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ToH Characters Faces of Bohemian Interactive for Arma 2 & Take on Helicopters ported to Arma 3. The mod of the ToH characters, including the faces that appear in Take on Helicopters, Arma2, Arma 2 Operation Arrowhead, Arma 2 British Armed Forces, Arma 2 Private Military Company, Arma 2 Army Of Czech Republic... adapted for Arma 3, have their limitations as they are poor quality Arma 2 textures. But they have been adapted and the necessary textures have been created to make them look as good as possible. It currently includes: 👨180 & 👩45 TkoH/A2/A2OA/A2BAF/A2PMC/A2ACR faces 💆♂️18 & 💆♀️7 heads ready to be played 🦲+5500 Combinations for AI https://community.bistudio.com/wiki/Arma_2:_CfgIdentities New story characters! I've started a new project in the MOD, it's about bringing these faces to life in the Armaverse. So, I'm creating story characters that can be used in missions or campaigns to create new and exciting scenarios. In addition to the character, I am adding a brief description of them, to give possible ideas of what or who they might be. How to do a face conversion from A2 to A3? Some people have asked me where is the difficulty in taking some textures from Arma 2 and adding them to Arma 3. Well, behind this mod there is a lot of technical and artistic work. Given the amount of faces that existed, I looked for a way to automate the process to some extent and thus be able to work with such a volume of faces. It is not a simple copy and paste, as it requires a total deconstruction of quality and detail in the faces of A2. You can download from now in Workshop, enjoy: @ToH Characters https://steamcommunity.com/sharedfiles/filedetails/?id=2170387941 (Available via WorkShop). Todo.txt @ToH Characters Known Bugs: -Some textures could be improved. -Women's bodies. 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
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I'm not sure how many people are still interested in tackling this subject.But I thought I'd put these tutorials out there,on the off chance that they may be of use.They aren't doing much good sitting around on my Hd. They revolve around version 2.49b of Blender.I'm familiar with,and use newer versions,but they don't have Vektorboson's excellent P3d scripts.Check out this thread from Sanctuary for more information. Although you can get the model into O2 with uv co-ordinates intact,without exporting to P3d, it's a lot handier to go straight in.As you can unwrap/map,paint and even weight your model in Blender.You can also use layers to create meshes for Resolution,Geometry,Fire geometry, Viewpilot etc.Unfortunately mass and proxies aren't exported and textures need to be redirected. So O2 is still required to take care of this,and finalise the model.Only a small limitation as far as I'm concerned. :) The tutorials also have a particular slant to them.As they were originally intended for members of the Wh40k mod.But that shouldn't make it any more difficult to follow.The processes can be applied to any modeling project. If you find yourself in any difficulty,then let me know,and I'll do my best to sort you out. This link should remain active for 30 days. Tutorials.7z Notes: If you're going to import an existing P3d,to check scale,then make sure you hit CTRL-A. And apply scale and rotation to objData.This should ensure there's no scaling issues on export.
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Hi test pilots! We are finally rolling out our beta patches for TKOH :) Be aware that these are experimental patches, and should only be installed if you are willing to encounter potential crashing and broken features. :icon_exclaim: Please visit the official website for more information. Changelog:
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Hi fellow scripters, Initially we had hoped to release the major upgrade to our scripting technology with Patch 1.03, but we were not able to get it fully implemented in time. Therefore we're pushing the ability to use Java to the next patch Java is available since beta patch rev. 89707 (documentation) Why is this awesomeâ„¢? Using a widespread, proven and robust language with loads of documentation and tutorials. Using IDEs such as NetBeans and Eclipse for development and debugging. Using Object-Oriented programming architecture and design. Using generally much higher performance script execution. Using many standard Java libraries instead of reinventing the wheel. Note: this will not replace SQF scripting, so the transition should be smooth.
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I checked this thread and was not sure anyone mentioned this so here goes. I have been searching out emulators for ZX spectrum / Arcade / Amiga 500 mainly and found some good sites. First of all MAME works out of install with many arcade roms for all old classic cabinet arcade machines: MAME (arcade) can be downloaded here: http://mamedev.org/updates.html Games for install "Roms" (you place them in the "Roms" folder and let the software validate them) http://www.freeroms.com/mame.htm Amiga (winaeu) can be found here: (click alphabet) http://www.rom-world.com/dl.php?name=Amiga&emulator=yes Games: http://www.freeroms.com/amiga.htm ZX Spectrum http://www.worldofspectrum.org/ Games: http://www.worldofspectrum.org/games/a.html Having some fun playing Way Of The exploding Fist, Lesuire Suit Larry, Outrun, and simply laughing at some of the games I loved in my school days.
