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liukang168

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Everything posted by liukang168

  1. Does anyone know where to find the paa file for the russian and german flag? such as this: \Ca\ca_e\Data\flag_us_co.paa for the american flag in arma 2. I need it in order to make a changing flag during capturing a point.
  2. Hi folks, for some reasons I cant make the A3 engine use my infantry model. So I used a self made model, everything works in oxygen with textures etc. The model shows up if I delcare it being a static item, but I would like to use it as a soldier ofcourse. Maybe someone would be so kind as to tell me what i made wrong in my config.cpp and model.cfg Config.cpp class CfgPatches { class myclass { units[]={}; weapons[]={}; requiredVersion = 1; requiredAddons[]={}; }; }; class CfgVehicleClasses { class myclass { displayName="my_unit"; }; }; class CfgVehicles { class B_Soldier_base_F; class myclass: B_Soldier_base_F { model="\myclass\myclass.p3d"; scope=2; displayName="my_unit"; hiddenSelections[]= { "Camo" }; }; }; and for the model cfg i only changed the bottom part to: class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class myclass : Default <-------------- CHANGED! { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; }; Thanks for any help. ---------- Post added at 13:58 ---------- Previous post was at 13:51 ---------- the unit shows up when I delcare it as a crate, but when I use it as a unit it just shows me the standard soldier
  3. TR - WEBSITE - - - TR - FORUM What is this? Basically TR - Terminator Rising is planed to become a mod that brings the Terminator Universe to Arma 3. Play as a survivor or join other survivors to form the resistance. We will try to provide the tools to do so in an open world sandbox game mode. T-100, T-600 or T800 will not be the only units that the player will face in this mod, along with Hunter Killer Aerials, Interceptors or Drones will be at the arsenal of Skynet. Even the mighty Goliath Tank will be chasing down any human life form. T-600 (WIP) Key feature that we plan to implement: * Open world sandbox * Database Hive for player progress * AI controlled Skynet units * New Island featuring a North American City after the nuclear holocaust Building (WIP) by GiorgyGR We are recruiting! Recruitment thread: Forum Thread Our dev team is slowly growing, but we are in need of people that could help us with the follwing: *** Model / Unit creators: 3D - OXYGEN - Texturing - Scripting **** texture specialists ** Weapons creators - 20th century weapons & gear + futuristic weapons *** Object creators - buildings and other atmospheric items - destroyed ruins - destroyed City buildings *Animation for individual/custom skeleton (Terminators require some revamped skeleton basis) ***Credits*** Special thanks to the community, people like Icewindo who helped with some model tweaks, mesiah and stalkerGB for answering all my annoying questions and everyone else. And everyone else showing me the legal approach ... Further Credits go to Marccom for the T-800 for ARMA 1. Special thanks go to XPETIT for inspiring regarding the Hunter Killer and the soon to show up Goliath Tank. (unfortunately his OFP Infantrie units lack of detail.)
  4. liukang168

    Terminator Rising (WIP)

    No updates? Yeah I am just 2 busy at the moment with my company. Will be back in November ... Wish I had a dedicated modding team ...
  5. liukang168

    Terminator Rising (WIP)

    Just before I leave for the next 3 weeks i wanted to post 2 more screens. Its been a hard week for me learning this UV-Mapping and texture making. Though this is my first result of the more complex model. Its just the very first screen after working myself though photoshop. I know there are lots of errors, missplaced or badly alligned, bad scaling of the normals ... I ll get on this as soon as I am back. But here ... see you in a few weeks. P.S. 19.800 polygons / 4k AO Map / plus Normal maps ... no colour map yet ... no time! Skynets Hunter Killer (HK 500) ...
  6. liukang168

    Terminator Rising (WIP)

    We might evolve to this timeline on a later stage of the development. I like them all, but for the beginning as well for a start the Salvation timeline is more suitable with arma.
  7. liukang168

    Terminator Rising (WIP)

    You are damn right, uvmapping them is a hell of work. We are at the moment optimizing the Terminator models. ... so many surfaces. We are on it. We need to find a compromise between realism, functionality in aspect of animation, visual and performance engine wise. Most of our terminators have around 250k-500k polys so this needs a proper clean downgrade ...
  8. liukang168

    Terminator Rising (WIP)

    Now I got a plasma rifle... ho ho ho M95 - Plasma Rifle Please bear in mind this is just a learning model i made for texturing ...
  9. liukang168

    3Dsmax ArmA2 modding toolset

    Hi I am using 3ds max 2015 and 2014 ... i had a work around. It seems like the path is hardcoded. I copied the armatoolbox content into the folder where it is looking for it ... C:\Program Files\Autodesk\3ds Max 2010\scripts\ There i moved the hole armatoolbox...
  10. liukang168

