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Armed Assault Info Forums _ Addons - Work in progress _ Work in Progress thread

Posted by: JdB Oct 30 2007, 02:17

Thought I'd create a thread for people that are working on something which isn't complete yet, or that they want feedback on.

The Ithaca 37 was the second model I ever made, I've redone it now for the third time (IIRC). I am playing with the idea of starting a small "self-defense" mod, as I loved the mission in Resistance where you just had the Kozlice to defend yourself. Nothing much, just a few hunting rifles and maybe a hand gun or two.

2196 polygons (still need to run it through for optimizing though).

http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render1.jpghttp://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render2.jpg

I've decided not to post pictures on other large forums anymore, as alot of people are just plain rude.

Posted by: JynX Nov 9 2007, 04:12

looks pretty sweet, what program you use? I'm still looking for a free and easy to use one that uses most common formats.
Trying out Blender3D at the moment and using SketchUp for Architechture style design plots etc etc.

IIRC I have a CStorm model on my HDD on the desktop at home which I may put some pictures up of it untextured.

Modified Trabant from OFP

Roof Rack with board and mast pieces added.




Done back when I had the time to spend on anything. was done for the Trabant Addon by "Kalashinikov Productions" and I think we all saw where that went.....(well those of us on OFP.info at the time)
Beta can be found...somewhere
Would love to do more modeling though.
note: I do not and cannot texture my PS/GIMP skills are so limited it ain't true.

Posted by: Bracken Nov 10 2007, 22:56

Both look really good. Keep up the great work. Sounds like an interesting mini mod JdB.

JynX,
Not sure but I think JdB uses 3ds Max.
I've have been using blender for a little while, and I think it's very good also.

Know what you mean about texturing, as I have given it a big go myself, yet still suck ..will keep trying though smile.gif

/OT* Just had a quick look (atleast as quick as photography allows) over your D-art page and it is very impressive (imo). Some amazing skyscapes you got there makes me want to go over to UK. I'm using a D70s at the moment also (all ways used film so its my first digital), need to get some better lenses though. Kinda ran out of money so hopefully I can get enough soon glare.gif OT/

(Edit: Opps hope I was allowed to post in here without showing work)

Posted by: JdB Nov 10 2007, 23:23

QUOTE(Bracken @ Nov 10 2007, 22:56) *
Not sure but I think JdB uses 3ds Max.
I've have been using blender for a little while, and I think it's very good also.


Correct smile.gif

I tried Blender, but didn't quite like the interface, too messy (though that is more likely due to using MAX for more than 2,5 years now)

And yes, you're allowed to post here without showing work as long as the content of the post is on-topic.

Meanwhile, if people have some suggestions for hunting rifles, please post them and I'll consider the options. I've planned the Ithaca and Kozlice for now as well as the Colt 44 (maybe the 357 instead).

Posted by: Helping Hand Nov 10 2007, 23:38

Define a hunting rifle. Thats a rather sweeping term. I like the Mauser 98 Magnum and some of the remmy 700s.

Posted by: JdB Nov 10 2007, 23:43

QUOTE(Helping Hand @ Nov 10 2007, 23:38) *
Define a hunting rifle.


A rifle used for hunting tongue.gif

Preferably rifles pretty much exclusive to hunting, instead of military rifles.

Posted by: Helping Hand Nov 11 2007, 00:18

Ok then. Sako 75 without a doubt or a Tikka T3. Can't beat the Finns at dedicated hunting rifles!

Posted by: Bracken Nov 11 2007, 00:18

Hehe well I don't know WTF these are, but any of these at all usable?
All as I know is that the bottom one may be pre-1950 russian made.
Probably nothing like what you are after, but if you think they are worth the effort, I can take better blueprint type shots with the silencers off and bolts in.. or whatever.
Ohh and the top ones a slug gun (I know wierd to have it scoped), it's used to hut birds eating fruit so... ?biggrin.gif
http://img45.imageshack.us/my.php?image=dsc0058jc3.jpg
These are just idea's though probably not the kind of powered rifles you are after.

Posted by: JdB Nov 11 2007, 00:21

That is exactly what I'm looking for! biggrin.gif

Thanks, are they yours? what caliber are they? smile.gif

Posted by: Bracken Nov 11 2007, 00:28

Pretty much yes, I got them when my dad died afew years ago, which is the reason why I have no clue on their orgin.

Which ones/one do you want and do you want the silences in the picture(they were added 3 years ago).
They are 0.22s and I have like 10 boxes of Winchester subsonic cartridges which I use them for rabbit hunting (and to finish the odd sheep off). So I hope that is big enough prey for what your mod is about smile.gif

Posted by: JdB Nov 11 2007, 00:39

Mostly the top and bottom one, but especially the bottom one. I do want to make one with a silencer, but it's easy enough to make a non-silenced version as well, as I image the bores have no muzzlebreaks like a modern military AR does.

I'm currently mapping the Ithaca. After that I will bugger Linker Split for help on the normal mapping naughty.gif

Posted by: Bracken Nov 11 2007, 01:16

Sure no problem, I will take them tonight. But yeah, if you find something better or don't get the time down the road its no trouble. Even found abit about them in the process thumbsup.gif

If anyone is interested, by the markings on the USSR one (bottom) I googled it and got this
http://www.thehighroad.org/showthread.php?t=171848
(T03-17 made in ussr) But I know it was atleast before 1955.

And the scope on the slug gun matches the one from earlier 60s on this site
http://www.nikkostirling.com/
(Nikko Stirling TIARA 4x28) made in japan
Not sure about the gun itself as all I can make out is
BSA GUNS LTD ENGLAND 177 CAL


Edit:
Didn't have much time so they are pretty poor, but here is afew that may be ok (don't think they are good enough for blue prints though)
Mag-bullets
http://img117.imageshack.us/my.php?image=dsc0013it8.jpg
Silencer off
http://img117.imageshack.us/my.php?image=dsc0015rp3.jpg
Rest
http://img138.imageshack.us/my.php?image=dsc0006pp9.jpg
http://img160.imageshack.us/my.php?image=dsc0007fn7.jpg
http://img138.imageshack.us/my.php?image=dsc0008ue6.jpg
http://img138.imageshack.us/my.php?image=dsc0010gf3.jpg
http://img138.imageshack.us/my.php?image=dsc0011qa7.jpg

But maybe you should use better blueprinted ones from other sources like JynX suggested, either way best of luck with the project. If you do end up using the above and need afew better shots, let me know and I will try get them but if not its no worries as I probably needed photos, for when I get house and contents insurance (if ever smile.gif)

JynX, yeah New Zealands camera market is abit behind i would expect, this was about as best I could get.

Edit:No problem, like I said, they are usable for me for other purposes also.

Posted by: JynX Nov 11 2007, 05:41

good place for blue prints i've been using: http://www.the-blueprints.com/

plenty of old rifles in there.
If some one made a detailed version of the one from Bresseb's tutorial hosted on the OFP.info site that'd be grand! smile.gif Think it's the Browning Stalker or something like that.

