View Full Version : SJB Weapons Pack
Jackal326
Dec 16 2006, 22:00
Well, I've begun work on optimising the weapon models (and textures) for Armed Assault. With some of developments recently (memory point named 'eye' to provide the game with the position for the 3D optics), I've started setting up the models for work on them with Oxygen 2. In the mean time, I've been trying my best with the current tools, and have made some slight progress. I've got the HANDGUNS to actually work ingame, they don't fire, but at least I've got the weapons to show up in the unit's hands, which is more than I can say for the rifle-type weapons. The handguns don't actually fire (at all), but getting them to show up is progress I'll take. Its probably less progress than others have made, but I'm happy with myself http://forums.bistudio.com/oldsmileys/tounge2.gif
http://sjb.gotf.net/weaponspack/sjb_glock19_arma.jpg
Obviously, once the tools are released, I'll be able to correct the selections, and get the models working. The config.cpp will be the hard part. I'm 99% certain it'll require a near-complete re-write. I just figured I'd post my "progress" and let you all know I'm still working on things on my end.
As always, looking forward to seeing your work! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Abs
Wow... the best news till arma release http://forums.bistudio.com/oldsmileys/smile_o.gif Love your work, Jackal
Helping_Hand
Dec 17 2006, 00:35
good to see you've woken up http://forums.bistudio.com/oldsmileys/biggrin_o.gif
its a start
Regards, Mark
SniperAndy
Dec 17 2006, 07:28
excellent jackal.
I loved your seals in VBS and I will sure love the weapons in ArmA...
http://forums.bistudio.com/oldsmileys/notworthy.gif
jammydodger
Dec 17 2006, 10:30
Good stuff, let us know when you make more progress http://forums.bistudio.com/oldsmileys/xmas_o.gif
Al Simmons
Dec 17 2006, 13:35
Nice to see your weapons in ArmA http://forums.bistudio.com/oldsmileys/smile_o.gif iam looking forward to see more
Sen†ry ˛°°ł
Dec 17 2006, 15:18
Loved your weapons in OFP, so i will also love them in Arma http://forums.bistudio.com/oldsmileys/nener.gif
Sentry
freddern
Dec 17 2006, 18:02
great looking http://forums.bistudio.com/oldsmileys/biggrin_o.gif
A list of weapons maybe http://forums.bistudio.com/oldsmileys/huh.gif
Helping_Hand
Dec 17 2006, 18:09
AFAIK from what jackal last said ther are over 300 weapons in the pack so erm a list is a bit unviable... allthough i've offered to create one
Well, who cares about a list.
Just download it and be happy when it's ready, you wont be let down http://forums.bistudio.com/oldsmileys/wink_o.gif
Foxhound
Dec 17 2006, 21:22
Great to know we can again enjoy your weapons Jackal.
Keep us updated http://forums.bistudio.com/oldsmileys/smile_o.gif
CameronMcDonald
Dec 17 2006, 21:31
Excellent... I've been waiting to pull some Matrix-style moves with your Glock 18s. Can't wait.
Loved your weapons in OFP, so i will also love them in Arma http://forums.bistudio.com/oldsmileys/nener.gif
Great to know we can again enjoy your weapons Jackal.
Alot of the weapons in the pack arent his.
twisted
Dec 18 2006, 00:16
great news to hear your pack is coming out. briliant.
a question on the config of the weapons - does Arma allow you to get even more realiitically recoiling and handling weapons than before? AFAIK most people in the know feel Arma weapons are pretty cloe to real so would you be basing your configs around them?
Helping_Hand
Dec 18 2006, 06:27
Loved your weapons in OFP, so i will also love them in Arma http://forums.bistudio.com/oldsmileys/nener.gif
Great to know we can again enjoy your weapons Jackal.
Alot of the weapons in the pack arent his.
don't even think of bringing this up again
Freshman
Dec 18 2006, 11:35
It does not matter because he gives everybody the credit he deserves.
Great to hear that you are still on it.
The new Engine will make many things better i hope like Magazine-compatability and of course the sights.
