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evrik

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Everything posted by evrik

  1. Nicely done, Delta. Loving the running board emergency spaces.
  2. evrik

    3CB BAF Weapons

    Nice stuff, tupolov. Models look good.
  3. evrik

    3CB BAF Weapons

    That would great, Eggbeast. Thanks. Great screenshots btw.
  4. evrik

    3CB BAF Weapons

    Nice thought. It would be entirely cosmetic though. You couldn't actually stab anyone with it. If and when we ever finish adding in / upgrading the rest of the weapons, equipment, and vehicles we might add it in. Alternatively, if one of the mod team decides they want it, it might appear sooner. ;)
  5. Also, its almost a million polys. :wacko:
  6. evrik

    3CB BAF Weapons

    Yeah, its not the first time, nor will it be the last. We've issued take down notices to both. We appreciate the community heads up. :D
  7. evrik

    3CB BAF Equipment

    @khaosmatical: Appreciate what you are saying, but things like that are pretty far off priority at the moment. It is possible, but it would mean having another L86 LSW in the pack with a different mag as it is part of the model. The focus on the weapon pack is incorporating some new models that have been generously donated to us, adding sound tails and shot set sounds / sound shaders to all weapons so that weapon sounds change depending on their surroundings (inside a house for example) and over distance, and of course correcting some outstanding bugs (flash suppressor causing ear ringing with ACE3).
  8. evrik

    Sling Loading

    So, I've been correcting errors and updating the Hafm_arma2_uk_wheeled pack. It now outputs no bone errors or missing materials .bisurf problems in the report log. Memory points on the Jackal and Landrovers have been added and we can sling lift. The Huron can see the points and connect the lines. However, when you attempt to lift, if you do it slowly the Jackal just slides along the floor and the ropes extend until they snap. If you quickly throttle up and lift quite hard with the Huron, the Jackal does lift, but bounces upward before it then levels out below the helicopter. I notice this does not happen with the Hunters or indeed with the Landrovers in the same pack. It is usable as is, but I'd like to make it smoother. I am guessing the physics if off somewhere. It's almost as if there is friction between the ground and the model. Any ideas? Has anyone else tried to add sling points to an arma 2 model port and had the same issue?
  9. evrik

    Sling Loading

    Hi eggbeast. I believe the Jackal did have a physX lod added to the model before we included the Sling Loading points. However, I have added them to a M119 field gun ahead of creating the L118 for future BAF releases. I don't think it has a physX lod at the moment and it can be sling loaded. I will check tonight after work. EDIT: Just checked. No Geometry Phys lod on the model and I haven't done much to the arma 2 config yet apart from getting it to load into arma 3. I have added the sling points and: slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" }; In the config. It works. I can sling it below a Chinook. I know boats are slightly different as they have a Buoyancy lod etc... I would suggest maybe trying to add the points to another model first, before the boat to see if it works. If it does, the issue is related to the particular model.
  10. evrik

    3CB BAF Units

    Those are great. Thanks for sharing them. :D
  11. evrik

    3CB BAF Equipment

    Disclaimer: there is a reason why we don't usually allow Apollo to take the release / PR images on his potato-powered PC. :D
  12. evrik

    3CB BAF Equipment

    Please don't get too carried away, guys. Like I said, BAF packs are the priority and I am dependent on RHS pushing their next release so that certain things can be re-textured.
  13. evrik

    3CB BAF Equipment

    Sorry Apollo, I was citing the amount of work we currently have on going in the hope that people will understand why we don't leap on all of the requests. :D :D @autigergrad: The plan is to include civilians. I've been working on Middle East factions (army and militia), Eastern European (breakaway 'countries' and militia) and African (again, army and militia). Currently the Opfor of each are Russian-backed with gear and weaponry (vests, AK-74s), whereas the Indep versions of the same faction use AKM's and just have chest rigs etc... I am really waiting for RHS to release their update so that I can reskin the backpacks as the Russian ones don't currently allow for hidden textures. @HeroesandvillainsOS: Yes RHS will be a dependency for all of the reasons Apollo mentioned and more. As I stated earlier, the Opfor pack is primarily for 3CB - and we already use RHS - but it will also be released so that others can use it. It is second in priority to the BAF work though. That is our primary focus. I am just working on it when I have time. If I update the Dev website this month, I'll see if I can include some images.
  14. evrik

