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Found 3 results

  1. This model was made for Arma 2, can you believe it? Still looking great so many years later. My biggest respect to whoever made this. APL C-130 Modding/learning ressource Here you can download the source files for a simplified version of my A2 C-130 port. With these files you can make your own C-130 mod in a few steps. Even for existing C-130 mods it may be worth having a look as this includes modified textures, materials and a more detailed shadow LOD mesh among other things. Credits: Aplion - for Arma2- Arma3 port tutorial (I would not have been able to get into modding without that!) BIS for this C-130 and the APL Sample Files Tetet for fixing physX after that nerf several years ago. This is perhaps the best implementation across all of my mods. Adapted and ported by [Dust]Sabre License: APL Arma public license. (=Attribution, Arma only, Noncommercial) Don't ask me if you can use it. You can, that's the whole point of this addon. Happy modding. Downloads: Source Files V3.2 Workshop Link Important note if you want to extract parts of the model to update your existing C-130 mod: The models position is shifted compared to the A2 default model as I prefer to center the model around it's RL CoG. The original placing in the 3d space (which probably was done for good reasons) irritated me too much. Compared to the default A2 model the coordinates have been shifted by: X = 0, Y=-3, Z=2. Just do the opposite if you need and everything will fit nicely - or simply shift your model and all LODs the same way . Do not forget to activate "apply to all anims" and to "apply to all LODs" for an easy 1 click update Here is a guide how to integrate this into other mod environments or how to make a separate non conflicting stand alone version: Prerequisites: You need to have installed and set up the Arma Tools and your P Drive and all of that. Some experience with the tools like addon/object builder is required and I won't go into detail here. 1. First you rename the mod folder from apl_c130 to your modder prefix or mod projects prefix, let's call it ymp_c130 as example. For my old mod it was sab_c130. Nowadays I add another sub prefix to specify the mod I am working on. For sabres military aviation mod for instance it would be sab_ma_c130. This step is mandatory. Since you only type the name once or twice and then either copy/paste or let search/replace do the rest it doesn't really matter how long they are. 2. rename all file prefixes, for example "apl_c130_body_co.paa" to "ymp_c130_body_co.paa". I consider this to be good practise and it will make things a lot easier later. Sometimes the truly lazy way is to spend one or two extra minutes in the beginning. This will prevent file conflicts and reduce the chance of pasting the wrong texture over the wrong plane if you juggle many different addons. It also helps with readability, you will be able to find specifc textures or files much quicker if they are set up orderly. Feel free to skip if you're not a lazy person and want to do extra work down the line : ) 3. Open all textfiles with notepad++ or with something equivalent (all hpp, cpp and rvmat files). If you did step 2 correctly - you now have the option to mass rename everything in one click. Search/replace all open files: search "apl_c130", replace with "ymp_c130" (or in my case "sab_ma_c130"). Everything will be updated correctly. if you skipped parts of step 2 you have to at least change the root file paths, the model name, its reference in model.cfg, the path in config.cpp, all relevant classnames, unit[] entries and so on... 4. Open the C-130 p3d with Object Builder, in Menu Tools you can find Mass Texture & Material renaming, copy the following into the first line: apl_c130\apl_c130* this in second, adapt the prefixes as needed ymp_c130\ymp_c130* This renames all paths and filenames in one click 5. in all visual LODs fix the propeller blur proxies (in named selection list, rclick and reassign the p3d file). Ideally fix the first visual LOD, then simply copy/paste the 4 blur proxies into the other LODs (after deleting the old proxies). Do th same in Wreck LOD: reassign the wreck proxy to fix its path. Always make sure to open files from P: drive and not C : drive. 6. Open the other p3d files and fix the paths of their textures and materials (here it's only propeller blur and wreck model) 7. build your addon Optional refueling system ressources (not included in the APL-C130)
  2. 1st Special Tactics Squadron (USAF Realism) Motto: "No Mission Too Difficult" Nickname: "Shadow Slayers" Who We Are: Established in June of 2013 and revived by the original Squadron Commander, the 1st Special Tactics Squadron is an Arma 3 MilSim unit that focuses on recreating the training, tactics, and joint-unit/service operations that real Battlefield Airmen experience all around the world in combat. Squadron Organization: We follow the real structure of a Special Tactics Squadron, which has a small Headquarters element (example, a Squadron Commander and Squadron First Sergeant) and 2 or more Flights. The Flight consists of two or more Airmen as a minimum and is more typically 2 or more Elements ("Squads" in Army and Marine Corps terms). AFSCs Enlisted AFSCs are as follows: 1C2X1- Combat Control (CCT) 1C3X1- Command Post 1C4X1- Tactical Air Control Party (TACP) 1N0X1- Operations Intelligence 1T0X1- Survival, Evasion, Resistance, and Escape (SERE) 1T2X1- Pararescue (PJ) 3N0X2- Broadcast Journalist 3N0X5- Photojournalist 3P0X1- Security Forces Officer AFSCs are as follows: 10C0 - Operations Commander 11SX- Special Operations Pilot 13CX- Special Tactics Officer 13DX- Combat Rescue Officer 13LX- Air Liaison Officer 14NX- Intelligence 31PX- Security Forces 35PX- Public Affairs Training: For new Trainees, they will go through Basic Military Training to prove that they are capable of operating maturely and responsibly as a member of a team within the Squadron. Once accepted, our new virtual Airmen go through a realistic recreation of their AFSC-specific Technical Schools. Officer Trainees will go through the Officer Training School and their AFSC-specific follow-on Schools/Courses. We also have advanced training that includes the Army's Airborne Course, Air Assault Course, Pathfinder Course, and Ranger School- just to name a few. Apply at: http://1ststs.enjin.com/home Mission: Conduct global special operations missions ranging from precision application of firepower to infiltration, aviation, foreign internal defense, ex-filtration, and resupply and refueling of SOF operational elements. Applicant Requirements: Must be 18+ years old (exceptions can be made) Must have ArmA 3 Must have TeamSpeak3 Must have Task Force Radio If you have questions, are interested in joining, or would simply like to request the assistance of the 1 STS- please feel free to message me here, or click the link at the top of the page and register on our forums to ask me there.
  3. Hello, you might be interested in how to use APL-SA-licensed 3rd-party content in your contest entries: Winning a prize in the competition could be considered commercial use. You can NOT include any 3rd-party content in your submission that is licenced for non commercial use only (e.g. under Arma Public Licenses or Creative Commons Non Commercial Licenses) without consent and specific license from the 3rd party. Bohemia Interactive grants license all participants in MANW to use its licensed data from http://www.bistudio.com/english/community/licenses/licenced-data-packages in the contest, as well as to use Arma 3 and Arma 3 Tools to create competition entries. To sum it up, you are free to use Bohemia's data for the contest, but you ALWAYS need to obtain 3rd-party's permission from anyone else. In case of APL-SA, the license's requirements apply even for the Make Arma Not War contest entries (Attribution, Non-Commercial, Arma Only, Share Alike).
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