I'll be picking up my O2 files when i'm at me house later today so that with my OFP files will allow me to do better and more stuff, i preffer O2 to most proper things lol

OT:@Bracken: thanks most of those weren't taken in the UK i'd say almost 80% were France or Tenirefe but some of the ones which hold the same horizon were taken from my old house. D70s are good but didn't think Nikon were still manufacturing them anymore, haven't seen one aside from my own since i got it.

Posted by: JdB Nov 12 2007, 03:23

Got the Ithaca mapped!

http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render3.jpg

Thanks for the pics Bracken! thumbsup.gif

Posted by: JdB Nov 23 2007, 02:47

Finally began texturing the Ithaca, doing the diffuse map first (the thing I'm actually relatively good at in contrast to normal mapping...):

http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Detail1.jpg

Will probably make a separate thread once I get the first weapon finished.

Posted by: JdB Nov 28 2007, 21:45

Continued working on the diffuse map:

http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Diffuse.jpg

Posted by: JynX Nov 29 2007, 00:08

looking cool, one assumes the CStorm (Barreta I think it is) is as in OFP to small to be brought into the game properly, was considered redoing a model i made of it.

Also working on a set of fictional Revolver models such as the one in OFP for some one to texture and port to the game if they so wish

will post pics when i get stuff worth posting pics of

Posted by: JdB Nov 29 2007, 01:46

I did a model of the CStorm as well a long time ago, funny weapon. EDIT: never mind, issue resolved, but thanks for reading anyway. Solution: always use a background, no matter what color, it won't affect the normal map, as long as you don't process it with the Normalmap filter

I am having some problems with the normal mapped effects, they work, however not the way I want them to. Nothing says it better than a picture:

As you can see, there is a box shaped edge around the drawing, which isn't supposed to be there (the only thing on the normal map are two such (two sides of the weapon) identical drawings, no background what so ever), the diffuse map of 1024X1024 is a separate file (same mapping as the diffuse map). The boxes around them just appear after using the Nvidia Normalmap filter, so I am assuming they're causing it, what can I do to prevent this? Use some sort of background color? Please help...





Just a note: The white lines are my way of keeping track what I'm doing (darkness on black would be too hard to see when working).

Posted by: JynX Nov 29 2007, 03:12

looking nice! you do all these textures yourself?

Posted by: Valhalian Nov 30 2007, 00:19

Im really curious how will shotguns work in ArmA. In OFP they werent very effective as the shot was actaully a few shots strafing in a line from top to bottom. I hope that in ArmA you can make the shots spread out in all directions... sweatingbullets.gif
Btw very nice work JdB and Jynx, that Trabi is just a marvel w00t.gif

Posted by: JdB Nov 30 2007, 01:24

QUOTE(JynX @ Nov 29 2007, 03:12) *
looking nice! you do all these textures yourself?


Yes, although I did use an overlay texture for the woodgrain (wrote a tutorial about that a while ago).

This is the first time I'm doing normal mapping and specular mapping, so I hope I didn't do too many things wrong...

Shotguns probably won't work right in ArmA from what I've read, so all "shotguns" (hunting rifles also use buckshot) will use slugs like regular bullets, but more inaccurate at range.


http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render5.jpghttp://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render6.jpghttp://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render7.jpg


While looking through my archive, I also managed to dig up http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/screenshots/LTH_IthacaM37_1.jpg of my first Ithaca 37, dated Wednesday May 18th 2005 XD

Posted by: JynX Nov 30 2007, 04:31

Google Sketchup design of garage model interior and doors and some extra details will be refined in O2, will release an untextured p3d when the time comes for porting between OFP + ArmA if people want to do so.
Will be open to modify without permission so long as I'm credited with initial design etc.

Also the little man won't be included, use it as a reference for size etc.











Edit: pics 8 + 9 size halfed to meet forum rules.

Posted by: Bracken Nov 30 2007, 07:38

Hmm well I don't have much knowledge on the subject, but my guess would be that possibly the normal maps "middle" colour is abit more torwards the elevated colour (blue if I remember correctly).... but thats just a wild guess and it wouldn't explain why its only on the edges..

I agree with Jynx though, the detail is very impressive (good picture of hunting dog also).

I have never used scretch up JynX, but I read about it on the BIS forums, that people seemed to suggest that its not possible to export models from it. I read this about 4 months ago though, so maybe its a different version/method... looks good though. Maybe you should have a quick look to check that its possible just incase its not.

Here is what I have been working on in my spare time for a week or two, everything is very basic and I have alot to modeling/unwrap/texturing to do and none of it is normal mapped yet. I'm still learning how to match seams up correctly and kinda failed abit but I will go back later and try improve it where I can.

I have keeped the middle empty so I can first sort out how AI paths around it, because thats the most important thing as I am making it around a mission I have planned.

A problem I'm having though, is that the brick tiles in the centre.. when they mipmap they get a white seam around them. But when up close they are fine and the white disappears as you get closer. I have tried re-unwrapping them but it still seems to happen, so not sure whats going on there.
http://img227.imageshack.us/my.php?image=far1dy6.jpg
http://img144.imageshack.us/my.php?image=far2bs6.jpg

I have split it into 8 bits because of armas 64x64 geo limit, plus the part at the front for a light house, however it all uses the same 2048x2048 texture so its abit repetitive but am not to worried as its just suppose to be a something to learn abit more with. Parts are also abit out of scale as I just made things up as I went after I got the idea from Sevens OPEC template (which the AI couldn't move on). However if anyone has any suggestions, I will see what I can do.

All textures I got from http://mayang.com/textures/
and just made them tileable, so alot of credit goes to them.

Posted by: JynX Nov 30 2007, 12:25

Looks pretty cool will probably look better under ingame conditions etc. but yeah.

Yes, SketchUp models can only be exported as 3ds or p3d if you use the pro version (hah not likely to happen here) so i design the building in sketch up and use the line diagrams as a blue print to build the final thing in O2 from scratch. Add more detail while I go along.

Posted by: Deadeye Nov 30 2007, 12:36

Lookinh excellent folks wink.gif Is working with sketch up really a s easy as I've heard?

Posted by: JynX Nov 30 2007, 13:13

if your doing it for design or just for fun yes, its like MSPaint but in 3d tongue.gif i've been tempted to upgrade to the full one just for the p3d portability but i've heard theres still issues regarding the number of polys etc.

Current WIP building list:
Garages
Sheds
Fictional civic building based of the Glasgow University Mcmillan "Round" Reading Room
Block of Flats (based of of the residences i stay in and some from refrence images)

basicly material that is open for use in the european maps that are hopefully to come. hint hint big fat hint tongue.gif

Posted by: da rat Nov 30 2007, 16:16

Yeah, sketchup is great for buildings, not so great for other things. I'm not sure having the pro version is the only way to get models into O2 - I've made a model and got it in game once (via O2). There's a topic about it on the BI Forums.

EDIT: Ok, well it appears I must have been using the pro trial version sad.gif http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=54;t=52623;hl=sketchup

Posted by: JynX Nov 30 2007, 18:18

a friends of the pro version is (albeit slowly) making its way onto my PC will report back, well at this rate some time tomorrow with the results of any porting attempts i make

Posted by: JdB Nov 30 2007, 18:52

QUOTE(JynX @ Nov 30 2007, 13:13) *
if your doing it for design or just for fun yes, its like MSPaint but in 3d tongue.gif i've been tempted to upgrade to the full one just for the p3d portability but i've heard theres still issues regarding the number of polys etc.

