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Armed Assault Info Forums _ Addons - Work in progress _ BAZEF

Posted by: -=engener=- Sep 11 2007, 19:59

To all regards, here I do work at the pack BAZEF, in connection with this did arise a question - who the thread of ruin did peck? standard to the new model it hangs without ceremony through [konfig], but here my to hang up in no way I can it can there the limitation of ranges or in the very model of ruins necessary that the additional to prescribe?

Posted by: D@V£ Sep 11 2007, 20:36

Very nice models, but that corrigated texture makes them look almost identical to the Mapfact Bracken, and, looking at the control tower it doesn't link up vertically too well.

But still, they are nice models. smile.gif

Posted by: -=engener=- Sep 11 2007, 20:43

I simply did not know as to place model strictly vertically, now all excellently

Posted by: D@V£ Sep 11 2007, 21:22

I was refering to the way the seams on the texture can be seen. For example:

This texture is seemless:

So when you put it next to itself, you can't see where the seems are:



This texture isn't seemless:

When put next to itself you can clearly see where the seems are:


Posted by: rundll.exe Sep 11 2007, 22:31

this will be execellent for CTI smile.gif

But did you ask permission from Mapfact for the textures?

Posted by: Linker Split Sep 11 2007, 23:51

yes it is a nice addon...work better on textures and Normal maps if you can! wink.gif

Posted by: -=engener=- Sep 12 2007, 05:15

I did ask not about the textures and about the ruins, there is to whom that to actually say?

Posted by: wipman Sep 12 2007, 09:29

Hi, i like alot those objects, the walls, the radio/guard house with the ruins at it's side and the camo net... i miss things like the Mapfact Barracks 1.2
for the ArmA, those objects and structures look really great. Let's C ya

Posted by: -=engener=- Sep 12 2007, 10:09

this [addon] thought as addition to THE Barrachen; therefore in it these textures were used.I will try to remove the scrinshot of remaining models later

Posted by: -=engener=- Sep 12 2007, 19:02

Well here the main gate and an angular tower

And still who knows as to make addon with the model of ruins?

Posted by: mrjfin Sep 12 2007, 21:47

Yeah CTI needs this barracks addons.

Posted by: wipman Sep 13 2007, 14:51

Hi, i don't know anything about 3D modeling, so i can't help there; but i think that
that ramp in the main gate, may need a less angled ramp because the civilian vehicles
sure that bust the carter againist it when they try to pass to the interior, even at
6mph. But still looking very good; those structures could make lots of missions
look alot better, that damn CTI (that i hate & naever play...) CTF's... Coops...
or those silly Berzerk slaughter maps. Really good job there, those structures
look like as a damn must have. Let's C ya

Posted by: -=engener=- Sep 15 2007, 08:17

Tried to make normal and specylar mapping while it turns out badly wacko.gif - structures look very dark ph34r.gif , would not prevent help the expert.There can be it because of that that I used nVidia normal map tools instead of ATI, though at me ATI ? Linker Split, please help! create totur to use ATI normal map tools helpsos.gif

Posted by: Linker Split Sep 15 2007, 10:20

QUOTE(-=engener=- @ Sep 15 2007, 09:17) *
Tried to make normal and specylar mapping while it turns out badly wacko.gif - structures look very dark ph34r.gif , would not prevent help the expert.There can be it because of that that I used nVidia normal map tools instead of ATI, though at me ATI ? Linker Split, please help! create totur to use ATI normal map tools helpsos.gif


The problem is not how you create Normal maps, but parameters you set in the MAT editor...
I'll give you the proper parameters to have a shining metal material:

QUOTE
set the VertexShader to NormalMap
set the PixelShader to NormalMapSpecularDIMap
set the ambient to (1, 1, 1, 1)
set the diffuse to (1, 1, 1, 1)
set the forced diffuse to (0.38, 0.38, 0.38, 1)
set the emissive to (1, 1, 1, 1)
set the specular to (1, 1, 1, 1)
set the specular power to (58,4)
set your default texture that you want to have Normal maps
set your Normal map texture as stage1
set your Specular map texture as stage2 (if you don't know how to create one, see my tutorials)
pay attention to have both NM and SM UV source set to tex

Save it as your material file, apply it to your model, and try it ingame.
If it doesn't work, give me the name of your textures (the default one, and both the NM and SM) I'll do it for you wink.gif

Posted by: Deadeye Sep 15 2007, 18:17

Oh and you should really ask for permission from the Mapfact guys.... head over to http://mapfact.net/include.php?path=start.php

Posted by: -=engener=- Sep 15 2007, 18:29

I do not consider it necessary as has already discussed with their representative.Also what you at once all have clung to structures, same not release, and only sreens, I can in general it I shall not let out in general public?

Posted by: -=engener=- Sep 15 2007, 19:34

> 100kB

QUOTE
§12) No images are to be posted in the English section that exceed 100kb's filesize.
You may be post restricted after your first warning for failure to comply with this rule.


