US Army inspired units)

    Pm'ed you for the time being :)
  20. AlexVestin

    AV_IndUs (US Army inspired units)

    Gon' be a while still :) I am currently trying to focus the most on some of the more important weapons like the M4A1, M249 and M9. I want them to be of a much higher quality compared to what they are in the current released version. That goes for everything of course. What I've got now is going to be much better. I am still leaning towards not having any dependencies for the mod, since that always gets more golden starts with people, so then I gotta do quite a lot of stuff too to get that. Wich is fine by me. If I get bored of a rifle, I have atleast 5 more, or a launcher, or a pistol, or some character gear to work on etc.
  21. AlexVestin

    AV_IndUs (US Army inspired units)

    Quick screenshots taken during M107 range testing. I did hit the target. Target it approx 1100m out. Not bragging, I could do it all day, but it proves that the rifle works like intended. Doing the same thing with wind enabled, now that's another story :D http://cloud-4.steampowered.com/ugc/3281171992663299480/8B8EB8E5BFEB075E09E8AD08FCED82975F4BC9B8/ http://cloud-2.steampowered.com/ugc/3281171992663330990/252D2340B34D270CAF82BE397C96866727B9E239/ Doing some room lol-clearing with the M107CQ :D http://cloud-3.steampowered.com/ugc/3281171992664171537/F4176247628F4A7DACC770F2569496EA34F0AFEE/ (Barrel might seem too short in the pic, but it's just after a shot and the barrel does recoil back when firing)
  22. AlexVestin

    AV_IndUs (US Army inspired units)

    I know how to create a working bipod animations when switching to a 'fake' firemode, but I do not think I've found a way to actually have the bipod useful. I can have it decrease recoil, but it is not ideal because it works when you're just standing in the open also. Can firemodes check if you're in a certain stance?
  23. AlexVestin

    AV_IndUs (US Army inspired units)

    Thanks for clarifying. Here's a picture of my M107 and it's muzzleflash I found that seemed fitting. Also. I am unsure if I can use default weapon sounds, and then if JSRS is enabled it uses them instead. I am very eager to get something like that to work.
  24. AlexVestin

    AV_IndUs (US Army inspired units)

    I am using the default AAF uniforms, and those truly have the issued combat shirt like you linked above. But the waist and down I believe are incorrect. One could in theory create a lowpoly combat shirt and map it to BIS AAF infantry textures. No need to create a high-poly model and bake it that way. It could get sloppy, though. But if done correctly, all of the patches would be changable like needed. It's just to get a combat-shirt, though. Would still need gloves, boots, belt & pants if that can't be done the same way. Proportions would not need to be done exactly after their model, since we've got a sample character that works perfectly for scaling and create gear around. All uniforms are basicly the exact size as it is. Almost no excess size around the shoulders and arms compared to the sample character. Ambush, 8'o clock.
  25. AlexVestin

    AV_IndUs (US Army inspired units)

    Here's another WIP screenshot. Mainly because I can, and to feel like I show something atleast. http://cloud-4.steampowered.com/ugc/3281171992642033095/853DF9FFD1DEF5B85F0817E4BFD97FC07B3402A1/
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