Current WIP building list:
Garages
Sheds
Fictional civic building based of the Glasgow University Mcmillan "Round" Reading Room
Block of Flats (based of of the residences i stay in and some from refrence images)

basicly material that is open for use in the european maps that are hopefully to come. hint hint big fat hint tongue.gif


The p3d file format as used by BIS is different from the standard p3d, it's easier to convert to 3ds and import that into O2 (or you just import it into MAX, map it in that (very easy) and make the lods, or even better yet, do it from scratch biggrin.gif). After that you only need to export it to O2, finetune it, make some selections and you're done.

Posted by: JynX Nov 30 2007, 20:14

Pro version exports as 3ds as well tongue.gif but yeah, downloading Gmax would take almost as long, will get this bit done eep work in a few mins

Posted by: JdB Nov 30 2007, 23:20

QUOTE(JynX @ Nov 30 2007, 20:14) *
Pro version exports as 3ds as well tongue.gif but yeah, downloading Gmax would take almost as long, will get this bit done eep work in a few mins


GMAX is no longer available anyway, it was discontinued smile.gif

Also it had pretty much the same functionality as O2, very little since most of the useful function were removed.

*Thanks Marcel for getting him to use MAX wub.gif *

Posted by: JynX Dec 1 2007, 04:13

MAX as in 3ds? I may have an installer lurking on my EHDD somewhere though i found a few promising links today in my excos lecture for it...

Posted by: JynX Dec 2 2007, 15:02

import to O2 for OFP was a pain in the arse, only shows the model in the 3d viewport, granted thats because its been moved right of the grid. model would need refining a huge amount due to how the model has been constructed as a 3ds.

Summary if you have the time (i dont at the moment) and patience (not really been up for 5 hours and still not had coffee) give it a whirl.

Posted by: Linker Split Dec 15 2007, 14:35

I'm making the High Definition Tropic Island:



Sat and mask are my PS work tongue.gif

it's gonna be 5120x5120 pxels... terrain resolution: 10mx10m (so 1px X 1m)

Posted by: JdB Feb 4 2008, 19:48

Latest and last pictures of my Ithaca, with normal and specular maps (not finished though), last since I haven't got time for it anymore due to other mod work.


http://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render9.jpghttp://ofp.gamepark.cz/_hosted/digitalwarfarestudios/arma/JdB_Ithaca37_Render10.jpg

Posted by: JynX Feb 8 2008, 13:24

nice as always JdB,
just started work on a weapon pack for OFP which will be ported to ArmA and was wondering, how the hell do you model good ironsights on the guns with only basic reference images.

real life weapons im modifying for the mod:
Yati Matik
IMI Negev Commando
AR-7
Galatz
Galil
IMI Micro glilon
IMI magal

possible some others, all will be fictionalized as such.

Posted by: JdB Feb 8 2008, 17:20

QUOTE(JynX @ Feb 8 2008, 13:24) *
nice as always JdB,
just started work on a weapon pack for OFP which will be ported to ArmA and was wondering, how the hell do you model good ironsights on the guns with only basic reference images.


Well, you basically model the parts to look as much as possible like the ones that are on the real weapon, and if done correctly, you should end up with the proper ironsight view. This does (quite often imo) however need some tweaking to look right. You don't need to have pictures taken from ironsight view to end up with a correct ironsight, although of course it does help.

Posted by: MrRee Feb 18 2008, 14:21

not officially announcing my work as a possible release since i only seem to have 6 hours free time lately, bloody work, but i couldnt resist ArmA modding, so thought posting here was better than a new thread,

anyway i have just started doing some AAR aircraft for ArmA.

VC-10K4


Rebuild of KC-10A

not much difference from my original, engines and fuselage are higher res




Posted by: Deadeye Feb 18 2008, 15:38

Good to see you again Ree smile.gif The plane looks pretty nice wink.gif

Posted by: Red Square Monkey Feb 18 2008, 18:06

Yeah, good to see you're giving it another chance, MrRee.

Posted by: Benoist Feb 22 2008, 12:11

http://img185.imageshack.us/my.php?image=arma2008022209061343uu6.jpg
http://img185.imageshack.us/my.php?image=arma2008022209070260li8.jpg
http://img337.imageshack.us/my.php?image=02nn1.jpg

First thing that I make with O2
I will try to make to the texture of the sign modifiable, by init you can put your own texture.

Posted by: Rellikki Feb 22 2008, 12:15

What is it? tongue.gif

Posted by: Benoist Feb 22 2008, 12:17

Shame on you =(

It's a sign! A road poster.
Oh f*ck, I forgot about the LODs... Do I have to do all again?

EDIT: Well, here i'm, 4 AM, half pissed and tired of inserting the f*cking lods, well, now the Quarter Million Dollar Question! How much the sign should weight?

Posted by: JynX Feb 23 2008, 15:59

Google is your friend...

or not...

I dunno, i'd say: Heavy but not as heavy as a house? tongue.gif looking good tough

Posted by: Radnik Mar 27 2008, 17:25

Nothing special but i managed to figured out normal maps Malajn.gif

M84 MBT
http://armedworkshop.net/projekat/1.jpg

M84A MBT
http://armedworkshop.net/projekat/2.jpg


Posted by: IceBreakr Mar 28 2008, 11:53

Bravo Radnik!

Posted by: Rellikki Mar 28 2008, 16:06

Looking good, but I'm afraid vilas already beat you to it. He also made a tank like that based on the BIS T-72, so there's not much difference between yours and vilas'...

Posted by: Linker Split Mar 29 2008, 00:28

Some shots of my incoming project... naughty.gif




btw... LAG = 0...
stay tuned, more to come... wink.gif



Posted by: SaS TrooP Mar 29 2008, 00:38

Ahhhhhh, big grass is killing me...
Non playable Linky...
AHHHHHHHHHHHHHHGGGGGGG...
A sniper which saw me through the grass got me...
I am dying. Hell!

Posted by: Helping Hand Mar 29 2008, 00:53

QUOTE(SaS TrooP @ Mar 28 2008, 23:38) *
Ahhhhhh, big grass is killing me...
Non playable Linky...
AHHHHHHHHHHHHHHGGGGGGG...
A sniper which saw me through the grass got me...
I am dying. Hell!


Err ok...

QUOTE(Linker Split @ Mar 28 2008, 23:28) *
Some shots of my incoming project... naughty.gif
[img]http://img136.imageshack.us/img136/2341/pic1co3.jpg[img]
[img]http://img209.imageshack.us/img209/3033/pic2dx3.jpg[img]
[img]http://img153.imageshack.us/img153/8108/pic3bb9.jpg[img]

btw... LAG = 0...
stay tuned, more to come... wink.gif


What FPS do you get then? and what are your settings etc.

Posted by: Rellikki Mar 29 2008, 06:20

Looking good Linker. I hope you won't add wind deflection to it though... I think it's kinda useless feature on ArmA vegetation, since you can hardly even see it moving and as far as I know, it eats perfomance a lot.