Looking forward to test the beta (if you remember me http://forums.bistudio.com/oldsmileys/wink_o.gif )
Hi, good job Jackal, let's hope to have soon the tools needed; could you tell me how many textures the BIS G36's A,K & C have? i keep having in mind to do some desert, OD green & maybe winter wasted versions; and with the tools i think that will be pimp but a waste of video memory to paste at the picattiny that Surefire flashlight of the BIS M4. Let's hope that you advance a bit more on those guns; let's C ya
Loved your weapons in OFP, so i will also love them in Arma http://forums.bistudio.com/oldsmileys/nener.gif
Great to know we can again enjoy your weapons Jackal.
Alot of the weapons in the pack arent his.
don't even think of bringing this up again
That's just a pretty f-ed reply.
1. He doesn't use anything he isn't allowed to use by the original maker.
2. He credits them all.
Where is the problem?http://forums.bistudio.com/oldsmileys/huh.gif?
http://forums.bistudio.com/oldsmileys/confused_o.gif
Jackal326
Dec 18 2006, 17:14
Yes, and as Oyman was part of the reason my original thread (in OFP: Addons Complete) was locked, for much the same B-S reason as he is posting here, I'd ask that line of discussion be dropped. I'd dignify it with a response, but JW summed it up perfectly.
On topic now, I've begun looking through the Armed Assault config files, in an attempt to update the config.cpp to try and get the other weapons to work (even getting units to hold them is a start). I feel I've made some progress:
- Whereas in OFP, M16s etc inherited their classnames from "Riffle", ArmA inherit from "Rifle" and "RifleCore". So I'll be investigating this more thoroughly in the coming days/weeks.
Helping_Hand
Dec 18 2006, 18:18
Good to see your getting a head start on things.
P.S my answer to oyman's post was one of p'd offness after that happened to the old thread </ot>
Regards HH http://forums.bistudio.com/oldsmileys/smile_o.gif
Jackal326
Dec 18 2006, 18:51
Well, further progress still. After some discussion with Al Simmons on MSN (read as: Him saying "Why aren't you working on the config right now?" and me not having a worthwhile response to him, so I began working on the config some more), I've made further progress.
After examining the ArmA config further, I've redefined the classes from which all of the weapons inherit their base-classes, as such, I've now got all the weapons showing up ingame. They STILL do not fire, but that will hopefully soon be resolved with some config.pp work.
EDIT: Forgot to post the screenshot of the M4A1 from the pack (it will be replaced by an updated model by Twinke Masta which has been heavily modified by me - permission pending).
http://sjb.gotf.net/weaponspack/zomfg_lol.jpg
I'm looking forward to your SEXY pack.
nice thing will be the 3D-Ironsights http://forums.bistudio.com/oldsmileys/smile_o.gif so NO need for my textures anymore http://forums.bistudio.com/oldsmileys/smile_o.gif but if you still need some stuff for SCOPES (sniper) maybe just tell me.
Do you want to convert your whole pack?
regards benus
gunterlund
Dec 18 2006, 19:49
HI Jackal
Love your weapons but something always doesnt look right. Either your gun is scaled too small or the human model is scaled too big. Do you notice this. There is definitely a size difference between your stuff and say Lasers stuff. Even in the pic above your weapon looks small as seen relative to where the hands are.
Jackal326
Dec 18 2006, 19:57
HI Jackal
Love your weapons but something always doesnt look right. Either your gun is scaled too small or the human model is scaled too big. Do you notice this. There is definitely a size difference between your stuff and say Lasers stuff. Even in the pic above your weapon looks small as seen relative to where the hands are.
Agreed. The scaling will be sorted when the weapon model's base is updated (read: replaced). The other models are fairly accurately scaled. I've always thought the M4A1 and other weapons based upon it were too small, but didn't come to that conclusion until I'd made 75+ models based upon it (and felt it was too much work to change it). Like I said, once I replace the BASE M4A1 model (and re-make the other models based on the receiver (CAR15s, M16A2/A4 etc)), I'll correct the scaling. I'll also be adjusting the positioning of the weapon (grip/finger relative positioning).
Jackal326
Dec 18 2006, 21:25
Even more updates. I have finally got the M4A1 able to fire. It uses standard BIS 30rnd STANAG magazines (with the M4A1 sound from the OFP pack). I am however still having issues with the SJB M4A1 magazines (which aren't a necessity with the way ArmA magazines aren't as restrictive with the firing modes etc as the OFP versions were, but if I get them functioning correctly, I can get the other weapons to work too - weapons that don't have core equivelants).