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createDiarySubject and pictures
ZNorQ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, In the wikipages the createDiarySubject says the script command may take a picture parameter; person createDiarySubject [subject,display name,picture]; However, I can't seem to make this work. I know the path is right; The following script command do work, and I use the same path reference in the above script cmd; player createDiaryRecord ["Diary", ["Intel", "Informations gathered.<br /><img image=components\res\gfx\_delete_\flag_indep_ca.paa' />]]; ZNorQ -
Yes, I'm another guy stuck at Mission 09: Shakedown. The older threads have no answer to my problem, so here goes. SPOILER ALERT: obviously, stop reading if you haven't reached mission 9 yet ! Thanks !
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Beta patch rev. 97057 released (1.05 / 1.06 required!) Changelog: This beta patch is fully aimed at solving the failed registration issue.
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I see pre-orders are getting a cool hat. Since I pre-pre-ordered I expect to get 2 hats. Any chance? Jokes aside I want a hat, how can I get one?
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Take On Helicopters: Rearmed has been released today as part of Downtown patch (1.06)! It will automatically and seamlessly merge TKOH with a lot of our previous releases, should you have legitimate copies installed A special mention and thanks go out to Kju for his work on getting this initiative up and running! Some examples of what this means: Flying in different sceneries, such as (with improvements like clouds and lighting) More civilian vehicles, characters and environments to use in scenarios Taking on the massive Arma ORBATs in the newly released Hind No messing around with copying PBOs or other manual merging tasks (install the patch, start TKOH, enjoy the best of both worlds) Notes: We cannot make all content compatible, so e.g. missions may not work well when running the data from TKOH (simply run OA or CO itself). We are not upgrading old content to include TKOH features, such as the new getting animations, interactive cockpits, Picture-in-Picture, etc. Old helicopters do not magically get a TKOH-spec flight model, so they will fly as in A2.
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- arrowhead
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Hi there Community, It has taken a while to go through testing and getting rid of some nasty issues, but you can now officially upgrade to version 1.06 using the Downtown patch. We hope it will significantly improve your flying experience and enhance it with all the added merged content! Note: a hotfix to address the MP key registration issue has been released. More info in the relevant thread. :681: Find a selection of download links on the official website. Important Information This patch is for non-Steam versions of the game, requiring any version from the initial retail release v1.01. The lite version can be installed from v1.05 only. The full version can be installed from any version starting at v1.01. Steam and other digital platforms will be updated automatically as soon as possible. Patch Highlights Take On Helicopters: Rearmed Disappearing cockpit bug fixed Stability and performance tweaks merged from Arma 2: Operation Arrowhead Changelog
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TKOH Patch 1.06 - Release Candidate 3
DnA posted a topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
Downtown patch (1.06) has been released officially! We hope this is the final Release Candidate of Downtown Patch (1.06), including Take On Helicopters: Rearmed. The RC only works from the 1.05 patched version. The changes from the previous RC are: Fixed: ambient traffic was not always visible from cockpit view Fixed: applying wheel brakes on non-RTD helicopters could cause a crash WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.06 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! Highlights: Take On Helicopters: Rearmed (merging content from A2 & OA) Disappearing cockpit bug fixed Stability and performance tweaks merged from Operation Arrowhead Direct download from bistudio.com MD5: 874F57AF950FC3AAD9D13642F1A610BD ReadMe: -
I have been playing Arma CO for about a year now and have accumulated a lot of mods, ranging from effect changers to units and vehicles. It has always annoyed me that In the editor they are all over the place. Is there a way to sort them in to main -> sub -> item such as (Blufor -> Mods -> all the mods in the normal sub faction - air, armored, land, unit, static)?. Please help this would be much appreciated :)
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TKOH Patch 1.06 - Release Candidate 2
DnA posted a topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
Downtown patch (1.06) has been released officially! You can now download a second Release Candidate of Downtown Patch (1.06), including Take On Helicopters: Rearmed. The RC only works from the 1.05 patched version. Unlike the previous RC, this one should also merge Reinforcements. When reporting issues with automatically merged content, please define exactly which products you have installed. Thanks! WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.06 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! Highlights: Take On Helicopters: Rearmed (merging content from A2 & OA) Direct download from bistudio.com MD5: 41A0EB69E3C368B805437796D9531390 ReadMe:- 23 replies
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Beta patch rev. 96166 released (1.05 required!) Changelog: We hope this fixes the cockpit disappearing issue. Those of us who could occasionally reproduce it, no longer can. The nighttime artifacts and crash are much harder, as they seem related to specific HW or drivers.