Posted by: Linker Split Mar 29 2008, 10:10

I'll answer your questions:

@helping hand:
my settings with which I play are:
Draw to 900, all settings high except Postprocessing effect to low and antialisasing on disabled.
My PC is a pentium IV, 1Gb RAM, sapphire x1550 DDR2 512Mb (it's not an high-end PC) tongue.gif
FPS: from 17 to 45. They could be still a few, but remember that my PC is not very good... sad.gif

@Rellikki
I added wind to the grass, cause it makes the jungle more wild... i added 2 different types of grass which had a different wind effect (one set to 0.3, the other set to 0.7).
Now I've added also trees and palms (which I made) and I'll let you see the results.


Posted by: Rellikki Mar 29 2008, 11:15

Too bad. I hope it doesn't drop FPS too much... sad.gif
What's the unit in the last picture?

Posted by: Linker Split Mar 29 2008, 11:26

QUOTE(Rellikki @ Mar 29 2008, 11:15) *
Too bad. I hope it doesn't drop FPS too much... sad.gif
What's the unit in the last picture?

It's a simple pilot biggrin.gif
Anyway, I'll make also the island without wind affecting the grass, Ok? cool.gif

Posted by: Helping Hand Mar 29 2008, 11:47

Well if you get those FPS it shouldn't do much damage to me either then smile.gif

Posted by: Linker Split Mar 29 2008, 12:24

this is a little feature you'll encounter in my island... thumbsup.gif
(i'm not referring to the chainsaw) tongue.gif

http://www.vimeo.com/channel7129

Posted by: Linker Split Mar 29 2008, 12:25

OOPS double post, delete it sorry guys sad.gif

Posted by: d@nte Mar 29 2008, 12:50

QUOTE(Rellikki @ Mar 28 2008, 16:06) *
Looking good, but I'm afraid vilas already beat you to it. He also made a tank like that based on the BIS T-72, so there's not much difference between yours and vilas'...


personally, I prefer addons made by someone, that only, a modification of the addons BIS. And Vilas stuff are not really accurate.

@linker, that seems really nice. I would add, however, a little contrast. I mean for the green colour. happy.gif

for the video. you are a killllllllllllllllllllllllller. you are not an ecologist biggrin.gif

btw well down. is it possible to make some other destruction models?

Posted by: SaS TrooP Mar 29 2008, 12:59

Linky, but have the grass must be so big? If there is small bug AI will see you passing the grass and kill you. Thats unrealistic! And of course finding laying enemy on is those grasses is madness!

Posted by: Linker Split Mar 29 2008, 13:14

QUOTE(d@nte @ Mar 29 2008, 12:50) *
@linker, that seems really nice. I would add, however, a little contrast. I mean for the green colour. happy.gif

for the video. you are a killllllllllllllllllllllllller. you are not an ecologist biggrin.gif

btw well done. is it possible to make some other destruction models?


of course it's possible, then you make the animation, configure it and that's all folks!

@SaS TrooP
sorry, I added tall grass to add a more jungle feeling... smile.gif


Posted by: SaS TrooP Mar 29 2008, 13:31

OMG< but its stupid to make all units staying just for the grass...
It really looks awesome, but I am a bit worried about it...

Posted by: Linker Split Mar 29 2008, 13:39

Also SaS TrooP, in ArmA now grass just flats when a unit go to prone position wink.gif

Posted by: SaS TrooP Mar 29 2008, 14:30

But it flats only on your possition. If enemy is e.g. 50 from you he wouldnt see you anyway and you, too...

Posted by: JynX Mar 30 2008, 15:30

Nice shots Linker, looking forward to the release, only 12 or 13 days before I can expect to have a PC that can play well enough tongue.gif (also personally in games i've rarely had an FPS above 15-35 while in a decent bit of a fight and the gamed [OFP] always seemed to be playable for me)

Posted by: wipman Mar 31 2008, 06:31

Hi, i hardly can't await for the day to put my hands on that Über pimp SU-30Mk
by Scars, was one of the latest addon planes that i tryed in the OFP and damn i miss
it alot. May be pimp to release it with a mini campaign, some single player missions or
just with a few multyplayer missions. It's again one of the best addons that i ever seen.
Let's C ya

Posted by: dg Apr 1 2008, 04:20

Could you make a video where you first destroy the part upside and then downside the tree?

Posted by: Al Simmons Apr 1 2008, 20:08

@Linker Split:
Nice work with the destructable trees.
And its nice to see that theres still someone using mine and deanosbeanos deployable ladder thumbsup.gif

Posted by: Linker Split Apr 29 2008, 00:16

Work in progress:
this time i animated 2 barracks:

http://www.youtube.com/watch?v=zZbEtvZHa7Q

Linker Split & DeanosBeano production wink.gif

Posted by: Benoist Apr 29 2008, 02:06

Impressive as ussual.

Posted by: Linker Split May 16 2008, 00:05

My island is 70% finished.

I'm making new objects now, a guardtower, a watertower, some fences, and some new barracks wink.gif alla animated of course
http://www.youtube.com/watch?v=8IXuvSLvNAY

Posted by: SaS TrooP May 16 2008, 00:55

MASTERY! MASTERY! MASTERY! worship.gif Malajn.gif w00t.gif

Posted by: JdB May 16 2008, 02:10

QUOTE(SaS TrooP @ May 16 2008, 01:55) *
MASTERY! MASTERY! MASTERY! worship.gif Malajn.gif w00t.gif


SaS TrooP, you have been warned at least once before about the way you post, and the language you do it in. Please use that advice, next time the moderating hint may be less friendly wink.gif

QUOTE
[§7] Do not type in all capital letters, or in AlTeRnAtE cApS (Alternate caps)

Typing in all caps equals according to standard net etiquette to yelling. It is also difficult reading such posts. The same applies to alternate caps.

Posted by: YacieK May 16 2008, 06:36

Linker Split - It looks superbly , shows hand expert addonmaker`s. With words of estimates - Yac

Posted by: SaS TrooP May 16 2008, 14:10

QUOTE
SaS TrooP, you have been warned at least once before about the way you post, and the language you do it in. Please use that advice, next time the moderating hint may be less friendly wink.gif


Sorry JdB. Anyway I think we can only type in big letters his work, cause it's really a master!

Linky, please, release it, cause with other addons it can be best map ever.

Posted by: Linker Split May 16 2008, 17:31

QUOTE(SaS TrooP @ May 16 2008, 15:10) *
Sorry JdB. Anyway I think we can only type in big letters his work, cause it's really a master!

Linky, please, release it, cause with other addons it can be best map ever.

Don't worry, I'll release it soon, now I'm finishing to make the second island wink.gif

Posted by: Daniel May 17 2008, 11:50

Seriously looking forward to this!

Posted by: JdB May 17 2008, 23:32

A few small mistakes exist on both that I need to fix later on, the Colt model is not fully finished yet.






Posted by: Marccom Jul 28 2008, 02:54

Hi,


i just wanne tell you that i just startedmy first project.

I am gonna to make an Terminator T800 for ArmA.