EDIT 1:<s>I only have one minor issue though, and thats the zasleh (muzzle-flash) not being shiny, but instead its black. It still hase the alpha channel, but instead of being the bright golden flash it was in OFP, instead its just black.</s>
EDIT 2:I've solved the zasleh problem (simply had to remove the 'shining' property of the zasleh - Thanks Frandsen).
With help from various people, I've got the 3d ironsights working for the new M4A1 model (which I've begun to work on further from the development kit I've been working on for the last few months on and off). Check out the image below:
http://sjb.gotf.net/weaponspack/m4a1_3dirons_arma.jpg
CameronMcDonald
Dec 18 2006, 23:52
It's official, that kicks ass, although some parts need to be sharpened up. Great job, man.
Helping_Hand
Dec 19 2006, 00:16
WOW im stunned.... for what we can do atm your doing well. Keep it up mister.
Regards HH http://forums.bistudio.com/oldsmileys/smile_o.gif
Straw Dog
Dec 19 2006, 01:20
Sorry if i state the obvious but you know the texture count will be trippled, right (normal, diffuse)? I don't wanna spoil your fun but iirc every weapon in your old pack had a great amount of textures, so are you gonna have to remake, merge and remap or... http://forums.bistudio.com/oldsmileys/crazy_o.gif Just curious because it could be a real VRAM killer if your not careful.
Sgt_Eversmann
Dec 19 2006, 06:17
jackal you're so p0rn http://forums.bistudio.com/oldsmileys/wink_o.gif http://forums.bistudio.com/oldsmileys/rofl.gif
nice man nice http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
ehm about the weapons not shooting, maybe it's because the mags aren't config properly?
because weaponsmags now have their own class.
just was a quick thought.
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
if you need some help, you know where to find me http://forums.bistudio.com/oldsmileys/welcome.gif
gotta try myself if I can get the HK416 into ArmA http://forums.bistudio.com/oldsmileys/whistle.gif
Sickboy
Dec 19 2006, 09:59
Great job Jackal http://forums.bistudio.com/oldsmileys/smile_o.gif Hail to the king baby!
Hi, good job Jackal, that sight is pimp; but i think that the front iron sight looks too conical and too blured, it should have less blur
; but it still looking good. Let's C ya
Jackal326
Dec 19 2006, 12:02
Sorry if i state the obvious but you know the texture count will be trippled, right (normal, diffuse)? I don't wanna spoil your fun but iirc every weapon in your old pack had a great amount of textures, so are you gonna have to remake, merge and remap or... http://forums.bistudio.com/oldsmileys/crazy_o.gif Just curious because it could be a real VRAM killer if your not careful.
Well, I'm not going to need bump/normal maps for every texture (as the metal effect can be done with the cfgmaterials jazz). I'm only going to need normals primarily for engraved parts (such as the receiver). I will more than likely add them to other parts as well, so I will begin to look at the mergetexture tool in O2 that Nephilim first pointed out to me.
Hi, good job Jackal, that sight is pimp; but i think that the front iron sight looks too conical and too blured, it should have less blur
; but it still looking good. Let's C ya
Well, the entire screenshot looks blurred, but ingame its not. I think its an issue with using printscreen ingame, and it not capturing the sharpness correctly (happened to me in OFP too, but I always used to use the sharpen tools in Photoshop to maintain the sharp edges).
In talks with Kyle_Sarnik and SniperWolf512, as well as reading various threads on this board, it seems that weapons can indeed use proxies, which will cut file-sizes tremendously - would only need one base model for example the M4A1, then the optics and any other attachments etc. could simply be proxy models (which could also be used on other weapons) and could be added that way, instead of having ~100 models for one type of weapon in a lot of configurations. However, as we are yet to find out where BIS define the weapon configs (in terms of model configs, not the cfgweapons section), we're still in the dark as to how these are defined. I will begin experimenting on the model front, but without the necessary config knowledge to code it correctly, it'll be a dead end until further documentation of how ArmA's model configs actually work is released, its not going to get far [/hint@<hidden>]
Helping_Hand
Dec 19 2006, 13:27
Well this should mean we no longer have a 300mb file but closer to say 150mb? I take it your over the moon with the proxies too
-HUNTER-
Dec 19 2006, 14:16
The laser looks a bit big on the picture showing the iron sights.
