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AlexVestin

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Everything posted by AlexVestin

  1. AlexVestin

    AV_IndUs (US Army inspired units)

    It is possible to have f.e one UCP uniform model with 3 different textures, yes. One texture with different patches for each unit. The uniform is still limited in the way that it will mirror some patches. That way would however still be the most efficient temporary solution. I could have the standard uniform without patches, then leave the extra uniforms with patches on the sleeves in a clothing box. I am slowly working towards making all of the content available through boxes in-game. So far it's very useful.
  2. AlexVestin

    AV_IndUs (US Army inspired units)

    He oughta lend them to someone who can then :p Here's what I am thinking. I will, hopefully with some help and a script, start with getting ranks displayed on IOTVs as a start. Not right now, but down the line. I do not have custom uniforms, so I am still very limited with what I can put on the sleeves. There will probably have to be only one kind of unit to begin with (like now), or without unit patches. Patches can however be made working right now on the sleeves, but in a cheap way of making them a part of the vest. Wich I don't really think is the best way, but might work temporary? I won't go into it right now, though. I've also had the thought of removing my custom sounds. There's always JSRS, right? Those sounds will always be better than what I can do. I just gotta find what default weapons are the most fitting with JSRS turned on. I think the SDAR can work for the M4A1's. Any tips to what might fit what are welcome. I'm no weapon-sound expert :)
  3. AlexVestin

    AV_IndUs (US Army inspired units)

    That is what that red marking was for! I have forgotten about it with all of the overhauling going on. Will surely work that in on some IOTV vests again. The Swedish forces still (as far as I know) always has the IFAK in a leg pocket so everyone will know where one can be found if needed. No rules about where it should be kept in the US Army? ---------- Post added at 04:51 ---------- Previous post was at 04:45 ---------- I finally adjusted the m249 recoil also! It's much steadier now and not so over exaggerated. Remember someone here calling it drunk.
  4. AlexVestin

    AV_IndUs (US Army inspired units)

    Alright. I've also thought about something else. All units in ArmA have always been equipped with a secondary weapon. I had a thought of that not being the case IRL. How are f.e the M9 issued to soldiers?
  5. AlexVestin

    AV_IndUs (US Army inspired units)

    Alright. Seems very clear now. Thank you :) I am looking for these then: MOLLE II Assault Pack, Medium Rucksack or Large Rucksack and the Eagle Modular Assault Pack as a plus. That last one might be small, and if I ever get a hold of one, it wont be for a regular unit.
  6. AlexVestin

    AV_IndUs (US Army inspired units)

    In due time I guess I'll ask atleast, unless he stops by :) I've been tinkering with the female side of soldiers too thanks to timnem. I do not have female soldiers yet, but I also figured out how to properly create my own 'base male character' that is easily changable when the time comes to get some female characters in. I've been trying to do that with most stuff. I moved around all the files to hopefully get it organized and understandable for others that might look at the files.
  7. AlexVestin

    AV_IndUs (US Army inspired units)

    The vests I have along with it's textures are the same as default A2:OA gear. What gen does it look like that I have? Gen 1? I'm unsure what difference it'd do right now, but it's good to know and be able to keep in mind. I want to get them in-game too, but common sense have put me off. "takiban", lol. I'm thinking I'd make this pack more complete first before I work on something else that takes a lot of work/time :) The only real difference between Uniform/Vest/Helmet items are their functions in the game. They can all share each others visuals with no problem. A vest item that looks like a EOD suit and takes up the vest slot, can have all the EOD suit parts like the arms and legs included. It'll just have to be thicker than the uniform that could possibly be used underneath. Wich it surely would be anyways. I can however not help with weighting something from the ground up. I have just modified already existing weighted vertices. I will have to learn that myself sooner or later. Good luck on your project :)
  8. AlexVestin

    AV_IndUs (US Army inspired units)

    The entire protection piece is a part of the vest and is weighted to a selection called "LeftArm" or "RightArm". Done the same way the vest is weighted to "Spine", "Spine1", "Spine2", "Spine3". A vest is not restricted to any parts of the body. You could throw a helmet into the same LOD as the vest and weight it to "LeftFoot" if you want :D
  9. AlexVestin

    AV_IndUs (US Army inspired units)

    It is also on the first page of this thread. Here it is again. Optional download to get ASDG Joint Rails compatible weapons for IndUs 1.6: Download Link, provided by Stiltman Hope it helps :) ---------- Post added at 18:04 ---------- Previous post was at 17:57 ---------- I might also need some advice on backpacks. I will look around but I thought I'd ask here still. Is there a backpack that would be considered to be the standard backpack for ARMY units 2010?
  10. AlexVestin

    AV_IndUs (US Army inspired units)