Base are the Terminator models of two amazing guys...Tobor aka James Murphy and a very nice guy from Poland...Marek Paterczyk. Both made amazing Terminator models.
See Mareks Homepage for unbelievable stuff...he worked over one year on his T-800 model w00t.gif http://www.marek-paterczyk.waw.pl

I used parts of both models two get my own one with low resolution. Now Iam 36hours without sleep. Read every Tutoriols how to get a model in Arma and how to use all the tools and played through the standalone unit tutorial on http://www.aos.armaholic.eu/tutorial3.html.

After that I started to work on my own Terminator. The both amazing models cannot be easily used because the quality of both models is much to high and mareks one is also highly defined and full animated. No chance for easy use in Oxygen. First tryings were a model of James body and mareks head...were over 100.000 verts and faces.

Now I worked on every single part of its own. Actually we have something like 24.000 verts and faces and oxygen handels the model in souverain manner. Still some problems and a lot of work before

But here is a first pic of T800 in Oxygen:





If someone wanna help me or for smalltalk you get me at msmarccom@aol.com

Now is time for a little bit sleeping wacko.gif



Greets

Marc

Posted by: D@V£ Jul 28 2008, 12:54

Wow... that's a nice model! I can't wait to see it ingame! ohmy.gif

Does it have any textures yet? A screenie in buldozer would be a lot better IMO smile.gif

Posted by: Marccom Jul 28 2008, 14:01

QUOTE(D@V£ @ Jul 28 2008, 13:54) *
Wow... that's a nice model! I can't wait to see it ingame! ohmy.gif

Does it have any textures yet? A screenie in buldozer would be a lot better IMO smile.gif



Hi, thanks.

No there are no textures yet and bulldozer doesnt work. have still some problems with the mapping.
I think its a hard way still we ll see this guy in game.


Greets

Marc

Posted by: Benoist Jul 28 2008, 14:38

The problem is that there is no animation for having (and shooting) the weapon from the hip, like our lovely T-800 did (or are going to ph34r.gif ) in T1&T2

Posted by: Marccom Jul 28 2008, 15:44

QUOTE(Benoist @ Jul 28 2008, 15:38) *
The problem is that there is no animation for having (and shooting) the weapon from the hip, like our lovely T-800 did (or are going to ph34r.gif ) in T1&T2



if this were my only problem, then i was quite happy f*ckoff.gif biggrin.gif biggrin.gif

Posted by: Marccom Jul 29 2008, 00:20

Ok.

there are some problems with bulldozer. Get problems with the map. Oxygen cant calculate a complete mapping
when I use "check faces" it only calculate the faces of the body not the head. When i select all parts he shows me points and faces of the complete model.

I use the us_soldier.rvmat with my own textures and made all changes and updates. Oxygen dont find failures so far.
When I start Bulldozer it is calculating without errors and you can see how it puts the complete model in the scene but shortly after that it shows failure text:

"Cannot create system memory surface DXT1,378x256 (size 65536 cool.gif Error Code 8876086c"

Maybe it is only the texture file (wrong resolution/size)...will check that. But cause of the facing/mapping problems I decide to make two further T800.
One with Tobors model as base and one with Mareks.

At the end we will see which one makes less problems.


Greets

Marc

Posted by: JdB Jul 29 2008, 01:04

Wrong thread, use http://forum.armedassault.info/index.php?showtopic=850&st=0&start=0 instead please.

Posted by: Calypso Aug 17 2008, 13:25

Hi, All

Ive came up with a really good idea of a 4WD in Arma.






Posted by: modEmMaik Aug 19 2008, 08:22

Looks good thumbsup.gif

Nice little and fast recon vehicle wub.gif

I noticed another willys jeep model in the BI-forum, but unfortunately it is out of order at the moment __furious.gif

BR,
mike

Posted by: JynX Aug 19 2008, 23:33

Anyone know where I could get a hold of some reference images of the TOZ 194 Shotgun, got one or two which are doing ok, but the more the better so i can see if there are any custom builds of it.

Posted by: JdB Aug 19 2008, 23:53

QUOTE(JynX @ Aug 20 2008, 00:33) *
Anyone know where I could get a hold of some reference images of the TOZ 194 Shotgun, got one or two which are doing ok, but the more the better so i can see if there are any custom builds of it.


http://www.tulatoz.ru/en/toz194.html

All I could find that Google didn't list already is the weapon's http://www.sniper.nnov.ru/manual_toz194.php, however manuals are notorious for having very few (good) pictures...

I didn't find any after-market parts for it, I doubt any military is using it, so the interest for it is minimal.

Posted by: JynX Aug 20 2008, 00:32

thanks, typical of me to like things that sod all anyone else is interested in, will get some pics of the barrel end of the model once its semi ready

Posted by: MrRee Aug 20 2008, 22:02

VC-10 progress slow very very slow but still progress.


Posted by: JynX Aug 20 2008, 22:51

Amazing mellow.gif makes me ashamed to post this sad.gif

Barrels and Foregrip of my WIP TOZ 194 12 Gauge shotty. Starting work on the but end of it the noo

Posted by: BigglesTrevor Sep 2 2008, 00:01

ohhhh MrRee your doing it again worship.gif

Posted by: Nebula Sep 3 2008, 11:49

A Little Personal Conversion of [TES] PzGrenHG's UH1-Y


I've got some problems with Rotor's and Glass. If anyone is willing to help, that would be most appreciated! It flies, and weapons fire (i.e shoots FFAR's from FFAR pod etc). Decided to port it as I got ArmA2 fever tongue.gif
I just need help with a bit of configging to fix those bloody rotors and glass... I can do the textures etc later. Also, the displayname "USMC Air"; isn't showing up either.. Plus one variant isn't displaying either... Here's my basic config - Any little changes that may fix things will be ultra helpful! (I've added in the transparent glass from JdB's post a few posts down into the folder, so if it can be an easy config fix like glass; \hueys\glass.paa or something, then please do so)

CODE
// USMC UH-1Y

// Version 0.01[ALPHA]
// Author: Antipop converted from OFP. Original by: Panzergrandier

// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot        0    // dummy weapons
#define WeaponSlotPrimary    1    // primary weapons
#define WeaponSlotSecondary    16    // secondary weapons
#define WeaponSlotItem        256    // items
#define WeaponSlotBinocular    4096    // binocular
#define WeaponHardMounted    65536


class CfgPatches
{

    class uh1y_FFAR_M134
    {
        units[] = {uh1y_FFAR_M134};
        weapons[] = {"M197","FFARLauncher"};
        requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"};
        requiredVersion = 1.14;
    };
    class uh1y
    {
        units[] = {uh1y};
        weapons[] = {};
        requiredAddons[] = {"CAAir","CAAir3","CAA10","CACharacters","CAWeapons","CA_Anims_Char"};
        requiredVersion = 1.14;
    };
};
class Rotation
{
    type = "rotation";
    memory = 1;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = 1;
};

class CfgModels
{
    class Default {};
    class Helicopter {};
    class uh1y_FFAR_M134: Helicopter{};
    class uh1y: Helicopter{};
};

class CfgSounds
{
    class UH1yPowerup
    {
    sound[]={"\Hueys\sounds\powerup.ogg",db-30,1};
    name="UH1ypowerup";
    titles[]={};
    };
    class UH1YFlares
    {
    sound[]={"\Hueys\sounds\flare.wav",db+40,1};
        name="UH1YFlares";
    titles[]={};
    };
    class UH1YIncoming
    {
    sound[]={"\Hueys\sounds\incoming.wav",db+40,1};
        name="UH1YIncoming";
    titles[]={};
    };
    
