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indoorbradster

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Everything posted by indoorbradster

  1. Hello again, My P drive is having trouble, so my development is kinda slow the past few weeks. I'm still working on stuff including large multistory buildings, small gadgets used for missions, and overall ambient objects. But until I can fix my issue I won't be moving things in engine. :( Radio Box, should be good for mission makers. http://i.imgur.com/3Nm1BYZ.jpg (224 kB)
  2. You are using the script, Right? I'm not sure exactly how it does it, not very good with scripting. But you do need the Roadway lod, that I'm quite certain of.
  3. It's been really quiet on this front. I had some free time and decided to throw together another example of how attachtowithmovement could be used. This example uses Gac Train from Arma 2. Ported into A3 with AiA. The train script is quite clunky, but gets the job done. Sorry for the quality, I used a new format and I don't think YouTube likes it.
  4. I was thinking the same thing, definitely need props and objects like that. I would love to see an Invade and Annex style mission, with targets like cities, industrial locations, and then side objectives like pelican recovery and resource sabotage.
  5. I've checked out their mod, it's pretty cool. I like the map they're making, with the large jungle canopy. They've also added in some neat innovative stuff. As for the Frigate, it can't really use the flight model like their destroyer. The frigate is way too big and cannot move with players on the decks or moving around the insides. It will most likely be similar to the Aircraft carrier seen in Arma 2, where it is used to plan and launch missions from a static location. The only difference, is your doing it from the air.
  6. I do know that there is a cram mod, however i don't want to use their code without their permission, and also I really don't know how to configure it in O2. If someone knows a bit more about it, i'll hand over the model. There are four parts: the base, horizontal swivel, vertical swivel, and barrels.
  7. "Fat Bottom Girl" is quite a good name for it. If only it was "BFG". It's in game, but not functional, probably won't be until i understand it a bit more. http://i.imgur.com/cyF4Mof.png (651 kB)
  8. The hangar is looking good! I have something else that might be found at airfields, the M71 Anti-Aircraft Gun "Scythe": http://i.imgur.com/dhF7pjj.png (121 kB) http://img1.wikia.nocookie.net/__cb20130909170849/halo/images/6/64/HReach-M71Scythe-AAGT.png (556 kB)
  9. I'm excited to see it all come together as well. On a smaller note, my P drive dumped on me so I can't get alot done until a hotfix. Decided to switch to smaller objects that can be used in the maps. http://i.imgur.com/MLGBhAK.png based off of: http://costumedork.files.wordpress.com/2011/01/ih_odst_trade01.jpg (158 kB)
  10. It's a bit complex, but it should be possible.
  11. Thanks for your input :) , we've decided that having some bulkier armor would fit the era of TEI. We can see from multiple examples that armor gets smaller as it becomes more effective, so it makes sense that older armor is slightly bigger than later generations. I'll talk around to see about lowering the straps, perhaps that can help, they are sitting a bit high.
  12. Thanks everybody, Glad you're all enjoying it. Cannot wait for it all to come together.
  13. Another update for buildings, I decided to create a small area to simulate what we might see in the mod's future. This is New Mombasa based, a very urban area filled with narrow streets and a web of interiors that string together the city. http://cloud-4.steampowered.com/ugc/563268007987314950/18A4F0900D45807718EBD4014C2CEF21CED6ACA5/ (161 kB) https://www.youtube.com/watch?v=XITim_EZHsU Please note that all textures are placeholders
  14. OK, Hello again. Another minor update: NMLargeBuilding01: http://cloud-4.steampowered.com/ugc/563267372032572779/6BED1E8FF828DCB6BD4B6EA2C3D4A17BEC77CCBD/ (120 kB) The building is empty without some details, this is just the model, geolod, fire lod, and roadways. Interior: http://cloud-4.steampowered.com/ugc/563267372032573976/7FD9EE7BFEB18AFBFFFED18D2B912C1D97B98045/ (112 kB) Ground Level: http://cloud-4.steampowered.com/ugc/563267372032574814/76293510B70E0076EC29BD9F77A1C461742BB042/ (114 kB) Using a modular interior system, I'm able to create interiors quickly. This building still needs some lods applied then tex/mat applied. Concept used:
  15. Well it seems it depends on what the unit wants. It could be strategic in a combat zone to blow off the door, causing havoc in front and providing quick access out. Would be good to have both options. http://stream1.gifsoup.com/view/17468/bip-bap-bam-halo-3-odst-o.gif (2902 kB)
  16. Hello everyone, It's been awhile since I posted anything in the forums, so i decided to show some pics of what I've been doing. Orbital Elevator: http://i.imgur.com/aJL9wG5.png (175 kB) http://i.imgur.com/J7dA7rE.png (1698 kB) http://i.imgur.com/nXHtjoA.png (924 kB) UNSC Weapon Holder: http://i.imgur.com/NWLdX2Y.png (913 kB) Other Stuff like building rough drafts: http://i.imgur.com/QHJEuLF.png (968 kB) I'll have more later on, thought I'd post this now.:yay:
  17. Wow, the frigate already has so much detail. Epic.
  18. I got something in game, it only took a few hours to understand what was going on under the hood. http://i.imgur.com/O9VF8mt.png (1373 kB) No textures yet, still a bit fuzzy on that. Hopefully I can help with the environment and objects when I learn texturing.
  19. Some buildings I hope to make accessible. I'm planning on making buildings that hold different uses, like strongholds and sniper nests. Thanks, I need some help getting objects and structures into the game. I'm planning on making crates and boxes also. http://www.halopedia.org/images/thumb/7/7e/P425.jpg/800px-P425.jpg (110 kB) http://www.halopedia.org/images/d/d7/UNSC_Crates.jpg (235 kB)
  20. Okay, I was thinking of revamping buildings since those in Arma 3 don't really fit a 2513 interplanetary species. Here is a quick model I made, it's in bulldozer since I have no idea how to get it in the game: http://i.imgur.com/PXuzDmc.png (258 kB) Concept Piece: http://halo.bungie.net/images/Games/JKLSKESUDLD/concept_art/environments/Halo3-ODST_EnvConcept-07.jpg (1183 kB) For some reason converting the file caused it to flip, but it should be an easy fix.
  21. I think to teleport idea is a good step, having a network of hallways would be quite complex. Also, if the player can't survive the drop then scripting the drop should fix it with a simple handledamage false. The frigate will be a big part of this mod from what I can see. I hope everything goes smoothly in development and that maybe someone else can help with other aspects of modding that are unfamiliar.
  22. Looks okay to me, are the drop pods vehicles or are they static objects?
  23. Also I remember a guy that made models for Halo:CE a few years back. Martyn Lee Ball http://martynleeball.blogspot.com/. He released some of his models for the CE community to use, if you want you could try to contact him to see if he'd be willing to share some of his models. I do believe these are all his work, nothing is ripped so no worries. http://i58.photobucket.com/albums/g268/martynball/Finished_Pelican_Edit2.jpg (324 kB)
  24. I like that concept of marines. I also think this concept (http://fc06.deviantart.net/fs70/f/2013/274/6/e/unsc_army_trooper_by_lordhayabusa357-d6owe72.png) would be an excellent fit for the UNSC Army. Credit = LordHayabusa357 from DeviantArt
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