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TKOH Patch 1.06 - Release Candidate 1
DnA posted a topic in TAKE ON HELICOPTERS - BETA PATCH TESTING
Downtown patch (1.06) has been released officially! Today we present you with a Release Candidate of Downtown Patch (1.06), which also includes Take On Helicopters: Rearmed. This version only works from the 1.05 patched version. We are mostly looking for showstoppers (e.g. installation errors). As opposed to previously released beta patches, this should automatically enable the merged content. WARNING :eek: This update will modify your existing game installation. Rollback to previous version is not possible. Upgrading to the final 1.06 patch also may not be possible. It is recommended to back up your full installation folder and profile folder first (you can restore those before applying the final patch). As always, use at your own risk. Thanks a lot for your support! Highlights: Take On Helicopters: Rearmed (merging content from A2 & OA) Direct download from bistudio.com MD5: AF6BAAE972B43352A8B5A0599A06749E ReadMe: -
Beta patch rev. 95741 released (1.05 required!) Changelog: This beta patch contains many recent merged fixes and technologies from Operation Arrowhead. It is not a full patch Release Candidate and does not contain the data fixes previously released in the 1.06 RC. We'd like to make sure the EXE is stable before we release the Downtown patch and Rearmed.
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Beta patch rev. 95741 released (1.05 required!) Changelog: We are still tracking and fighting both the cockpit flicker bug and the NVG CTD / artifacts bug, but they are particularly resistant :cylon:
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Hello, at the point in Bullseye where you are shot down, I cannot seem to land safely, I am roughly familiar with how to autorotate, but I don't even get the chance, no matter what airspeed/altitude combo I try, The copter just plummets, usually banking heavily to the right, before I get a chance to get the chopper into autorotation. The cyclic barely responds, and what little control I do have is no use becuse I'm achieving a rate of descent of 44 feet per second. If it helps, The blades become visible while im on the way down. What am I doing wrong? Flying around the ambush site doesnt seem to work, as the copter will take the hit anyway. Could I land in the water and then swim to the shore?
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Hi community! Today I am proud to be releasing a special little project that has been in the works on-the-side for a while: Take On Noisecontrollers - a FREE DLC for TKOH. You can now download the DLC and have a go at 14 new Time Trials which were specifically created to be very challenging. Do this with several uniquely designed Light liveries and the Noisecontrollers sitting in your helicopter. You’ll also get a 30-minute exclusive mix of tracks from their debut album E=nc2! Before anybody wonders why we are spending development time on this instead of other projects or patches: all work was done in our spare time, thanks to the kind efforts of some of our team members and the Noisecontrollers themselves. More details on this process in this behind-the-scenes blog :cool: jluMLyczMyM :dj:
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Take On Helicopters: Rearmed - Official at last
jedra posted a topic in TAKE ON HELICOPTERS - GENERAL
Does this mean we can talk about it again ;-) http://forums.bistudio.com/showthread.php?132627-Take-On-Arma Excellent news - a whole new thing to play with!- 76 replies
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Beta patch rev. 91893 released (1.05 required!) Changelog: This beta patch only targets the disappearing cockpit issue, so no other areas / data are different since the previous version. The issue has been fixed on our in-house hardware, but we'd like to know if that applies to you as well.
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I introduce you a new way to control your squad and rules of engagement . .this is just a part of the controls becuase this is all an work in progress. I've decided to make this mod (for me) and for all the people who want an easier and faster way to control their units. I think that it could be a usefull addition for gamesituiations that require a fastpaste command. my progress with project is pretty good so i think i can release this in the next few days (hopefully not weeks ;) ). I appreciate your ideas or tips regarding the design and the key binding of the interface.
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Beta patch rev. 91543 released (1.05 required!) Changelog: This is the first beta patch containing Take On Helicopters: Rearmed. Unfortunately one of its main features, automatic and smooth merging, does not apply yet. It does allow testing of the 'merging' add-ons, which will solve the compatibility issues as much as possible. Check the community Wiki for a quick guide on how to run Rearmed. Many thanks go to PvPscene and OMAC for their work on this! :ok: Also included are improvements to head-tracking and tweaks of the Medium flight model.
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We are curious about the implementation of TrackIR (and similar services), and which issues you find most important to get looked at for upcoming patches. Please let us know in descriptive posts those issues which restrict you from using head-tracking effectively. Feel free to link to existing posts or CIT issues. Thanks!