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Jove Chiere

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About Jove Chiere

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    Lance Corporal

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    Barcelona, Spain

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  1. I have created a new thread for the heads (the mod has expanded so much that it requires one). This will continue for the Seattle and South Asia terrains. Sorry for the inconvenience! 🙄
  2. Jove Chiere

    ToH Characters

    New faces, require new heads... Version 1.220 I've started to work on it and to give a little more difference to the faces of Arma 2, I'm adding new head shapes and correcting some others. In today's patch, I'm adding minor visual corrections and above all, 2 new very striking heads. I'm also working on a secret, but if you pay attention to the images you'll soon figure out what it is. Thank you all for your support (especially in those great Twitter images), I will keep working for you.
  3. Jove Chiere

    ToH Characters

    Here they are, five unforgettable companions! Version 1.200 The best comrades we would all like to have next to us on a mission (well, maybe not Rodriguez, not really...) and they are ready to go into battle again. Using the CUP mod, in the United States Marine Corps faction you can find their bodies fully equipped, simply by changing the face of the character's identity you will have them ready to fight. From left to right. 1st Sgt Patrick "8-Ball/Baller" Miles SSgt Brian "Scarlet" O‘Hara MSgt Matthew "Coops" Cooper Sgt Chad "Robo/Robot" Rodriguez SSgt Randolph "Ice Cold" Sykes Enjoy!
  4. Jove Chiere

    ToH Characters

    Old friends return to South Asia and Takistan. Version 1.100 20 new faces from Arma 2: Operation Arrowhead and Take on Helicopters for your missions in Arma 3. Clothes, Weapons & Vehicles from the CUP mod.
  5. Faces of Bohemian Interactive for Arma 2 & Take on Helicopters ported to Arma 3. The new ToH characters mod, including the faces that appear in ToH adapted for Arma 3, have their limitations as they are textures from Arma 2. But it has been adapted and created the necessary textures to look as good as possible. Due to the number of requests for new faces of Arma2, Arma 2 Operation Arrowhead, Arma 2 British Armed Forces, Arma 2 Private Military Company, Arma 2 Army Of Czech Republic... I have expanded the project so much that I am opening a new thread. Sorry for the inconvenience. It currently includes 146 ToH/A2/A2PMC/A2OA faces ready to be played. https://community.bistudio.com/wiki/Arma_2:_CfgIdentities You can download from now in Workshop, enjoy: @ToH Characters https://steamcommunity.com/sharedfiles/filedetails/?id=2170387941 (Available via WorkShop). https://www.armaholic.com/page.php?id=36264 (Available via Armaholic). Todo.txt @ToH Characters Known Bugs: -Quality flaws in NOHQ that give a very bulky feel to human skin. Any advice on the old faces of A2 or ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Arma 2 & Take On Helicopters is made by Bohemia Interactive. based on Public Data Pack
  6. @Tova and I, we talked about this long ago... there are numerous problems, in addition to the overload generated by high polygon buildings. In principle, it's not in my immediate plans. Besides, I'm more of a graphic designer than a programmer, it's complicated for me.
  7. Hi @starlord1214, I have versions of the roads, one with all possible roads on the map (including streets and side roads) and one that only includes highways, main roads and major streets. But both are too much for the Arma 3 engine, too unstable. https://imgur.com/a/HOBo7DU I'm planning to add the roads as an external file that can be used or not depending on the players.
  8. A huge job @Aradol... Congratulations by a Base Aerea extraordinary. 💪 When you play with infantry, recommend the mod of @ANZINS Terrain to give more quality to the terrain.
  9. Jove Chiere

    Arma 3 Aegis (Beta)

    Hi AEGIS... In the Russian faction, I love the designs. I wanted to suggest a version of the regular troop in Urban would be easy to make and very interesting. Good luck with the project, there is a very clean and high quality Mod.
  10. A new small update but that also changes small interesting details. I hope you like it, Happy weekend. See you in the clouds.
  11. The problem is more in the model than in the field, I explain. The center of a model is usually allowed to self-center according to size, this is currently used a lot in Arma 3. But formerly in ToH the variable "Autocenter = 0" was used to avoid that the model of a building could focus on one position erroneous to the desired modeling. And for that reason the buildings do not fit. You can deactivate this Autocenter option by replacing the model within the map's own config.cpp. Example: class Land_House_C_1_EP1; class Land_House_C_1_H : Land_House_C_1_EP1 { autocenter = 0; }; But the problem is that the doors and other elements are not placed in the desired position. The fact of replacing the buildings in the Terrain Builder, for now I do not contemplate the option of touching the .WRP.
  12. Well @lato190... These tests have already been done, with CUP and JBAD. The problem is much deeper, since CUP models use self-centering and those of ToH do not. For that reason the models do not fit and the buildings appear moving. Even canceling the self-centering value, the doors appear badly throughout the map. It has a bad solution, you should edit the buildings from the Terrain Builder, and that is very intense work.