This model will have a special chesspiece - chambers of supervision automatically will turn there-here, an opportunity to include a siren, still I think above a projector or like that Yes, nearly has not forgotten all of model as in the original will be in style woodland, desert, urban (snow)

Posted by: Linker Split Sep 16 2007, 09:13

to have Normal and Specular maps, I truly suggest you do download and read carefully these tutorials I made for dummies:

http://ofp.gamepark.cz/_hosted/ofpmm/BHD_MOD/Downloads/MatEditor_tutorial.rar
ftp://www.armedassault.info/armad/other/LS_Normal_Specular_Mapping_Tutorial.pdf
if you follow these tuts, you will reach the goal wink.gif

Posted by: Deadeye Sep 16 2007, 11:58

-=engener=-: Please do not hotlink screenshots exceeding 100kB wink.gif

Posted by: RAC_hammer Sep 16 2007, 12:46

looking very good keep up the good work i was suprised that mapfact didn't make version of barracken for arma but now i can guess you beted them to th epunch!!!!by the way tthe boat houses look very interesting indeed

Posted by: Linker Split Sep 16 2007, 13:13

and do them fast, I need barracks for my High Def. tropic island wink.gif

Posted by: -=engener=- Sep 24 2007, 20:37


Inhabited barrack, it is almost ready

Posted by: -=engener=- Oct 25 2007, 21:14

New version Aircraft Control Tower (Woodland)

Posted by: -=engener=- Nov 2 2007, 21:32

[img]http://img216.imageshack.us/img216/2314/prison1wn4.jpg /img] > 100kB
Prison (Woodland) How it to like you?
[img]http://img216.imageshack.us/img216/3223/prison2vq5.jpg /img] > 100kB

Posted by: Linker Split Nov 2 2007, 23:48

how many faces are those jails made of?

anyway seems good, only try to use a different texture for the beds wink.gif

Posted by: JdB Nov 2 2007, 23:57

QUOTE(Linker Split @ Nov 2 2007, 23:48) *
anyway seems good, only try to use a different texture for the beds wink.gif


As well as of course adding some "wear and tear" details to the textures thumbsup.gif

Posted by: -=engener=- Nov 3 2007, 00:03

they a 6000-7000 poligons

Posted by: Deadeye Nov 3 2007, 15:02

-=engener=- please do not hotlink images exceeding 100kB wink.gif I told you before so this time you will get 24h post restriction ! It really isn't that hard to keep images under 100kB !

QUOTE
§12) No images are to be posted in the English section that exceed 100kb's filesize.
You may be post restricted after your first warning for failure to comply with this rule.

Posted by: -=engener=- Nov 11 2007, 10:42

Here actually a problem in what: I wish to create animation of one object, in ArmA innovations concerning it are, has riveted which as a config, but couples not animation, help helpsos.gif

CODE
class CfgPatches
{
    class bazef
    {
        units[] = {SmallGateW};
        weapons[] = {};
        requiredVersion = 1.08;
    };
};
class CfgSounds
              {
  class JOF_Tur_auf
                  {name="JOF Tur auf";
                  sound[]={"BAZEFsoundJOF_Tur_open.ogg",1.000000,1.000000};titles[]={};
              };
  class JOF_Tur_zu
                  {name="JOF Tur zu";
           sound[]={"BAZEFsoundJOF_Tur_close.ogg",1.000000,1.000000};titles[]={};
              };
  class JOF_Tor1
                  {name="JOF Tor1";
           sound[]={"BAZEFsoundJOF_Tor1.ogg",1.000000,1.000000};titles[]={};
              };
  class JOF_Tor2
                  {name="JOF Tor2";
           sound[]={"BAZEFsoundJOF_Tor2.ogg",1.000000,1.000000};titles[]={};
                 };
  class JOF_Rada
                 {name="JOF Rada";
          sound[]={"BAZEFsoundJOF_Rada.ogg",70.000000,0.250000};titles[]={};
             };
};

class CfgVehicleClasses
{
class BAZEF
{
displayName = "ENGENER BAZEF";
};
};

class CfgSkeletons
{
    class house; //Define base class.
    class Bazef_bones: house
    {
         isDiscrete=1;
         skeletonInherit = ""; //Inherit all bones from class Car.
         skeletonBones[]=
         {
              "doorL","frame"
    
          
         };
    };
};



class cfgModels
{
    class house;
    class bazef: house
    {
         skeletonName = "Bazef_bones";
         sectionsInherit="";
         sections[]={doorL,doorR,frame};

         class Animations
         {
         
        class ani_SmallGateDoor
        {
                                    type="rotation";
                                    animPeriod=5;
                          source="SmallGate_open";
                          selection="doorL";
            axis="osa_L";
            angle0=0;
            angle1=1.5;
                };
         }; /* Animation class end */
    };
};




class CfgVehicles  {
/*extern*/ class Thing;
    /*extern*/ class Building;
    /*extern*/ class Strategic;

    class NonStrategic: Building {
        /*extern*/ class DestructionEffects;
    };
    /*extern*/ class HouseBase;
    /*extern*/ class Land_VASICore;

    class House: HouseBase {
        /*extern*/ class DestructionEffects;
    };
    /*extern*/ class Ruins;


class Flagsite:House
    {
        model="BAZEFAbmBarrack33.p3d";
        armor=1000;
        scope=2;
                                sound="JOF_Tur_auf";
                                irTarget=0;
                                animated = 1;
                             placement = "vertical";
        vehicleClass="BAZEF";
        displayName="Flagsite";
};

class SmallWallW: House
    {
        model="BAZEFAbmBarrack30.p3d";
        armor=1000;
        scope=2;
                                sound="JOF_Tur_auf";
                                irTarget=0;
                                animated = 1;
                               placement = "vertical";
        vehicleClass="BAZEF";
        displayName="SmallWall (WOОDLAND)";
};

class SmallTowerW: House
    {
        model="BAZEFAbmBarrack31.p3d";
        armor=1000;
        scope=2;
                                sound="JOF_Tur_auf";
                                irTarget=0;
                                animated = 1;
                                placement = "vertical";
        vehicleClass="BAZEF";
        displayName="SmallTower";
};




class SmallGateW:House
    {
        model="BAZEFAbmSmallGateW.p3d";
        armor=1000;
        scope=2;
                                sound="JOF_Tur_auf";
                                irTarget=0;
                                animated = 1;
                                placement = "vertical";
            vehicleClass="BAZEF";
                     displayName="Small Gate";

                   class AnimationSources
        {
            class  SmallGate_open
            {
                source = "user";
                animPeriod = 5;
                initPhase=0;
            };
        