    Terminator Rising (WIP)

    Yeah exactly. We will work on the mod itself once we got 1 air & land vehicle as well as the terminators ready. Still need to gather more information about possibilities.
  11. liukang168

    Terminator Rising (WIP)

    Yeah same here! ^^ Almost done with the high res model of the Hunter Killer ...
  12. liukang168

    Terminator Rising (WIP)

    Hello everyone, i have been working on a remake of my HK 500 flight unit. This is what turned out after a few days ... underbody and decals still need to be done. But here a sneak preview ...
  13. liukang168

    Terminator Rising (WIP)

    The Terminators is not much of a problem, as we already got them walking. You are right anyhow. As we do not have an organic mesh that is moving with the body parts, sometimes it looks "weired". My main problem at the moment is the texturing part, the animation coding or rigging of the model is not. We simply lack of mod members. But we will see... At the moment its 2 guys that are actively working on the models, we got some other members but ... they seem to be very quiet. P.S. Its rather Model is one thing, animation the easy and texturing the horrible part :D
  14. liukang168

    Terminator Rising (WIP)

    T-700 ... and here in relation to each other ... from left to right T-600, T-700 and T-800
  15. liukang168

    Terminator Rising (WIP)

    This will be a T700, the models for t800 and t600 are already setup. Here is an overview of our models in the making: http://www.terminatorrising.com/forum/index.php?threads/the-making-of-tr-mod.37/#post-292
  16. liukang168

    Terminator Rising (WIP)

    well we rather stick to the Terminator Salvation timeline ... at the beginning ... these uniforms are 2029 ...
  17. liukang168

    Terminator Rising (WIP)

    Allright some more work in progress ... T-700: and the Skynet Transporter: Reference Picture Our first try to generate the model:
  18. liukang168

    Terminator Rising (WIP)

    Thanks, yeah i think the Zeus might be something to get started with ...
  19. liukang168

    Terminator Rising (WIP)

    Some more wip: Almost ready to export to o2, texturing and than the config... **edit: just saw that the render forgot some bits ... 2 late now SKY_drone:
  20. liukang168

    Model.CFG - Wheels do not turn

    Model.cfg from sample car of the arma 3 tools (steam) class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class civil_car: Car { skeletonInherit="Car"; skeletonBones[]= { "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide", }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6", }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection="glass5";source="HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class Test_Car_01: Car { skeletonName = "civil_car"; sectionsInherit = "Car"; sections[]= { "Camo1", "Camo2", "Camo3", "body", "karoserie", "palivo", }; class Animations: Animations { class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;}; class wheel_1_2_Damage: wheel_1_2_Damage{offset1=0.18000001;}; class wheel_2_1_Damage: wheel_2_1_Damage{offset1=0.18000001;}; class wheel_2_2_Damage: wheel_2_2_Damage{offset1=0.18000001;}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad 70); angle1=(rad -70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=28; angle0=0.17453299; angle1=-3.141593; }; class IndicatorRPM: Rotation { type="rotation"; source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; minValue=0; maxValue=7500; angle0=(rad 0); angle1=(rad 250); }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class damageHidedoor1:damageHide { selection="door1"; }; class damageHidedoor2:damageHide { selection="door2"; }; class Glass5_destruct { type="hide"; selection="glass5"; source="HitGlass5"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Wheel_1_1_Damper: Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; };
  21. liukang168

    Terminator Rising (WIP)

    Thanks guys, sorry we are so slow. We could really use a hand :) If anyone interested in helping our team PM me ...
  22. liukang168

    Terminator Rising (WIP)

    Hey fellas, its been a while but we are still working on it ... here some WIP of the new t800 and the goliath tank ...
  23. liukang168

    Terminator Rising (WIP)

    Website is back online ...
  24. liukang168

    Terminator Rising (WIP)

    Here some WIP pics of the T800 with the m95 plasma gun ... MODEL T800 by Marccom: Model Port has been allowed by BIS Community under the policy of implied permission. Marccom has left the community and can't be contacted for whatever reason. Marccom is to be fully credited for this model. If he ever returns to the community and decides to deny the permission to use his work, then this t800 model will be removed. We are working on a new t800 model ... Marccoms model is a place holder ... and the core of our inspiration for this mod.
  25. liukang168

    Terminator Rising (WIP)

    Ok here are the pics hopefully brighter ... Sorry the aspect ration, but i work on 5904x1080 resolution .... ---------- Post added at 07:19 ---------- Previous post was at 05:35 ---------- Can you see the pics better now?
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