    
};




class CfgWeapons
{
    class Default{}
    class MGun: Default{};
    class MachineGun7_6: MGun{};
    class UH1Y_m134: MachineGun7_6
    {

          
                ammo="Bullet7_6W";
        count=4000;
                sound[]={"\Hueys\sounds\minigun.wav",db+95,0.95};
        flash=gunfire;
        flashSize=1.1;
        dispersion=0.010;
        aiDispersionCoefX=3;
        ffMagnitude=0.5;
        ffFrequency=11;
        ffCount=6;
        recoil=mgunBurst3;
        aiRateOfFire=0.015;
        aiRateOfFireDistance=1500;
        autoFire = true;
        optics = true;
        muzzlePos="usti hlavne";
        muzzleEnd="konec hlavne";
           displayName="M134";
          displayNameMagazine="M134 Magazine";
          shortNameMagazine="M134";
          drySound[]={"weapons\m16dry",0.000316,1};
        initSpeed=600;
        reloadTime=0.03;
        magazineReloadTime=0.0500000;
        autoReload=1;
        soundContinuous=true;
        maxLeadSpeed=865;
        burst=5;

    };
    class LAWLauncher: Default {};
    class CarlGustavLauncher: LAWLauncher {};
    class AT3Launcher: CarlGustavLauncher {};
    class ZuniLauncher38: AT3Launcher {};

    class UH1Y_FFAR: ZuniLauncher38
    {
        scopeWeapon = public;
        scopeMagazine = public;
        ammo=Zuni;
        sound[]={"\Hueys\sounds\ffar.ogg",db+95,0.80};
        displayName="FFAR";
        displayNameMagazine="FFAR";
        shortNameMagazine="FFAR";
        count=14;
        reloadTime=0.25;
        aiRateOfFire=4;
        aiRateOfFireDistance=1500;
        initSpeed=44;
        autoFire = true;
    };  
        
        class no_weap: Default {};
};



class CfgNonAIVehicles
{
    class ProxyWeapon {};
    class Proxysfsebmg50: ProxyWeapon {};

};




class CfgVehicles
{
    class All{};
    class AllVehicles:All{};
    class Air: AllVehicles{};
    class Helicopter: Air{};
    class uh1y_FFAR_M134: Helicopter

    {
        scope=public;
        icon="\Hueys\sebUH1.paa";
        vehicleClass = "USMC Air";
        displayName="UH-1Y Iroquoi (FFAR+M134)";
        nameSound="chopper";
        accuracy=5.0;
        model="\Hueys\UH1Y_FFAR_M134";
        driverAction="UH60_Pilot";
        commanderAction="UH60_Pilot";
        driverIsCommander=1;
        gunnerAction="UH60_Pilot";
        gunnerOpticsModel="\ca\air\optika_AH1Z";
        gunnerUsesPilotView=1;
        enableSweep=false;
        castDriverShadow=1;
                castGunnerShadow=1;
                castCargoShadow=1;
            transportMaxMagazines = 300;
            transportMaxWeapons = 50;
        class TurretBase {};
        class Turret: TurretBase
        {
            gunAxis="OsaHlavne";
            turretAxis="OsaVeze";
            gunBeg="usti hlavne";
            gunEnd="konec hlavne";
            soundServo[]={};
            minElev=-50; maxElev=+20;
            minTurn=+20; maxTurn=+170;
            body="OtocVez";
            gun="OtocHlaven";
        };
        class TransportMagazines
            {};
        class TransportWeapons
            {};
        class ReloadAnimations
        {
            class mg_m134
            {
                weapon="UH1Y_m134";
                angle0=0
                angle1="-1 * 3.141592654";
                multiplier=17000;
                type="rotation";
                animPeriod=0.3;
                selection="barrels";
                begin="usti hlavne";
                end="konec hlavne";
            };
        };
        class UserActions
        {
            class Rappel
            {
                displayName="Call Rappel";
                position="pos_rope";
                radius=15;
                condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\RappelPos.sqs}";
            };
            class Land
            {
                displayName="Land";
                position="pos_rope";
                radius=100000;
                condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\land.sqs}";
            };
            class Cancel
            {
                displayName="Cancel current maneuver";
                position="pos_rope";
                radius=100000;
                condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5";
                statement="[this] exec {\Hueys\scripts\breakoff.sqs}";
            };

            class FastIns
            {
                displayName="Call insertion";
                position="pos_rope";
                radius=15;
                condition="isengineon this && player in this &&  driver this != player && this animationphase ""Extractionstatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\fastins.sqs}";
            };
            class Pickupday
            {
                displayName="Call day Extraction";
                position="pos_rope";
                radius=100000;
                condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\fastext.sqs}";
            };
            class Pickupnight
            {
                displayName="Call night Extraction";
                position="pos_rope";
                radius=100000;
                condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\fastnightext.sqs}";
            };
        };
        class Animations
        {
            class ExtractionStatus
            {
                type = rotation;
                animPeriod = 0.001;
                selection = extraction;
                axis = osaextraction;
                angle0 = 0;
                angle1 = 1;
            };
        };
        class ViewOpticsBase {};
        class ViewOptics: ViewOpticsBase
        {
            initAngleX=0; minAngleX=-170; maxAngleX=+20;
            initAngleY=90; minAngleY=+20; maxAngleY=+170;
            initFov=0.7; minFov=0.42; maxFov=0.85;

        };
        class ViewGunner
        {
            initAngleX=0; minAngleX=-170; maxAngleX=+20;
            initAngleY=90; minAngleY=+20; maxAngleY=+170;
            initFov=0.7; minFov=0.42; maxFov=0.85;
        };
        class ViewPilot
        {
            initAngleX=5; minAngleX=-20; maxAngleX=35;
            initAngleY=0; minAngleY=-180; maxAngleY=180;
            initFov=0.7; minFov=0.42; maxFov=0.85;
        };
        class ViewCargo
        {
            initAngleX=5; minAngleX=-30; maxAngleX=30;
            initAngleY=0; minAngleY=-180; maxAngleY=180;
            initFov=0.7; minFov=0.42; maxFov=0.85;
        };
        hasGunner=1;
        weapons[]={"M197","FFARLauncher"};
        magazines[]={"750Rnd_M197_AH1","38Rnd_FFAR"};
        crew="SoldierWPilot";
        picture="\Hueys\UH-1Y";
        maxSpeed=280;
        side=1;
        armor=70;
        armorStructural=3.0; // structural dammage
        armorHull=1;
        armorEngine=0.6;
        armorAvionics=0.7;
        armorVRotor=0.5;
        armorHRotor=0.7;
        armorMissiles=1.6;
        armorGlass=1.5;
        soundDammage[]={Objects\alarm_loop1,db+5,1};
        cost=10000000;
        soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1};
        transportSoldier=12;
        type=2;
        threat[]={1,0.050000,0.050000};
        secondaryExplosion=-0.025;
        typicalCargo[]={"SoldierWPilot","SoldierWPilot"};
        selectionHRotorStill = "velka vrtule staticka";
        selectionHRotorMove = "velka vrtule blur";
        selectionVRotorStill = "mala vrtule staticka";
        selectionVRotorMove = "mala vrtule blur";
        selectionFireAnim = "zasleh";

        mainRotorSpeed = 1.5;
        backRotorSpeed = 1.5;