        };

    
        class UserActions {
    
            class Open_Gate
            {
                                                        displayNameDefault="<img image='cauidataui_action_open_ca.paa' size='4'/>";
                displayName="Open Gate";
                position="open_pos";
                radius=2.000000;
                onlyForPlayer = 0;
                condition="this animationPhase ""ani_SmallGateDoor"" < 0.5";
                statement=" this animate [""ani_SmallGateDoor"", 1]";
            };
                                           class Close_Gate
            {
                displayName="Close Gate";
                position="open_pos";
                radius=2.000000;
                onlyForPlayer = 0;
                condition="this animationPhase ""ani_SmallGateDoor"" >= 0.5";
                statement=" this animate [""ani_SmallGateDoor"", 0]";
            };

};
};

};

Posted by: Linker Split Nov 11 2007, 11:39

I saw you defined in skeleton section only DoorL, not DoorR...

Posted by: -=engener=- Nov 11 2007, 12:43

Yes though one shutter would open, to me purely to understand technology

Posted by: Linker Split Nov 11 2007, 13:20

try to put also the unopened door in the cfgSkeletons class...
also, there should be a point in the memory LOD which is the one you can access to the action (I don't remember the line to put into the config to configure it, somehting like position...)

Posted by: -=engener=- Nov 11 2007, 16:07

It is a pity, but nothing helps cry3.gif

Posted by: -=engener=- Nov 25 2007, 10:08

If not who will not help me with a config for animation, will look only sreens, the release to be postponed in foggy distances wink.gif

Posted by: Linker Split Nov 25 2007, 10:20

you also need to binarize the model, in order to have animation working...
Make sure you have:

model.p3d (the model)
model.cfg (the configuation with cfgSkeletons and cfgModels)
Textures

Posted by: -=engener=- Nov 25 2007, 16:06

It is not necessary to me to speak common truths, the help with a config is necessary to me

Posted by: Linker Split Nov 25 2007, 16:10

QUOTE(-=engener=- @ Nov 25 2007, 16:06) *
It is not necessary to me to speak common truths, the help with a config is necessary to me

din't want to be rude smile.gif
i told you... maybe you need to binarize the model with the model.cfg
on BI forum there was a thread about these sort of problems...
it is called "Ladders???"
Try it
for me is a binarization problem

Posted by: -=engener=- Nov 25 2007, 17:09

The SAME MODEL With ANOTHER'S CONFIG PERFECTLY WORKS, SO to mine HAS put In the CONFIG

Posted by: Linker Split Nov 25 2007, 17:22

QUOTE(-=engener=- @ Nov 25 2007, 17:09) *
The SAME MODEL With ANOTHER'S CONFIG PERFECTLY WORKS, SO to mine HAS put In the CONFIG


Ok, so the best way is to compare both configs, and see whatare thedifferences.
Nobady was born with all the solution in his mind!

Posted by: -=engener=- Dec 2 2007, 21:44

Well here something is already almost ready, there were some problems with animation - each animation turns out as broken on phases, artificial

Posted by: Elliot Carver Dec 3 2007, 02:48

lo dude!

Some very nice looking addons you have there ^^ this is one pack im looking forward to smile.gif
As another idea perhapse you could incorperate some of your buildings into a small pack with earth works to make them look like they are in a hillside?



(Carvers idea shown in pic - This is not a BAZEF wip pic) smile.gif

Keep up the good work!


Cheers, thumbsup.gif
Carver

Posted by: -=engener=- Dec 5 2007, 13:52

The island with a flat surface, without objects (for the test) is necessary smile.gif

Posted by: -=engener=- Dec 9 2007, 11:26

The help with a format of RVMAT who can help is necessary write in PM - I shall send model

Posted by: Linker Split Dec 9 2007, 11:37

what prob? tell us here

Posted by: -=engener=- Dec 9 2007, 11:39

I can not so to expose in any way parameters of a material that the model looked not plastic, ugly it turns out helpsos.gif

Posted by: Linker Split Dec 9 2007, 12:10

do you want to make a particular surface plastic??

Posted by: -=engener=- Dec 9 2007, 12:27

No, I need to create a material of corrugated iron, wood, a camouflage grid, a brick wall, glass

Posted by: Linker Split Dec 9 2007, 12:56

QUOTE(-=engener=- @ Dec 9 2007, 12:27) *
No, I need to create a material of corrugated iron, wood, a camouflage grid, a brick wall, glass