Wip i know!
http://forums.bistudio.com/oldsmileys/wink_o.gif
olemissrebel
Dec 19 2006, 16:14
The laser looks a bit big on the picture showing the iron sights.
Wip i know!
http://forums.bistudio.com/oldsmileys/wink_o.gif
And you have experience firing m4's with us made PAC4's? Exactly
Clavicula_nox4817
Dec 19 2006, 16:17
The laser looks a bit big on the picture showing the iron sights.
Wip i know!
http://forums.bistudio.com/oldsmileys/wink_o.gif
Looks fine to me, about what I would expect.
Helping_Hand
Dec 19 2006, 17:10
The laser looks a bit big on the picture showing the iron sights.
Wip i know!
http://forums.bistudio.com/oldsmileys/wink_o.gif
And you have experience firing m4's with us made PAC4's? Exactly
do you allways complain about things negativly
Jackal326
Dec 19 2006, 17:21
The laser looks a bit big on the picture showing the iron sights.
Wip i know!
http://forums.bistudio.com/oldsmileys/wink_o.gif
And you have experience firing m4's with us made PAC4's? Exactly
do you allways complain about things negativly
Is there a positive way to complain about things?
Anyway, I've updated the scaling of the base M4A1 model, and in the coming days/weeks will continue work on the models. For now, I am going to work on the theory that I can't get Proxies on weapons to work (without a sample model config I can't) so will make the seperate models. When Oxygen 2 is released (hopefully soon) as well as more information on model configs (and getting proxies to work on weapon models), I will cross the bridge of making the proxy models for the different optics etc.
In the meantime, her are some new screenshots of the M4A1 showing the updated scaling and positioning.
M4A1 Screenshots (386kb) (http://sjb.gotf.net/weaponspack/ArmA_M4A1_PreviewShots.zip)
gunterlund
Dec 19 2006, 17:40
The laser looks a bit big on the picture showing the iron sights.
Wip i know!
http://forums.bistudio.com/oldsmileys/wink_o.gif
And you have experience firing m4's with us made PAC4's? Exactly
do you allways complain about things negativly
Is there a positive way to complain about things?
Anyway, I've updated the scaling of the base M4A1 model, and in the coming days/weeks will continue work on the models. For now, I am going to work on the theory that I can't get Proxies on weapons to work (without a sample model config I can't) so will make the seperate models. When Oxygen 2 is released (hopefully soon) as well as more information on model configs (and getting proxies to work on weapon models), I will cross the bridge of making the proxy models for the different optics etc.
In the meantime, her are some new screenshots of the M4A1 showing the updated scaling and positioning.
M4A1 Screenshots (386kb) (http://sjb.gotf.net/weaponspack/ArmA_M4A1_PreviewShots.zip)
Scaling is way better. Wish we could see this in OFP.
Jackal326
Dec 19 2006, 18:31
I've just uploaded a short video of the M4A1 in action (check out the working ejection port http://forums.bistudio.com/oldsmileys/wink_o.gif )
Right-click the following link and select 'Save-As':
Video (http://sjb.gotf.net/weaponspack/SJB_M4A1_cyclingbolt.wmv)
Helping_Hand
Dec 19 2006, 19:05
REM fan are we jackal...
This is getting better by the hour
Regards HH http://forums.bistudio.com/oldsmileys/smile_o.gif
Vulture2k1
Dec 19 2006, 20:56
OMG i love you, i want to have dozends of modding children with you http://forums.bistudio.com/oldsmileys/inlove.gif
lol.. maybe thats too much of fanaticism http://forums.bistudio.com/oldsmileys/rofl.gif
awesome work as usual http://forums.bistudio.com/oldsmileys/notworthy.gif
Thats awesome, well done. Once the Tools come out will you be able to correctly position the hand? I'm not much in the know for moding, so this is a serious question. I'm excited, will be even better when BIS opens the flood gates and releases the Tools.
CameronMcDonald
Dec 19 2006, 22:03
Looks great. Maybe some better sounds are needed, but if not I can always change 'em myself. Cheers.
olemissrebel
Dec 19 2006, 22:20
Looks good. I'm not really that critical of a person, It's just annoying when people who have no idea what they are talking about comment on something such as that. Just because you think it looks big doesn't mean it's not that big in real life.
It look great Jackal ! Thanks to ppl like you this gamer gona be huge !!