/*        rotorBig="\Hueys\UH1-Y";
        rotorBigBlend="\Hueys\rotor";
        rotorSmall="\Hueys\UH1-Y";
        rotorSmallBlend="\Hueys\tailrotor";
        dammagehalf[]=
        {
            "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"

        };
        dammagefull[]=
        {
            "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"
        };
        class EventHandlers
                {
            
    };


    class uh1Y: Helicopter

    {
        scope=public;
        icon="\Hueys\sebUH1.paa";
        vehicleClass = "USMC Air";
        displayName="UH-1Y Iroquoi";
        nameSound="chopper";
        accuracy=5.0;
        model="\Hueys\UH1Y.p3d";
        driverAction="UH60_Pilot";
        commanderAction="UH60_Pilot";
        driverIsCommander=1;
        gunnerAction="UH60_Pilot";
        gunnerOpticsModel="\ca\air\optika_AH1Z";
        gunnerUsesPilotView=1;
        enableSweep=false;
        castDriverShadow=1;
                castGunnerShadow=1;
                castCargoShadow=1;
            transportMaxMagazines = 300;
            transportMaxWeapons = 50;
        class TurretBase {};
        class Turret: TurretBase
        {
            gunAxis="OsaHlavne";
            turretAxis="OsaVeze";
            gunBeg="usti hlavne";
            gunEnd="konec hlavne";
            soundServo[]={};
            minElev=-50; maxElev=+20;
            minTurn=+20; maxTurn=+170;
            body="OtocVez";
            gun="OtocHlaven";
        };
        class TransportMagazines
            {};
        class TransportWeapons
            {};
        class UserActions
        {
            class Rappel
            {
                displayName="Call Rappel";
                position="pos_rope";
                radius=15;
                condition="getpos this select 2 > 10 && driver this != player && isEngineOn this && player in this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\RappelPos.sqs}";
            };
            class Land
            {
                displayName="Land";
                position="pos_rope";
                radius=100000;
                condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\land.sqs}";
            };
            class Cancel
            {
                displayName="Cancel current maneuver";
                position="pos_rope";
                radius=100000;
                condition="driver this != player && isEngineOn this && !isNull driver this && this animationphase ""ExtractionStatus"" > 0.5";
                statement="[this] exec {\Hueys\scripts\breakoff.sqs}";
            };

            class FastIns
            {
                displayName="Call insertion";
                position="pos_rope";
                radius=15;
                condition="isengineon this && player in this &&  driver this != player && this animationphase ""Extractionstatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\fastins.sqs}";
            };
            class Pickupday
            {
                displayName="Call day Extraction";
                position="pos_rope";
                radius=100000;
                condition=" daytime > 6 && daytime < 18 && (player distance this) > 50 && (player == leader group this) && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\fastext.sqs}";
            };
            class Pickupnight
            {
                displayName="Call night Extraction";
                position="pos_rope";
                radius=100000;
                condition="(daytime <= 6 || daytime >= 18) && (player distance this) > 50 && player == leader group this && vehicle player == player && !isnull driver this && this animationphase ""Extractionstatus"" < 0.5";
                statement="[this] exec {\Hueys\scripts\fastnightext.sqs}";
            };
        };
        class Animations
        {
            class ExtractionStatus
            {
                type = rotation;
                animPeriod = 0.001;
                selection = extraction;
                axis = osaextraction;
                angle0 = 0;
                angle1 = 1;
            };
        };
        class ViewOpticsBase {};
        class ViewOptics: ViewOpticsBase
        {
            initAngleX=0; minAngleX=-170; maxAngleX=+20;
            initAngleY=90; minAngleY=+20; maxAngleY=+170;
            initFov=0.7; minFov=0.42; maxFov=0.85;

        };
        class ViewGunner
        {
            initAngleX=0; minAngleX=-170; maxAngleX=+20;
            initAngleY=90; minAngleY=+20; maxAngleY=+170;
            initFov=0.7; minFov=0.42; maxFov=0.85;
        };
        class ViewPilot
        {
            initAngleX=5; minAngleX=-20; maxAngleX=35;
            initAngleY=0; minAngleY=-180; maxAngleY=180;
            initFov=0.7; minFov=0.42; maxFov=0.85;
        };
        class ViewCargo
        {
            initAngleX=5; minAngleX=-30; maxAngleX=30;
            initAngleY=0; minAngleY=-180; maxAngleY=180;
            initFov=0.7; minFov=0.42; maxFov=0.85;
        };
        hasGunner=1;
        weapons[]={no_weap};
        magazines[]={};
        crew="SoldierWPilot";
        picture="\Hueys\UH-1Y";
        maxSpeed=280;
        side=1;
        armor=70;
        armorStructural=3.0; // structural dammage
        armorHull=1;
        armorEngine=0.6;
        armorAvionics=0.7;
        armorVRotor=0.5;
        armorHRotor=0.7;
        armorMissiles=1.6;
        armorGlass=1.5;
        soundDammage[]={Objects\alarm_loop1,db+5,1};
        cost=10000000;
        soundEngine[]={"\Hueys\sounds\XBELL205.ogg",30,1};
        transportSoldier=12;
        type=2;
        threat[]={1,0.050000,0.050000};
        secondaryExplosion=-0.025;
        typicalCargo[]={"Soldier","Soldier","SoldierLAW","SoldierLAW"};
        selectionHRotorStill = "velka vrtule staticka";
        selectionHRotorMove = "velka vrtule blur";
        selectionVRotorStill = "mala vrtule staticka";
        selectionVRotorMove = "mala vrtule blur";
        selectionFireAnim = "zasleh";

        mainRotorSpeed = 1.5;
        backRotorSpeed = 1.5;

/*        rotorBig="\Hueys\UH1-Y";
        rotorBigBlend="\Hueys\rotor";
        rotorSmall="\Hueys\UH1-Y";
        rotorSmallBlend="\Hueys\tailrotor";
        dammagehalf[]=
        {
            "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"

        };
        dammagefull[]=
        {
            "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"
        };
        class EventHandlers
                {
;
              
                };
    };

};

Posted by: JdB Sep 3 2008, 11:56

Nebula, pictures of up to and including 150.00kb are allowed, 153kb ones are not wink.gif

Posted by: Nebula Sep 3 2008, 12:11

QUOTE(JdB @ Sep 3 2008, 20:56) *
Nebula, pictures of up to and including 150.00kb are allowed, 153kb ones are not wink.gif


Sorry, smaller image added. Thanks JdB. Any comments in regard to the model? You know any config language

Posted by: JdB Sep 3 2008, 12:19

QUOTE(Nebula @ Sep 3 2008, 13:11) *
Any comments in regard to the model? You know any config language


Well it's hard to say at this point. From a first glance, the model looks detailed enough for use in ArmA. The textures don't look half bad, although they still need some work. As for the glass, I think http://www.armedassault.info/index.php?cat=articles&class=tutorials&id=13 will help you.