Corrugated iron:
1--> select NOHQ+SMDI
2-->
CODE
        Ambient = {1, 1, 1, 1};
        Diffuse = {1, 1, 1, 1};
        Forced Diffuse = {0, 0, 0, 0};
        Emmisive = {0, 0, 0, 1};
        Specular = {1, 1, 1, 1};
        Specular Power = 70;


wood:
1--> select NOHQ+SMDI
2-->
CODE
        Ambient = {1, 1, 1, 1};
        Diffuse = {1, 1, 1, 1};
        Forced Diffuse = {0, 0, 0, 0};
        Emmisive = {0, 0, 0, 1};
        Specular = {0.5, 0.5, 0.5, 1};
        Specular Power = 10;


brick wall:
1--> select NOHQ+SMDI
2-->
CODE
        Ambient = {1, 1, 1, 1};
        Diffuse = {1, 1, 1, 1};
        Forced Diffuse = {0, 0, 0, 0};
        Emmisive = {0, 0, 0, 1};
        Specular = {0, 0, 0, 1};
        Specular Power = 0;


camouflage grid:
1--> select NOHQ+SMDI
2-->
CODE
        Ambient = {1, 1, 1, 1};
        Diffuse = {1, 1, 1, 1};
        Forced Diffuse = {0, 0, 0, 0};
        Emmisive = {0, 0, 0, 1};
        Specular = {0, 0, 0, 1};
        Specular Power = 0;

3--> Add these flags to the rvmat: NoZWrite, NoAlphaWrite

for the glass rvmat, there is a tutotial posted on tutorials thread

Posted by: -=engener=- Dec 9 2007, 13:07

senks worship.gif

Posted by: -=engener=- Dec 9 2007, 19:30







Posted by: Linker Split Dec 9 2007, 19:52

wow good work on them m8! w00t.gif

Posted by: -=engener=- Dec 9 2007, 19:56

It kills me, it is difficult to do all to one, constantly there are problems

Posted by: eddyd Dec 9 2007, 22:44

nice lighting on the buildings , most learn more over that lighting thing so i can use on my shelters , keep up the good work

eddyD

Posted by: -=engener=- Dec 9 2007, 23:00

eddyD, this is simple, if you intresting send PM

Posted by: Linker Split Dec 9 2007, 23:05

QUOTE(-=engener=- @ Dec 9 2007, 23:00) *
eddyD, this is simple, if you intresting send PM

is it achieved by putting more points in the memory LOD and then in config writing a code for each one of them? unsure.gif

Posted by: -=engener=- Dec 9 2007, 23:09

Just it

Posted by: -=engener=- Dec 28 2007, 10:27

Which that from new. Model of a projector and a tower most likely I shall alter, well and illumination for one I shall correct.

Posted by: JdB Dec 28 2007, 12:12

Is it just me, or is that a blank picture? unsure.gif

Posted by: Deadeye Dec 28 2007, 12:42

QUOTE(JdB @ Dec 28 2007, 12:12) *
Is it just me, or is that a blank picture? unsure.gif

it's just you wink.gif

Posted by: eddyd Dec 28 2007, 22:51

good job on that towerlight , engener thumbsup.gif
im very intresting how you do that
keep up the good work

Posted by: -=engener=- Dec 30 2007, 11:43

Who in a rate how to create / to adjust effect of blinding from a projector?

Posted by: -=engener=- Dec 31 2007, 12:00

Small present http://depositfiles.com/files/2895436

Posted by: Deadeye Dec 31 2007, 12:06

QUOTE(-=engener=- @ Dec 31 2007, 12:00) *
Small present http://depositfiles.com/files/2895436

Thanks a lot smile.gif
What objects does it include? And some screens would be extremly nice for a news wink.gif

Posted by: -=engener=- Dec 31 2007, 12:10

This small addon include light tower (3 camo)


Happy New Year naughty.gif
PS It would be desirable to see use of it addon in missions

Posted by: Daniel Dec 31 2007, 13:31

Cool pictures! Downloading.

Posted by: Daniel Dec 31 2007, 13:46

Hmm, I get this error whenever I try to use any of the towers.


Posted by: -=engener=- Dec 31 2007, 13:49

just press ok, this dont letal, i repear this end next version

Posted by: Deadeye Dec 31 2007, 13:53

Thx man, here is an ArmedAssault.info mirror.
Sgt.Eisen also took another promo shot wink.gif

http://www.armedassault.info/index.php?cat=news&id=401&setlang=en

Great job !

Posted by: -=engener=- Jan 13 2008, 16:44

Who does not wish to help with models of furniture and an other interior?

Posted by: Sarge_TJ Jan 14 2008, 03:30

Wow, these look fantastic. Keep up the good wor kand im hoping they're almost done, because I would like t ouse some barracks in arma. biggrin.gif biggrin.gif

Posted by: -=engener=- Jan 16 2008, 19:58


I work above creation of a flagstaff on objects, I shall try to make without createVehicle, one model with construction

Posted by: Linker Split Jan 19 2008, 09:54

definitively Enginer you are going to the right way wink.gif
I really love your models, the effort you put on making them, everything seems to be beautiful

Linker Split

Posted by: -=engener=- Jan 28 2008, 14:26

On these models the RVMAT, configs are necessary still and there is a pair ideas on scripts, they comrade LOST are written

Posted by: HogRoot Feb 5 2008, 09:19

I have a couple of questions.

1. Have you released your prison/prisoners addon yet? If not, do you have an eta? This is exactly what I need to finish my mission....looks outstanding!

2. How do I place soldiers inside the light towers? I have tried from every possible angle and they always wind up on the ground under the tower. And is there any chance of making the lights movable/manned?

Posted by: -=engener=- Feb 5 2008, 09:23

1. no prison not relesed yet ( probably I shall include it in release which is planned on February, 20th)
2. yep light can automation rotation in the next version.

Posted by: HogRoot Feb 5 2008, 18:08

Thanks for the update Bazef...your addons are look amazing, can't wait to get my hands on them. Is there a way to at least put a guy in the light towers? If so what is the trick...Im having no luck.

