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Tier1Voodoo

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Posts posted by Tier1Voodoo


  1. How about making a SAI AR15, mate? Just like in the Transformers: Age of Extinction. Nice in Black or Cerakote Brown (FDE). Here's some pics

    6loky8x.jpg

    BShkpKQCAAAgNlH.jpg

    SAI AR15 2.0, currently showing in SHOT Show

    994462_892183320826376_5059995727290646479_n.jpg?oh=61c760b0621df3146bdc0a9fbdba72b2&oe=5525FD23&__gda__=1428726502_0ca8f805ca0416976184b22d53bd7d56

    10458129_892768804101161_3817630730675439438_n.jpg?oh=11d050433be35d508ff1428ac9a6d3ac&oe=5557D81A&__gda__=1431767292_78cd9f6e1ab6f8ecf277d6e1bdc6c3f7

    10932252_1387862198186509_243699959_n.jpg

    10899473_839018012825392_1228058360_n.jpg

    Pretty much the same with Warsport LVOA (mostly, a lot of variants. Seen using KAC keymod RIS, Magpul CTR stock, B5 SOPMOD stock, Magpul ACS stock, mostly with Magpul RVG or Magpul AFG) the only difference is the receiver. The BCG is made of Titanium Nitride (TiN, yellow-gold color), custom charging handle. The SAI AR15 2.0 is kinda different, not much known about it now. More info can be seen in Salient Arms International's Facebook or Instagram.


  2. So, I've got a model of HK416. I decided to make the rail with textures. But, how to texture it? How can I organize which textures as the rail? This while time I only use solid color. If this one uses plain textures, of course the rail won't show up. Help anyone?


  3. Camo selections present? Explain me more mate, I'm a little bit noob down here lol. Bottom line, the error is the helmet won't let me have two versions (camo) of it. As I said above, the helmet will only take the file named "helmet.paa" as the texture (camo). So if I use the config as I attached above, there will be two helmet versions with the same camo. I spent hours yesterday tried to make this work but nothing worked. Is it possible that the helmet has "locked" its file path for the texture in the p3d? If yes, how to "unlock" it? For now, I'll try adding "_co" on the file name. Help me, mate


  4. G'day mate. So, I've tried to add some helmets in the game. I've got the model from a friend and the p3d has been binarized. I retextured it into 2 versions, AOR1 and AOR2. I named the AOR1 as "helmet.paa" (original name) and the AOR2 as "helmet1.paa".

    Then, I re-adjust the config. I added lines for 2 helmets in the config. I added hiddenselections etc. When I tested them, both of them came up, but with the same textures (AOR1/"helmet.paa"). I've tried to split them into two pbos but also failed. It looks like the helmet only accepts file named "helmet.paa" within the same folder name (pbo name) as the original no matter what I've done.

    My goal is having two versions of the helmet, not just one.

    Help anyone?

    enum {
     //  = 2,	// Error parsing: Empty enum name
    DESTRUCTENGINE = 2,
    DESTRUCTDEFAULT = 6,
    DESTRUCTWRECK = 7,
    DESTRUCTTREE = 3,
    DESTRUCTTENT = 4,
    STABILIZEDINAXISX = 1,
    STABILIZEDINAXESXYZ = 4,
    STABILIZEDINAXISY = 2,
    STABILIZEDINAXESBOTH = 3,
    DESTRUCTNO = 0,
    STABILIZEDINAXESNONE = 0,
    DESTRUCTMAN = 5,
    DESTRUCTBUILDING = 1,
    };
    
    class CfgPatches {
    class Operator_Helmet {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {};
    };
    };
    
    class cfgWeapons {
    class ItemCore;	// External class reference
    class InventoryItem_Base_F;	// External class reference
    class HeadgearItem;	// External class reference
    
    class Operator_Helmet : ItemCore {
    	scope = 2;
    	displayName = "Operator Helmet AOR1";
    	picture = "aor1.paa";
    	model = "\Opscor helmet\OperatorHelmet.p3d";
    	hiddenSelections[] = {"camo"};
    	hiddenSelectionsTextures[] = {"\Opscor helmet\helmet.paa"};
    
    	class ItemInfo : HeadgearItem {
    		mass = 40;
    		uniformModel = "\Opscor helmet\OperatorHelmet";
    		modelSides[] = {3, 1};
    		armor = 3*0.5;
    		passThrough = 0.8;
    		hiddenSelections[] = {"camo"};
    	};
    };
    
           class Operator_Helmet_AOR2 : ItemCore {
    	scope = 2;
    	displayName = "Operator Helmet AOR2";
    	picture = "aor2.paa";
    	model = "\Opscor helmet\OperatorHelmet.p3d";
    	hiddenSelections[] = {"camo"};
    	hiddenSelectionsTextures[] = {"\Opscor helmet\helmet1.paa"};
    
    	class ItemInfo : HeadgearItem {
    		mass = 40;
    		uniformModel = "\Opscor helmet\OperatorHelmet";
    		modelSides[] = {3, 1};
    		armor = 3*0.5;
    		passThrough = 0.8;
    		hiddenSelections[] = {"camo"};
    	};
    };
    };


  5. The original games spec ops helmets are Fast Ballistic. However I don't know about the Maritime version.

    I second this. It's worth noting that the Salient Arms AR15 is largely an LVOA. [ http://media-cache-ec0.pinimg.com/736x/70/99/37/709937c806c14946a0ef2d539c98b3a6.jpg ]

    As for my own requests, I have two;

    A Glock 34 (Preferably a Salient version as mentioned above), otherwise a regular one will do.

    And finally, a Crye Precision AirFrame helmet. [ http://www.cryeprecision.com/P-HLMM0106LG0/Airframe%E2%84%A2-Helmet ]

    Preferably with some tacticool shit bolted to it.

    SAI G34 is better though. I tried to make the textures for Massi's G17 to look like SAI G17 (I won't release it until I get Massi's permission) and actually it works. It's just a very simple retexture (I'm 15, lol). Also, I don't really know what's LVOA means. Mind if you explain it to me, mate? Crye Precisions AirFrame also nice, especially when added Multicam cover. Btw, the in-game default Spec-Ops helmet (ECH Light) is not Ops-Core FAST Ballistic. It's Ops-Core FAST Carbon. The original ECH is a MICH 2000 added with ARC-Rail.


  6. Nice gears, looking forward for it. Just saying, why don't you release things that's done first, mate? And use the p3d compiler that still compatible with ARMA 3 v1.0. A lot of addons I downloaded failed to work because the compiler version is higher than the game. My internet is kinda slow so updating it until the recent one takes a lot of time. Keep it up mate!


  7. I'm trying to port Sabre's M4 from ArmA 2 to Arma 3, but I don't know how (personal use only). I've tried to swap Massi's M4 model but the textures didn't show up. It's just like holding shadows. When I'd copied the original Sabre's @SOTG, the model showed up, the holo had textures, but the weapon was solid black. Anyone please help me

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