I don't know much about configs, I can barely get my stuff ingame as it is tongue.gif

Posted by: Nebula Sep 3 2008, 12:23

QUOTE(JdB @ Sep 3 2008, 21:19) *
Well it's hard to say at this point. From a first glance, the model looks detailed enough for use in ArmA. The textures don't look half bad, although they still need some work. As for the glass, I think http://www.armedassault.info/index.php?cat=articles&class=tutorials&id=13 will help you.

I don't know much about configs, I can barely get my stuff ingame as it is tongue.gif


Sweet Jesus! That will work perfectly! Thankyou very much! thumbsup.gif
EDIT: Shouldn't it just be an easy fix in config files?? CONFIG POSTED IN ORIGINAL POST...

Posted by: Helping Hand Sep 7 2008, 20:27

My Masada lives again although still heavily WIP >_>



Still quite a lot of work to do with it...

Posted by: JynX Nov 6 2008, 22:51

Some WIP shots of the TOZ-194 I'm working on, things to still be done:
Shell holder and rear sights, the pistol grip needs some work and I'm looking for some one to texture it as I
am god awful in PS/GIMP




I may do a folding stock version depends how this works out...or alternatively I could do a regular shot gun people have heard of biggrin.gif

Posted by: JdB Nov 7 2008, 00:06

QUOTE(JynX @ Nov 6 2008, 22:51) *
Shell holder and rear sights, the pistol grip needs some work and I'm looking for some one to texture it as I
am god awful in PS/GIMP


Rather important hint: learn how to map and texture your own models, because the chances of someone doing it for you are very slim indeed, as I have found out all too often wink.gif

"Cannot do" does not exist, "cannot be bothered to do/learn" does smile.gif If you don't succeed, you either haven't got enough experience, or you're not trying hard enough.

Posted by: JynX Nov 7 2008, 01:19

advice noted, will start digging for tutorials once I've finished the model.

Posted by: Binkowski11 Nov 15 2008, 01:48

Heres some units i've been working on. Yes I've got permission from Cameron to use his work, as well as DaSquade.



82nd Airborne Division, 1st Battalion, 504th Parachute Infantry Regiment. ISAF

Posted by: UKGBlazero Nov 20 2008, 20:01

some thing iv been working on pic two just to let ya see how big she is

http://i7.photobucket.com/albums/y258/blazer01/arma2008-11-2018-30-44-23.png

http://i7.photobucket.com/albums/y258/blazer01/arma2008-11-2018-47-08-45.png

Posted by: Elliot Carver Nov 20 2008, 21:31

haha holy fk dude, thats awesome! Its really nice to see people putting things like this into game. Makes ArmA fun again! Good job, keep it up worship.gif

Cheers
Carver

Posted by: Binkowski11 Dec 4 2008, 03:12

http://www.imagebam.com/image/71162519964584

http://www.imagebam.com/image/6db7d719964585

Here's some more WIP Shots. My units are nearly ready for release, I just need someone to help me binarize, I keep getting a packing error. If you wanna help me just shoot me a PM.

Posted by: Linker Split Dec 27 2008, 10:36

2 Visitor Buldozzer shots of my incoming island...

---------------



smile.gif

Posted by: JynX Dec 27 2008, 10:50

Very nice linker smile.gif

Posted by: datakill Dec 31 2008, 01:11

Works in progress at "Studio Alpha" : GAZ "Tigr", MI28N, spetsnaz.

http://s232.photobucket.com/albums/ee76/datakill3/?action=view&current=WIP1.jpg

Posted by: Imutep Jan 9 2009, 00:18

WIP Update about the upcoming AMS Addon pack by Marco-Polo-IV smile.gif
More infos and screens you can also find in our http://www.assaultmissionstudio.de/forum/viewthread.php?forum_id=11&thread_id=144


UH-60 with Hellfire (also in Desert)


UH-60 with 2xM134 (also in black)


AV-8B with 5xMaverick


A-10 Thunderbolt with 5xMaverick

Stay tuned...

Posted by: soldier2390 Jan 9 2009, 01:04

the new island looks good linker split! does it have any airbases! and great work

Posted by: Mondkalb Jan 11 2009, 14:42

Here are some Pictures of an hangar I'm currently building for an airport pack.

As you can see, a DC-3 fits in without any problems.

http://www.abload.de/image.php?img=hangar1_promo2244c.jpg http://www.abload.de/image.php?img=hangar1_promo3yhod.jpg

http://www.abload.de/image.php?img=hangar1_promo4kfiy.jpg http://www.abload.de/image.php?img=hangar1_promo1berk.jpg
Here you can see how big this one is...

I am going to add moveable hangar doors...

Posted by: soldier2390 Jan 12 2009, 04:34

WOW mondkalb! those airplane hangers are the perfect thing im looking for! i hope they come out! one little question, are the big enough for a c-130? good luck one you hanger pack! i hope we will see them soon.


thanks,
soldier2390

Posted by: Mondkalb Jan 12 2009, 14:59

I haven't tested the USEC C-130... but I don't think it'll fit through the gate. I am planning to mage a two segment hangar with a span of 100x48m... I think this one could provide shelter for two C-130...

Posted by: soldier2390 Jan 12 2009, 22:52

thats great mondkalb! thanks for getting back to me! a nother little question? would it ok for me to ask how many hangers do you planing on having?

Posted by: Mondkalb Jan 12 2009, 23:03

Now there's a giant gate and eight doors. Also the hangar can now be illuminated.
http://www.abload.de/image.php?img=hangar1_promo5noh1.jpg

I'm planning two, maybe three hangars. Also there's going to be a Tower, Briefingbuilding, Aeronautical Information Service Building (AIS), Weather Service (WX), Workshops, fueltanks and other stuff. Im trying to keep the buildings combinable, so you can place some hangars and then some linking segments like the AIS inbetween.

Posted by: soldier2390 Jan 13 2009, 01:29

mandkalb im impressed with your hangers! there great, is the pack going to be all one pbo.file or each one different pbo.files? also not that it matters,its all great! but is the pack going to be a civilian based pack, or a military based pack if you know what i mean? and are the doors able to open and close?

thanks,
soldier2390

Posted by: Mondkalb Jan 13 2009, 12:08

Everything is usable and working fine. The Airportpack will be a single PBO, aprrox. 200Mb... Im trying to give this airport a non military style, although the buildings will be similiar to the militry airport in my hometown. I've been quite some time in those buildings.

Edit:
http://www.abload.de/image.php?img=hangar1_promo697ee.jpg

A picture of the AIS building WIP. When its finished you'll get a closer look at that piece of sh*twork. 3 Floors. Each is walkable and divided into at least two rooms and one hall...

Posted by: soldier2390 Jan 13 2009, 20:35

i love it! and even though i like the military style bildings, i like thiss better! because for one it could be used in both ways thats good! and there compatible with all other buildings like bis hanger 2! it looks good! keep up the good work!

p.s. those hangers looks like one at the airbase i was at too!

Posted by: -=engener=- Oct 12 2009, 09:13

can anyone attach this to some US RTO unit, P85 maybe?
AN PRC 77



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