Posted by: -=engener=- Feb 19 2008, 22:39

small video test http://www.youtube.com/watch?v=sIIvfa9q1Hw worship.gif thanks to you help comrade

Posted by: -=engener=- Feb 22 2008, 16:56

need betatester to test new version (PM)
UPD/The new version is accessible to uploading, criticism, advice, the ideas, the request to write the found out bugs to this theme/
*******
BAZEF (v1.1)
*******
Includes:
1.Helipad with SSS (tru use helipad with BIS flagcarier)
2.Checkpoint (tru use Checkpoint with Small Wall end with two Small Wall)
3.Small Wall
4.Small Tower (tru use Small Tower to connected two Small Wall or Small Wall end Small Gate)
5.Small Gate
6.Ligthhouse with ASS (tru use Ligthhouse at its night)
*******
Almost all models are animated, (how much I know the first self-made models of a statics under ARMA having smooth animations) there is own illumination, but because of features of a cursor it is not recommended to put construction very close.
*******
Thanks for the help : LOST,sgt.Ace,Lester,SNKMAN
http://rapidshare.de/files/38645216/BAZEF.rar.html
need Armed Assault QG 1.09

Posted by: Deadeye Feb 22 2008, 19:24

News posted : http://www.armedassault.info/index.php?cat=news&id=560

Posted by: -=engener=- Feb 23 2008, 09:56

http://ru.youtube.com/watch?v=zdreNtU2PFo
http://ru.youtube.com/watch?v=ZVgMAFAaupI
http://ru.youtube.com/watch?v=sW5ceXnH9Os

Posted by: Imutep Feb 23 2008, 17:27

Very nice and useful addon thumbsup.gif
Can i switch on/off the light on the towers via script?

Posted by: -=engener=- Feb 23 2008, 17:54

QUOTE(Imutep @ Feb 23 2008, 17:27) *
Very nice and useful addon thumbsup.gif
Can i switch on/off the light on the towers via script?

litl damage end all must be.... naughty.gif

Posted by: -=engener=- Feb 25 2008, 09:11





Prison office building

Posted by: IAmSuperbad Mar 10 2008, 02:23

Is it possible for you to make it for just Armed Assault? No Queens Gambit needed. I would really appreciate it. biggrin.gif But otherwise, the addon looks great!

Posted by: D@V£ Mar 10 2008, 12:21

Very Nice biggrin.gif

My only concern is that roof texture... it'd look fine on it's own, but because it's the same texture as the rest of the building it gives the whole thing a bit of an odd look...

Posted by: JynX Mar 10 2008, 12:53

Thank you, was gonna comment on the same sorta thing, and I was noticing that about the models im doing for OFP, but yes, imho if you could make or find a texture for roof felt or metal roofing it would look pretty cool.

Posted by: -=engener=- Apr 12 2008, 10:05


Monument to Dmitry Astakhov drunk.gif



Posted by: -=engener=- May 17 2008, 18:35







http://img216.imageshack.us/img216/3742/bazefprison6ho0.jpg
rolleyes.gif

Posted by: Cervo May 29 2008, 10:37

It looks very nice, is there new info and screenshots available ? smile.gif

Posted by: -=engener=- Jun 1 2008, 17:03

On many models it is necessary to be engaged seriously in geometry and other (at first I prepare visual LODs, on the rest time does not suffice) From-for absence of communication with Sgt Ace I can not publish the following version (something I shall change in old constructions + I shall add new (garage, a barracks, prison) if I shall be in time, I shall add above what now I work - an arsenal, ware and fuel warehouses.

Posted by: -=engener=- Jun 12 2008, 21:07

dance.gif My experiences with an ACIN (active interior) On images ACIN for the USSR, USA, NATO....



and a material of glass on a barracks. (thanks ObmaR worship.gif )

Posted by: Linker Split Jun 12 2008, 22:58

m8, why don't you add RVMATS?

Posted by: -=engener=- Jun 12 2008, 23:09

Small problem with creation normalmap and RVMATs, maybe later.

Posted by: D@V£ Jun 13 2008, 17:33

Will the final version support RACS and SLA flags? I know this sound a tad pre-emptive, but it'd be nice if we could have flags for the forces represented in vanilla smile.gif

Posted by: -=engener=- Jun 14 2008, 09:01

It simply test. I do not know as you, and such the uses of a flag it seems to me little bit cine, far-fetched. (here with the weapon, different for the different parties, in an arsenal it is looked, but there problems) Now the problem consists in a plenty of ranges that at construction of an interior of the concrete party the coordinate grid gets off

Posted by: -=engener=- Jul 7 2008, 06:04

new stuff

Brifing room (night)

Radiostation

again

Brifing room

Brifing room
Yes I know, it is time to publish for a long time but to not like me quality of an interior so if who that wishes to share qualitative but lowpoly models (p3d) of furniture and other - shall be obliged

Posted by: -=engener=- Jul 10 2008, 06:38

Brifing room with furniture


Posted by: -=engener=- Aug 3 2008, 21:38

There will be someone who can help to finish a number of models?

Posted by: Helping Hand Aug 3 2008, 21:46

Q: Will it be possible to implement an option to be seated in the briefing room or will we all have to stand before missions ^^?

Posted by: Linker Split Aug 3 2008, 22:57

QUOTE(Helping Hand @ Aug 3 2008, 22:46) *
Q: Will it be possible to implement an option to be seated in the briefing room or will we all have to stand before missions ^^?