    3CB BAF Equipment

    We do have plans to add in smocks and webbing. However, as a small team, it is about priorities. Priority at the moment is to upgrade our weapon packs with new models / sounds / weapons / scopes - plus correcting a couple of bugs, then an update to our Equipment pack with the older camouflage patterns, vests, helmets, hopefully working holsters, beret requests etc... On top of that, we will be releasing the Commando mortar. Work on the Merlin is ongoing, and we have some fixes to push for the Apache that occurred after the most recent update to the game. After those, we want to get around to working on another ground vehicle (Land Rovers, Ridgeback etc...). Smocks and webbing will probably be scheduled for any future update to the Equipment pack. Parallel to the British packs, we are also working on some Opfor / Indep units based off of the RHS pack. This is primarily for our mission makers, however it will be released as well.
  15. evrik

    Boeing CH-47F V1.17

    That is really nice. Would love to get that in RAF colours. :D
  16. evrik

    3CB BAF Units

    @TheLimbo365 We will be re-sizing the Mk6 helmets from arma 2 and making general improvements on them (the glass in the goggles for example). They are larger than the Mk7 helmets, so we need to adjust them accordingly. Webbing is something we definitely want to do. We have a few WIP rough efforts, but it has been put on hold for the moment as the one modeller we do have working with us is focused on the M6 Commando Mortar at the moment. We have a lot of things we want to do, it is just about priority at the moment. If I was to guess, we will focus more on the webbing when we attempt to get our winter coveralls out. @Roofie: If you can link or PM me a good close up image of the regimental badge and the colour of the beret that you want, I'll see if it can be added to our next update.
  17. evrik

    RHS Escalation (AFRF and USAF)

    Great. Thanks for the quick reply.
  18. evrik

    RHS Escalation (AFRF and USAF)

    Quick question for the RHS team. I am busy working on an Opfor pack with RHS as a dependency. Do your T-series tanks make use of hidden textures to allow for reskins? I see them on the BMP, BTR's etc... but the T-72's didn't appear to allow it - unless I have overlooked it. Also, do the Russian backpacks have a 'camo' section defined to permit reskins? I see it on the US packs. Thanks.
  19. evrik

    3CB BAF Vehicles

    @HeroesandvillainsOS: We have spoken to Burnes in the past, and undoubtedly will again in the future. As for adding an MRAP, we have access to Cleggy's Ridgeback as he made it open source. We intend to upgrade it - similarly to the Jackals / Coyotes, and with some luck, add in a six-wheeled Mastiff as well.
  20. evrik

    3CB BAF Vehicles

    Not all of our source is. There are custom in-house pieces that we have added to the base models, models contributed to the pack (for example the L7 on the Jackal / Coyote) that come with permission restrictions (i.e. we can't give out the unbinarized source), and future vehicles that we hope to add are not based on any ported arma 2 content. For example, in our equipment pack, we have vests and weapons that have been created from scratch by people that have kindly given us permission to include their work. That is basically the reason.
  21. evrik

    3CB BAF Equipment

    Hmm, so it is the brightness that is the issue. My mistake. If that is the case, it must be the underlying texture files (.smdi, .as, .nohq) for the vest causing it as the same section of mtp pattern for the uniform was applied to all of the vests and other pieces of equipment. The MOLLE webbing strips and small pouches near the velcro section on the chest are purposely slightly different colours.
  22. evrik

    3CB BAF Equipment

    The reason why it is like that is because it tends to be like that in RL. The vest webbing / mtp texture appears different to the uniform:
  23. Hello, I am working with a side mission generator in conjunction with Alive to allow players to randomly spawn objectives across a map on a Public Server. As the server runs for days between restarts, it is important to keep the mission as 'clean' as possible to maintain server performance. I use the "call ALIVE_fnc_spawnComposition" to create small FOB's / outposts etc... around the objective. This all works really well. However, once the mission is complete, I can clear up the AI / dead bodies, but I have been unable to clear the FOB's / outposts. Is there an Alive command to despawnComposition or deleteComposition to remove whatever composition has been spawned in? Thanks.
  24. evrik

    3CB BAF Equipment

    It is. :)
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