Ps. hopefuly someone will sort out the shell problem. Am I only one who can't watch them stops on invisible wall 10 inches from ejector and go verticaly down.
Helping_Hand
Dec 19 2006, 23:17
Looks good. I'm not really that critical of a person, It's just annoying when people who have no idea what they are talking about comment on something such as that. Just because you think it looks big doesn't mean it's not that big in real life.
fairplay to you
Jackal326
Dec 19 2006, 23:33
It look great Jackal ! Thanks to ppl like you this gamer gona be huge !!
Ps. hopefuly someone will sort out the shell problem. Am I only one who can't watch them stops on invisible wall 10 inches from ejector and go verticaly down.
Thats just a problem with the memory points being in the wrong place (well, more a problem of the points having different names in Armed Assault). Until the tools are released and/or the selection/point names are made public, it will have to stop like that.
It look great Jackal ! Thanks to ppl like you this gamer gona be huge !!
Ps. hopefuly someone will sort out the shell problem. Am I only one who can't watch them stops on invisible wall 10 inches from ejector and go verticaly down.
Thats just a problem with the memory points being in the wrong place (well, more a problem of the points having different names in Armed Assault). Until the tools are released and/or the selection/point names are made public, it will have to stop like that.
Im glad that You also see the problem and know the way how to fix it. Sooner or later You proly gona make it look as it should be http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Col. Faulkner
Dec 20 2006, 03:18
*post deleted*
Dslyecxi
Dec 20 2006, 04:32
I've just uploaded a short video of the M4A1 in action (check out the working ejection port http://forums.bistudio.com/oldsmileys/wink_o.gif )
Right-click the following link and select 'Save-As':
Video (http://sjb.gotf.net/weaponspack/SJB_M4A1_cyclingbolt.wmv)
Bear in mind that this is not a complaint.
You mentioned a working ejection port - were you referring to the movement of the bolt, or is the ejection port cover supposed to be sealed at the start and then open once a round has been fired? If it's the latter, the video didn't show that off as far as I saw.
Jackal326
Dec 20 2006, 07:26
Its the moving bolt, I just got my terminology incorrect.
Hey Jackal, are all the guns going to have their own unique sounds or is it going to be more guns with arma's existing sounds, don't know if anyone has asked something similar to this yet.
I use your pack in OFP all the time in the editor, looking forward to it again in Arma.
Helping_Hand
Dec 20 2006, 22:49
when the tools are released it will most likely be like the first one and most weapons will have there own sounds
gunterlund
Dec 21 2006, 00:15
I've just uploaded a short video of the M4A1 in action (check out the working ejection port http://forums.bistudio.com/oldsmileys/wink_o.gif )
Right-click the following link and select 'Save-As':
Video (http://sjb.gotf.net/weaponspack/SJB_M4A1_cyclingbolt.wmv)
Hey look at dat. The hands actually look like they fit the gun now :-)
Jackal326
Dec 22 2006, 16:30
Hey Jackal, are all the guns going to have their own unique sounds or is it going to be more guns with arma's existing sounds, don't know if anyone has asked something similar to this yet.
I use your pack in OFP all the time in the editor, looking forward to it again in Arma.
Sorry for not replying sooner, haven't been too well these past few days. Anyway, I may use some of Armed Assaul'ts existing sounds for some of the weapons. That said, I am thinking of overhauling some of the firing sounds as it has been mentioned on numerous occasions that some of the sounds aren't that brillaint, so I might find some better sounds elsewhere, or attempt to mix my own http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>: Yeah, I did my best to try and get the positioning practically spot on.
In other news, I've got the cfgmagazines section defined now, and most of the weapons now have correct magazines, though they still need the weapon defines working on quite a bit (especially weapons with grenade launchers), but work will be done on that in time.
MechaStalin
Dec 22 2006, 20:14
Any chance of you releasing a basic rifle for some people to use as a base to work ontop of?
The M4/M16 original from Armed Assault should suit you nice http://forums.bistudio.com/oldsmileys/wink_o.gif
Jackal326
Dec 22 2006, 20:39
*double post* Check the next page for the full post
Jackal326
Dec 22 2006, 20:52
Any chance of you releasing a basic rifle for some people to use as a base to work ontop of?
