WIP-M1911 A1, Colt .45 from the OFP. |
WIP-M1911 A1, Colt .45 from the OFP. |
Apr 30 2009, 23:10
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#1
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, i've added some red shiny red dots to the M1911's sights and also made the
sight FOV wider, to adquire and chase moving targets, i hope that you like it. -=WIP-M1911 A1 v0.96 Armedassault.info Mirror=- -=WIP-M1911 A1 v0.96 Armaholic.com Mirror=- On Daytime: By Night: Let's C ya This post has been edited by wipman: May 2 2009, 11:51 -------------------- |
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Apr 30 2009, 23:46
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#2
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New Member Group: Members Posts: 8 Joined: 17-December 08 Member No.: 4,720 |
Very cool............
Nice work Wipman |
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May 1 2009, 00:01
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#3
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
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May 1 2009, 07:33
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#4
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Junior Member Group: Members Posts: 16 Joined: 28-October 07 From: Ghent, Belgium Member No.: 1,559 |
Hi wipman, great looking m1911,try'd it out and weapon looks fine when put in cargo but ammo is a problem,when puth in cargo its says: no entry'bin\config.bin\cfgmagazines.7rd_45cal_wip'. didn got to chance to fire it yet but looking really good Keep it up.
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May 1 2009, 10:34
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#5
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, i don't know what could be the problem, but the magazines names is: "7rnd_45cal_wip".
You must have some addon or Mod conflicting with it's ammo class, but i don't know which could it be; sorry. Im glad that you like the gun. Let's C ya -------------------- |
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May 1 2009, 11:15
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#6
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Junior Member Group: Members Posts: 16 Joined: 28-October 07 From: Ghent, Belgium Member No.: 1,559 |
Yep forgot the little"d" in 7rnd_45cal_wip, works fine now,thx for headsup, cya later.
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May 1 2009, 11:34
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#7
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
Wipman did you make the NV texture with the scanlines?
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May 1 2009, 13:12
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#8
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, yeah man, i did it in the PS, for add some better shape to the screenshot, it looked very poor without it. Let's C ya
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May 1 2009, 13:19
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#9
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
Looks cool
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May 1 2009, 19:21
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#10
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
is the barrel animated man?
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May 1 2009, 22:53
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#11
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, no man, the barrel do not rotate, moves upwards or downward; the only animated things are: slide and hammer. But... the hammer do what it wants, i
don't know how to make it move as it should, so it gonna remain as that. But the barrel don't moves. Let's C ya -------------------- |
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May 2 2009, 11:17
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#12
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
Hi, no man, the barrel do not rotate, moves upwards or downward; the only animated things are: slide and hammer. But... the hammer do what it wants, i don't know how to make it move as it should, so it gonna remain as that. But the barrel don't moves. Let's C ya We have discussed the animations lately at OFPEC (link). May be you find some thing usefull in that thread. I noticed that the reload on some weapons is linked to a "ammo-belt"-rotation. So the reload may increase 1/magsize for each shot. A full animation may be implmented by using a maxvalue=0.999999/(MagSize) plus sourceAddress = "loop"; in your model.cfg (according to Gnat). This post has been edited by modEmMaik: May 2 2009, 11:28 |
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May 2 2009, 11:54
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#13
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, sorry modEmMaik but i don't understand that scripters language man, it's as egypcian geroglifics to me or as the chinese or jap pictorams. Let's C ya
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May 2 2009, 15:44
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#14
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Member Group: Addon Maker Posts: 75 Joined: 13-August 08 Member No.: 3,904 |
Hi, sorry modEmMaik but i don't understand that scripters language man, it's as egypcian geroglifics to me or as the chinese or jap pictorams. Let's C ya No problem, I have modified a standard BI example M9 to have animated slider, hammer and trigger by Gnat's definition: BI-M9 animated Feel free to check the memory LOD and the defined animations in the model.cfg, if you want to. Although those animations are so fast, you need a slow motion to detect them (except when the mag is empty...) BR, mike This post has been edited by modEmMaik: May 2 2009, 17:21 |
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May 3 2009, 13:39
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#15
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Senior Member Group: Members Posts: 282 Joined: 19-December 06 Member No.: 476 |
Hi, i've try your M9 and looks well done, sadly i don't know how to do a slow motion camera to check the
anim, but anyways, well done; i think that the slide should go a bit more backwards with each shot and when it's empty, the space of the chamber is not enough for a 9mm PARA bullet, here it's an example: M9FS: About the anims coding... still beeing voodoo for me, when i look at the cfgmodel i begin to hear the Body Count's song in my head "If you ever go down to New Orleans.. you might see and ol' lady..." so take a look at the coding don't really helps someone as townfolk as me, but thanks anyway. Let's C ya -------------------- |
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