I can't expect such a question from you m8 boppin2.gif

you can use the Playmove or SwitchMove command to sit soldiers

Posted by: -=engener=- Aug 4 2008, 04:52

We express on a theme if I shall not find the person, ready to complete model, to you even that that already is it will not be possible to see in АrmA sad.gif

Posted by: MODUL Aug 5 2008, 01:21

Somebody, help him, i would not want that work was gone, because it is good work sad.gif

Posted by: -=engener=- Aug 9 2008, 12:27

Such question has arisen: I do windows by 2 planes, a structure and a material from this http://forum.armedassault.info/index.php?showtopic=1144, the problem consists that through glass is visible only to an interior of a barrack and is invisible surrounding objects - trees, tanks, the soldier, other same barrack.WTF

Posted by: -=engener=- Sep 3 2008, 06:47

ok, barrack ready, soon we have new screen smile.gif

Posted by: -=engener=- Sep 8 2008, 06:09

anyone can create RVMAT end other (like *nohq , *smdi) ?

Posted by: -=engener=- Sep 28 2008, 18:35

http://img230.imageshack.us/my.php?image=08island3mb3.jpghttp://g.imageshack.us/thpix.php

http://img137.imageshack.us/my.php?image=08island2bc5.jpghttp://g.imageshack.us/thpix.php

Posted by: Helping Hand Sep 28 2008, 19:01

Those towers look really nice =]

Posted by: Avalla'ch Sep 29 2008, 13:02

Building enterable even for AI ? smile.gif

Posted by: -=engener=- Sep 29 2008, 15:16

yep

Posted by: -=engener=- Oct 20 2008, 09:20

The prototype nuke silo - one of the BAZEF models



Posted by: Old Bear Oct 20 2008, 10:07

Nice job of course !
Do you plan underground structures such as http://www.spaceuk.org/bstreak/bs/k11.html taken from the canceled UK "Blue Streak" project ?

Posted by: D@V£ Oct 20 2008, 10:54

Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet...

RA1 influenced perhaps? tongue.gif

Posted by: -=engener=- Oct 20 2008, 11:44

mellow.gif

QUOTE(D@V£ @ Oct 20 2008, 10:54) *
Sweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet...

RA1 influenced perhaps? tongue.gif
No, World In Cnflict reworked w00t.gif
correct underground structures not supported in ARMA sad.gif

Posted by: Old Bear Oct 21 2008, 19:01

I am still wondering about underground structures as Alex Sworn has built a silo structure on/in his La Samula island and had said he was trying to enhance it but as he has disappeared since June ....
Perhaps it's easier to build a map with a big hole in purpose and then slide the bunker in ... unsure.gif

Posted by: -=engener=- Oct 22 2008, 08:04

We can try to realise underground structures, the approximate technology of their creation is known still since ОFP, but it will demand the big work with models and island, besides will approach only for not so high underground objects

Posted by: -=engener=- Oct 31 2008, 07:53

reworked BAZEF_flags. Besides these flags a separate set I will let out structures for them with flags of other countries, likely it will be quite good.
On screen: west/east soldier by Vilas, Modul anims, BAZEF WIP
http://img508.imageshack.us/my.php?image=northfa4.jpghttp://img259.imageshack.us/my.php?image=southcp8.jpghttp://img526.imageshack.us/my.php?image=usa1dj5.jpghttp://img516.imageshack.us/my.php?image=usa2cc5.jpghttp://img526.imageshack.us/my.php?image=ussr1zd9.jpghttp://img529.imageshack.us/my.php?image=ussr2is7.jpg

Posted by: Elliot Carver Oct 31 2008, 20:39

lo dude,

Thats got to be the best set of flags the game has seen. Top quality work!
Any chance us Brits can nudge in a flag? lol
Good job thumbsup.gif
cheers

Posted by: D@V£ Oct 31 2008, 23:35

Looking good!
Will we be able to dynamically switch the textures on them? Would be a lot better for Warfare than plain ol' flags! ohmy.gif

Posted by: -=engener=- Nov 1 2008, 10:58

Textures for other countries are already ready, but in base pack they will not be included not to increase gross weight addon pack, leaves separate addition.

QUOTE
Will we be able to dynamically switch the textures on them?

ofcose, this possibility is and on other construction which yet has been not shown at a forum

Posted by: -=engener=- Nov 12 2008, 16:35

After pack video quality of night shooting has considerably gone down, so almost it is visible nothing, sorry
http://ru.youtube.com/watch?v=mu0iA9mqufE

Posted by: Old Bear Nov 12 2008, 17:18

This camera is a nice item, could you tell us if night vision ... well, a bit black atm is NV, I mean green or black and white as other addons (NVsight in BRR or Flir in the XAM) are featuring ?

Posted by: -=engener=- Nov 13 2008, 07:10

this qestion to Lost

Posted by: -=engener=- Nov 30 2008, 12:27

[mg]http://img123.imageshack.us/img123/9563/g1bg7.jpg[/img]
[mg]http://img78.imageshack.us/img78/9272/g2fv8.jpg[/img]
Revorked Garage

Posted by: Linker Split Nov 30 2008, 12:50

wow nice hangars -=engener=-!

If I'll release another version of my HDT island, I will use also these models if I can rolleyes.gif

Posted by: wipman Dec 1 2008, 10:31

Hi, those hangars look very well, i hope that you release a kind of construction kit for the Editor
as Mapfact did in it's day for the OFP; i miss alot those hangars & the whole thing. Let's C ya

Posted by: -=engener=- Dec 9 2008, 16:14

Small video WIP : Garage (desert camo), Fuel storage, Repair ramp: http://ru.youtube.com/watch?v=ZJXoYGY8lWY
WIP better qality can download here : http://rapidshare.com/files/171777970/df2.rar.html

Posted by: Bastian Dec 9 2008, 23:53

Is there a chance to see wooden textures as well as the ones planned? I hate to ask you to do more work but it would look great in a European environment.