    Any specific gear? :D Here's one of my most recent WIP screenshots: I am still very far from updating this pack. There's way too many bugs and things to complete before I can do that. And it's not like there's just one vest, a helmet and a rifle to complete. It's a whole library of stuff. One thing to note is that I am also testing how things look when I convert to using "Shadow buffer" shadows instead of the "Stencil shadow". As visible in the screenshot above, all gear has the softer shadow, while the default character body uses stencils. Will hopefully sort that out too.
  11. AlexVestin

    when all 3 episodes are released...then what

    This is what has been announced for 2014: Knowing BIS, they'll be far from done with their game once EP.3 comes out, and they'll surely want to keep the updates coming. They have a huge task on their hand looking through the sea of tickets on the feedback tracker. I wouldn't think they're done even if little is seen happening. Going by the feedback tracker, the most assigned tasks seems to lean towards "Game crashes/AI Issues/Multiplayer/Performance/Gameplay/" etc.
  12. AlexVestin

    AV_IndUs (US Army inspired units)

    You're not. I really want one :D If I just can get my hands on a M320 I'll do it. So far I've been getting a lot of help gathering all the equipment I've needed, but I haven't found a suitable M320 yet.
  13. AlexVestin

    AV_IndUs (US Army inspired units)

    I've got something in the works :) Model & textures created by TIGG. Textures are all placeholders still. I want to have my own. Currently tested/planned M4A1's are: M4A1 M4A1 (RIS) M4A1 (RIS) w/frontgrip M4A1 (RIS) w/m203 It is the same model that RH worked from, but I have tweaked its proportions heavily. Also, since you brought up performance. I do believe I've managed to keep its performance hit down like needed. The LODs drop heavily in detail with no 'popups', and there's no rvmat information on the last LOD. Old textures also used to take up a lot of resources when there was 9 with huge resolutions, all with their underlaying nohq, smdi maps and more. I merged them all together into 1 huge 4096 x 4096 texture. Same as the blufor uniform uses. Like this: http://imageshack.com/a/img829/2259/50jy.jpg Not at all. Thanks for the input. I've already fixed this I believe. My M4A1's are currently semi & full. Is that correct?
  14. AlexVestin

    Clarion WIP thread

    Much appreciated. Thank you :)
  15. AlexVestin

    AV_IndUs (US Army inspired units)

    The Javelin will be a part of these units, but it has actually been on hold for some time now. (I really want to include it still when it's done :D) Some other stuff has got quite the nice overhaul, though.
  16. AlexVestin

    AV_IndUs (US Army inspired units)

    It's really outdated, though. I am still working! Might get a wip screen up sometime soon with some of the newer content.
  17. Just been waiting for this thread to pop up!
  18. AlexVestin

    Clarion WIP thread

    Good start!
  19. AlexVestin

    Animate Bipod Model.cfg Help

    I'd post exactly how I have done my during tests, but I'm away from my comp for the time being. Atleast I've got some extra info that could be useful. Basically, the firemode animates each bipod leg around each legs axis when I switch firemode. The extra firemode is identical in name and all, except for the bipod position. (I have not reduced recoil for prone on my weapons yet) Something good to know to just get some extra esthetics are that weapons always default back to it's first firemode when not in use. Because of that, bipods work the best if the default position for the bipod is retracted (folded up and not in use). That way, when someone has the rifle on his back, or just whipping it out, the bipod is retracted. And as noted already, weapons with only one kind of firemode (only semi, only auto etc.) are the most appealing so the user does not have to cycle through a lot of firemodes. Hope it helps some :)
  20. AlexVestin

    Shining RVMAT Challenge

    First thought. Maybe create a second sphere around it, but with inverted faces?
  21. AlexVestin

    JUMP please!!

    True, but A2 solved it. Wich in all fairness is of a much higher importance. Well, we can atleast vault in a normal pace for now. And this feature has already gotten a lot more love in A3 compared to A2. I'm not really arguing against having a faster vault of some kind, but I'd hope for the main soldier movement and stances to get some updates before.
  22. AlexVestin

    Low-Ready Position

    I've seen more than a few devs saying that right now, most of the resources are going into "Performance tweaking/SP Campaign". Probably why some areas seems to be on hold, or just not that of a high priority anyways.
  23. AlexVestin

    Arma 3 tanks config guidelines

    Got a question about this. I'm asuming the land contact points are tied to the wheels. Would it work adding 5 'fake wheels' with their own land contacts on each side? Or would it be too many wheels? Or could vertex weighting somehow make the nearest contact point also lift a little?
  24. AlexVestin

    Soldier protection (dev branch)

    If I am not mistaken, the bullets in that video are colliding (and penetrating) with the wooden walls fire-geometry. Just adding support for fire-geometry to vests and headgear like i suggested probably would result in something similar to what is seen in that video :) I have seen vehicles and such behaving differently when hit by bullets compared to static objects. I'm not sure if vehicles actually can make a bullet ricochet. From the last time I tested, the M-ATV looked like it was absorbing every bullet. Unsure if they actually just penetrated its armor, but I'm fairly sure they did not.
  25. AlexVestin

    Soldier protection (dev branch)

    I'd be happy to have to shoot 50+ rounds to get to someone. As long as it's my fault because of me aiming on the wrong spots. Right now the whole person is the wrong spot to aim for when they got body armor.
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