Simply put, no. I will however give information on how I got the weapon models to actually work using currently available tools. But keep in mind, things are far from done perfectly/correct. All the information I used to edit my models/config.cpps was taken from the BIS WIKI, the ArmA config.bin and these very forums, so if I miss something out and your model/config still doesn't work, search the wiki and/or these forums.
Quote[/b] ]<'Updating' the Model'> Assuming you already have a weapon model done, you only need to do two things to it. The first is add a memory point called 'eye' to the 'Memory Lod' which should be a ways back from the rear sight, and lined up with the two memory points defining the source point and direction point of the rounds it fires, as well as lined up with the front sight. The second thing required is to make sure none of the faces (including the 'zasleh'http://forums.bistudio.com/oldsmileys/wink_o.gif are set to shining, otherwise they'll show up as black.
<'The Hard Part - The Config.cpp'> There are a few things to be aware of when writing/editing your config.cpp. Firstly, is the cfgmodel section, which needs some extra info in it to work (so I've found anyway - my existing cfgmodels section needed some editing to work in ArmA compared to the OFP version).
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels
{
class Default
{
sections[] = {""};
sectionsInherit="";
};
class Weapon: Default
{
sections[] = {"zasleh"};
sectionsInherit="";
};
class WEAPONMODEL_NAME: Weapon
{
sections[] = {"zasleh"};
sectionsInherit="";
};
};
Now that your cfgmodels section is sorted, its onto defining the firing modes, which should be done outside of any other section:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Mode_SemiAuto {
ammo = "Bullet";
multiplier = 1;
burst = 1;
displayName = $STR_DN_MODE_SEMIAUTO;
dispersion = 0.0002;
sound[] = {"", 10.0, 1};
soundContinuous = 0;
reloadTime = 0.1;
ffCount = 1;
ffMagnitude = 0.5;
ffFrequency = 11;
flash = "gunfire";
flashSize = 0.1;
recoil = "Empty";
recoilProne = "Empty";
autoFire = 0;
aiRateOfFire = 0.5;
aiRateOfFireDistance = 500;
useAction = 0;
useActionTitle = "";
showToPlayer = 1;
minRange = 30;
minRangeProbab = 0.1;
midRange = 300;
midRangeProbab = 0.58;
maxRange = 600;
maxRangeProbab = 0.04;
};
class Mode_Burst : Mode_SemiAuto {
displayName = $STR_DN_MODE_BURST;
sound[] = {"", 10.0, 1};
burst = 3;
dispersion = 0.0005;
minRange = 10;
minRangeProbab = 0.1;
midRange = 60;
midRangeProbab = 0.58;
maxRange = 150;
maxRangeProbab = 0.04;
};
class Mode_FullAuto : Mode_SemiAuto {
displayName = $STR_DN_MODE_FULLAUTO;
dispersion = 0.0005;
sound[] = {"", 10.0, 1};
soundContinuous = 0;
reloadTime = 0.08;
autoFire = 1;
minRange = 1;
minRangeProbab = 0.1;
midRange = 30;
midRangeProbab = 0.58;
maxRange = 80;
maxRangeProbab = 0.04;
};[/QUOTE]
With these defined, you can move on to defining the weapon itself - the new/edoted (ArmA specific parts) are in BOLD:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgWeapons
{
class Default {};
class RifleCore: Default {};
class M4: RifleCore {};
class M16: RifleCore {};
// M4A1 VARIANTS DEFINES
class SJB_TOS_M4: M4
{
//scopeWeapon=2;
//scopeMagazine=0;
scope=public;
cursorAim = "\SJB_TOSM4\ret_red.paa";
displayName="M4A1";
model="\SJB_TOSM4\SJB_M4A1_proxy.p3d";
modelMagazine="\SJB_TOSM4\m4_mag.p3d";
[b]modelOptics="-";[/b] // enables game to use 'eye' memory point for optics
picture="\SJB_TOSM4\inventory\w_m4a1.paa";
muzzlePos = "usti hlavne"; // added to prevent bugs
muzzleEnd = "konec hlavne"; // added to prevent bugs
primary = true; // added to prevent bugs
optics = 1; // enables optics
[b]opticsDisablePeripherialVision = 0; //0 = blurs edge of screen during optics/1 = no blur
value = 2;[b]
opticsZoomMin=0.35;