Posted by: -=engener=- Dec 10 2008, 00:28

On 4 posts upwards it with woodland texture

Posted by: Helping Hand Dec 10 2008, 10:16

I think that he meant bare wood as opposed to woodland.

Posted by: Yokhanan Dec 18 2008, 00:06

Once everything is complete and released, do you think you would consider maybe doing texture for RACS, maybe? smile.gif

Posted by: -=engener=- Dec 19 2008, 15:13

QUOTE(Yokhanan @ Dec 18 2008, 00:06) *
Once everything is complete and released, do you think you would consider maybe doing texture for RACS, maybe? smile.gif
No, my work finished with relesed new vershion

Posted by: -=engener=- Jan 13 2009, 23:01

UPDATE be soon

Posted by: Old Bear Jan 14 2009, 10:41

I don't understand what's going on, but I am unable to get the .pbo working to have a look at the changes puking2.gif
Could you tell us what's happening ?

Posted by: -=engener=- Jan 14 2009, 11:06

donload 2 new pbo end deleted old BAZEF.pbo (this use once cfg class a fix it tomorrow)

Posted by: -=engener=- Feb 4 2009, 20:50

Some news GUARD TOWER WIP drunk.gif ph34r.gif
http://www.youtube.com/watch?v=8TsVPbcZW5w
http://www.youtube.com/watch?v=587Z-0Wj0_Q

Posted by: -=engener=- Feb 16 2009, 06:56

New WIP Guardtower end reworked ushlupft (for Arma end some new models)
[mg]http://img13.imageshack.us/img13/8233/gtnml9.jpg[/img]
[mg]http://img12.imageshack.us/img12/9830/gtn2vt8.jpg[/img]

Posted by: Marko112 Feb 16 2009, 23:05

Amazing work! Looking forward to your addon.

Posted by: -=engener=- Mar 8 2009, 11:45

[mg]http://img217.imageshack.us/img217/2736/powerstation.jpg[/img]
small update electro tramnsformer station

Posted by: -=engener=- Mar 30 2009, 22:10

[mg]http://img219.imageshack.us/img219/6546/sw1.jpg[/img]
[mg]http://img27.imageshack.us/img27/6397/sw2i.jpg[/img]
[mg]http://img26.imageshack.us/img26/2338/sw3e.jpg[/img]
fence gate

Posted by: Linker Split Mar 31 2009, 08:37

wow enginer, you are making an awesome fantastic job!

Keep them up man! wink.gif

Posted by: Deadeye Mar 31 2009, 10:21

QUOTE(Linker Split @ Mar 31 2009, 09:37) *
wow enginer, you are making an awesome fantastic job!

Keep them up man! wink.gif

I second that comment. Objects are needed in ArmA and ArmA2. News posted !

Posted by: -=engener=- Apr 12 2009, 18:56

WIP railroad. This time witchout RVMAT, sorry thumbsup.gif
[mg]http://img10.imageshack.us/img10/331/train1.jpg[/img]
[ig]http://img232.imageshack.us/img232/8753/train2.jpg[/img]
[ig]http://img23.imageshack.us/img23/7336/train3p.jpg[/img]
Yes, BAZEF_Fence module has completed, but to use them with the last version addon it is impossible, and it is necessary to swing core 80MB and itself addon 6 MB gradually addon I will add to spread?

Posted by: wipman Apr 13 2009, 08:06

Hi, that railroad looks great, we'll just need a static train addon to go with it. Let's C ya

Posted by: Linker Split Apr 13 2009, 08:40

you could do one thing to the rail roads: you could add an Alpha Blended texture for the rock ground so we will not have these railroads so sharpen with evident borders.
nice jpb on that wink.gif

Posted by: Electroself Apr 13 2009, 20:28

so how is Bazefs surveillance camera coming along?

Posted by: -=engener=- Apr 13 2009, 21:56

QUOTE(Electroself @ Apr 13 2009, 20:28) *
so how is Bazefs surveillance camera coming along?
I must finish GEO, FIREGEO LODs; scripts end oter stuff ready. Im to lazy, so do not wait soon unsure.gif

Posted by: Old Bear Apr 14 2009, 06:58

Good job done with these nice railways tracks !

Do you plan to build also junctions, curves and tracks with wooden sleepers ?

If I understand what you have said in your post, it is not a standalone addon, it must be used with your Core addon.

Posted by: -=engener=- Apr 14 2009, 13:31

QUOTE(Old Bear @ Apr 14 2009, 06:58) *
Good job done with these nice railways tracks !

Do you plan to build also junctions, curves and tracks with wooden sleepers ?

If I understand what you have said in your post, it is not a standalone addon, it must be used with your Core addon.
Yes this one of the modules BAZEF, but a can create this standalone version, end yes im plan also railcross, railend, maybe more... i have many nice idea end some god models but dont have much time to do it a addon pack, LODs killings me thumbsdownsmileyanim.gif

Posted by: -=engener=- Apr 15 2009, 06:46

Here a piece of a way for creation of turns of 10 degrees on 15 metres also it is visible connecting plates a rail
[ig]http://img25.imageshack.us/img25/4646/55672495.jpg[/img]

[ig]http://img24.imageshack.us/img24/6465/60889458.jpg[/img]

[ig]http://img25.imageshack.us/img25/6646/97434554.jpg[/img]

Images well over 150kb. Please watch filesize

Posted by: -=engener=- May 2 2009, 12:50

Hi, all Here Bazef_flags http://ifolder.ru/11915876
to install delete old bazef.pbo
On screen: west/east soldier by Vilas, Modul anims, BAZEF WIP
http://img508.imageshack.us/my.php?image=northfa4.jpghttp://img259.imageshack.us/my.php?image=southcp8.jpghttp://img526.imageshack.us/my.php?image=usa1dj5.jpghttp://img516.imageshack.us/my.php?image=usa2cc5.jpghttp://img526.imageshack.us/my.php?image=ussr1zd9.jpghttp://img529.imageshack.us/my.php?image=ussr2is7.jpg

Posted by: -=engener=- May 8 2009, 18:07

anyone use it?

Posted by: Bastian May 13 2009, 13:48

Yes! Awesome addon, adds the perfect backdrop in my opinion. If you have time, may I request a version for wall-hanging as well?

Posted by: I3eefy May 15 2009, 05:16

QUOTE(-=engener=- @ May 2 2009, 21:50) *
Hi, all Here Bazef_flags http://ifolder.ru/11915876


Um i cant read that and i cant download it. Please help

Posted by: soldier2390 May 15 2009, 07:18

QUOTE(Bastian @ May 13 2009, 07:48) *
Yes! Awesome addon, adds the perfect backdrop in my opinion. If you have time, may I request a version for wall-hanging as well?

you could just simply place it near a wall then it will look as if its hanging there....it would be the same if he made a wall mounted one!

Posted by: Bastian May 15 2009, 15:51

I've managed to do that, though the base still shows through at times.

Posted by: -=engener=- May 15 2009, 20:47

just place any picture use this addon

Posted by: genpatton43 Jun 12 2009, 04:35

QUOTE(-=engener=- @ May 2 2009, 12:50) *
Hi, all Here Bazef_flags http://ifolder.ru/11915876
to install delete old bazef.pbo
On screen: west/east soldier by Vilas, Modul anims, BAZEF WIP
http://img508.imageshack.us/my.php?image=northfa4.jpghttp://img259.imageshack.us/my.php?image=southcp8.jpghttp://img526.imageshack.us/my.php?image=usa1dj5.jpghttp://img516.imageshack.us/my.php?image=usa2cc5.jpghttp://img526.imageshack.us/my.php?image=ussr1zd9.jpghttp://img529.imageshack.us/my.php?image=ussr2is7.jpg



I need a hand in getting these flags to show up. I've been working on it for over an hour now trying to figure it out and I'm not having any luck.

I downloaded the addon and installed it. When I go into the editor and place it, I only get the holder for it.

What do I need to type into the initialization line for it to appear?
I need some of the older Soviet flags.

Also, I thought you could place a jpeg image in the mission folder and than enter

this setflagtexture "your_flag_name.jpg"
in the init line. yet, whenever I do nothing appears.

What needs to be done to modify it, or does it need to be a certain size? i.e 128x128?

I'm sure there is a simple answer that I'm missing, but I'll be damned if I can see it right now. LOL

Thanks!

Posted by: -=engener=- Jun 12 2009, 09:37

Use 512*1024
Use in the init field:
this setobjecttexture [0,"\BAZEF_core\flag\ussr_f1.paa"] (USSR for Flag)
this setobjecttexture [0,"\BAZEF_core\flag\ussr_f2.paa"] (USSR for Sign)
READ read-me end use:
this setobjecttexture [0,"tex_names.paa"]
tex_names.paa mast be in mission folder.

Posted by: -=engener=- Jun 12 2009, 11:03

BAZEF: New Modul

Guardtower
http://ifolder.ru/12607641
Changet Bazef_core for new modul
http://ifolder.ru/12607686
Changet Bazef_flags (small textures end cfg error fix)
http://ifolder.ru/12607697
******************************************
DELETED ALL OLD BAZEF FILES
******************************************

Posted by: genpatton43 Jun 12 2009, 15:49

engener,

Thanks for taking the time to answer my question. It works perfectly.
Much appreciated, thanks again!

Posted by: -=engener=- Jun 21 2009, 11:51

ok this some new stuff edited Comunication center, after player activated sat view anten on buildings deploy end sat view started. This time wait sat view script via Lost,but his not response ICQ so this take more time.
P/S End yes, this video from ArmA2, Bazef addon work on this too. drunk.gif
http://www.youtube.com/watch?v=gd7PzmZ0o-Q

Posted by: -=engener=- Jun 27 2009, 10:51

Im very need scripter help.
Need spy satellit script

Posted by: -=engener=- Aug 20 2009, 20:28

Just funnu stuff rofl.gif



Posted by: -=engener=- Aug 21 2009, 21:21

drunk.gif Winston (light) hug.gif




how it?

Posted by: bulkington80 Aug 23 2009, 15:10

omg, it's alive! smile.gif

Posted by: -=engener=- Aug 23 2009, 15:19

I represent to your attention the following subject expanding surroundings
It would be quite good to see your version of an inscription for WEST (USA/EU) flask versions





Posted by: soldier2390 Aug 23 2009, 19:22

lol i will take a pack of newport 100's please!!! lol nice addon man....also not too get my self in trouble but how bout a nice dubie(ei..blunt...joint..idk something rolled with weed)..lol or two! also this is more pratical too...think of the police missions you can do...along with the weed plant addon?..lol ok i got to get myself out of this conversation befor i get in trouble! cause weed and me dont mix well...last time i seen it i ended up locked up! also how will these work...ie are they just static(and sit on the ground for show) or are gonna make a script to smoke emm...whats gonna come out of these?

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