opticsZoomMax=0.35;
magazines[]={"[b]30Rnd_556x45_Stanag[/b]"}; //as its an M4, it uses default STANAG magazines
drySound[]={"\SJB_TOSM4\sound\Dry.wss",0.010316,1};
reloadMagazineSound[]={"\SJB_TOSM4\sound\Reload.wss",1.000000,1};
modes[]={"Single","FullAuto"};
class Single: [b]Mode_SemiAuto[/b] inherits from the firemodes defined earlier
{
ammo="SJB_TOS_M4_Round"; //rounds defined the same was as in OFP
multiplier=1;
burst=1;
displayName="Semi";
dispersion=0.0008;
sound[]={"\SJB_TOSM4\sound\M16_Fire.wss",1.000000,1};
soundContinuous=0;
reloadTime=0.07;
ffCount=1;
recoil="SJB_TOS_M4_Single_Recoil";
autoFire=0;
aiRateOfFire=5.0; // delay between shots at given distance
aiRateOfFireDistance=500; // at shorter distance delay goes lineary to zero
useAction=0;
useActionTitle="";
};
class FullAuto: [b]Mode_FullAuto[/b] //inherits from firemodes defined earlier
{
ammo="SJB_TOS_M4_Round";
multiplier=1;
burst=1;
displayName="Auto";
dispersion=0.00085;
sound[]={"\SJB_TOSM4\sound\M16_Fire.wss",1.000000,1};
soundContinuous=0;
reloadTime=0.100000;
ffCount=100;
recoil="SJB_TOS_M4_Full_Recoil";
autoFire=1;
aiRateOfFire=5.000000;
aiRateOfFireDistance=500;
useAction=0;
useActionTitle="";
};
};
};[/QUOTE]
Thats the basics done, defing a unit that carries the weapon is the same as OFP, so I don't think I need cover that.[/QUOTE]
Jackal326
Dec 22 2006, 20:55
The M4/M16 original from Armed Assault should suit you nice http://forums.bistudio.com/oldsmileys/wink_o.gif
Thye're ODOL and cannot be converted, so thats not going to work is it?
The M4/M16 original from Armed Assault should suit you nice http://forums.bistudio.com/oldsmileys/wink_o.gif
Thye're ODOL and cannot be converted, so thats not going to work is it?
It will when the tools come out :O.
Jackal326
Dec 22 2006, 21:56
I agree (well, I hope its true anyway), but with current technology its not possible, and the discussion was referring to using currently available tools to work on addons (because we're impatient :P).
Helping_Hand
Dec 22 2006, 22:01
Im guessing that they'll either release them at christmas to be BIS or when 505 releases the game...
but what youve done so far is excellent, much more than i've done...
Jackal326
Dec 22 2006, 22:36
Im guessing that they'll either release them at christmas to be BIS or when 505 releases the game...
but what youve done so far is excellent, much more than i've done...
More likely the latter, but here is hoping you're right[/hint2BIS]
MechaStalin
Dec 22 2006, 23:41
Are magazines pretty much the same as OFP or are there some changes?
The M4/M16 original from Armed Assault should suit you nice http://forums.bistudio.com/oldsmileys/wink_o.gif
Thye're ODOL and cannot be converted, so thats not going to work is it?
It will when the tools come out :O.
If the ArmA tools are anything like the OFP tools, then we still wont be able to open ODOL models.
It would be reliant on either dschulle updating odol explorer, or someone writing a new tool for it... http://forums.bistudio.com/oldsmileys/wink_o.gif
Al Simmons
Dec 23 2006, 01:44
Are magazines pretty much the same as OFP or are there some changes?
nope, you will have to make an cfgmagazines
Freshman
Dec 24 2006, 12:45
I don't understand why you want to make new Stanag magazines. Where is the problem with the BIS ones?
Is it really necessary?
Helping_Hand
Dec 24 2006, 13:13
well jackal has allways like his custom sounds http://forums.bistudio.com/oldsmileys/whistle.gif
Sniperwolf572
Dec 24 2006, 13:15
well jackal has allways like his custom sounds http://forums.bistudio.com/oldsmileys/whistle.gif
Sounds are no longer related to magazines, but to the weapons themselves.
Helping_Hand
Dec 24 2006, 16:02
Excellent.
On an ot note how many people are becoming moderators all of a sudden or have i just not noticed.
Regards Mark http://forums.bistudio.com/oldsmileys/smile_o.gif
Jackal326
Dec 24 2006, 16:19
The M4s are only going to use the BIS STANAG mags...the config exerts I posted above are still very much work in progress, so any mentions of the SJB M4 magazines will be removed.
As Sniperwolf said, the firing sounds etc are defined to the weapon, not the magazine, so I can use the BIS STANAG mags with the SJB M4, and have it sound totally different to the BIS M4.
Helping_Hand
Dec 24 2006, 18:12
Good, easier now for missions.
C4P741N
Dec 25 2006, 10:40
On an ot note how many people are becoming moderators all of a sudden or have i just not noticed.
I was thinking the same thing. I guess it's needed given the expansion of the forums but what number are we at now? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
on topic: Living in a 505 country sucks. http://forums.bistudio.com/oldsmileys/tounge2.gif
But once ArmA is released down under I look forward to the release of this pack. Loved it in OFP, will love it again in ArmA.
Jackal326
Dec 26 2006, 12:10
A little update for you all:
I'm still having issues with the shadows for the weapons (i.e. they don't have any shadows), and it seems "LodNoShadow=1" as a named property doesn't work http://forums.bistudio.com/oldsmileys/huh.gif Any ideas would be appreciated.
I've also run into a problem when using the suppressed STANAG magazines with the suppressed M4A1s in the pack. Although the weapon define is exactly the same as the non-suppressed M4A1 from the pack, when you empty a magazine, they are automatically reloaded, and the reload sound is played. Not sure why this happens, I've checked over the config.cpp for the wreapon define, and the magazine define (the SD magazine inherits directly from the non-SD magazine with only an alteration to the name, and the ammo used). I'll keep investigating.
A little update for you all:
I'm still having issues with the shadows for the weapons (i.e. they don't have any shadows), and it seems "LodNoShadow=1" as a named property doesn't work http://forums.bistudio.com/oldsmileys/huh.gif Any ideas would be appreciated.
try this
http://www.flashpoint1985.com/cgi-bin....9;st=15 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=55639;st=15)
Not to hijack your thread, but I've been doing weapon replacements and have a few working with 3d ironsights and such based on the help you PM'd me. Works well, but was never able to make a new pbo for them based on the code example you sent me Jackal. But I was able to get them working as M16, aimpoint, AK etc replacements. I posted a couple pics in the photo thread.
I was able to get weapon shadows working somewhat, but not perfectly. I had the shadow lod working in game, but it did some odd things. The model was closed, but it wasn't a single mesh and may have been too "sloppy" as I just used one of the res lods copied and pasted into the 10000 lod, then just "closed" it then triangulated as a test. I'm thinking a new model from scratch would be best for the shadow lod. I'm just too lazy.
Thanks for your help with this, at least I was able to get them in as replacements, now if I could just get my config working to make them a standalone pbo http://forums.bistudio.com/oldsmileys/smile_o.gif
Jackal326
Dec 26 2006, 14:26
Thanks Indy, trying out Kegety`s suggestions now.
@<hidden>: Fire the config.cpp over my way via a PM and Ill take a look http://forums.bistudio.com/oldsmileys/wink_o.gif
I'll clean it up tonight and send it over. Thanks for the offer for help. I'll send over the weapons as well for you to play with. I think the G3 I threw in from the Tonal update is a nice replacement for the M16. The ironsights for it work pretty well also.
Jackal326
Dec 26 2006, 16:10
Sounds like a plan Ebud. I'll see what I can do with the config.cpp for you http://forums.bistudio.com/oldsmileys/wink_o.gif
On another note, I've managed to get the shadows to work (to a degree), though they can sometimes look quite strange (parts disappearing and reappearing randomly when I change the angle of the weapon in relation to the surface in which the shadow is being cast). Also, ArmA takes a VERY long time to load the missions in which I use the weapons. Whereas before the use of the shadow idea they would load almost instantly, they now take 20 second+ to load. I'm not exact sure why, its not like the shadow LOD adds anything to the file size, and the faces used are still around 600 (not exactly high). It must just take a while to compile the shadows for each weapon.
Sorry Jackal I got a 360 yesterday at lunch... late Christmas present for myself (wife would never get it for me, so...) so I didn't turn on the comp last night. I'll send those to you tonight if I can pry myself away from the TV.
Jackal326
Dec 27 2006, 17:34
No problem mate.
In other news, the additon of the shadow LOD is still affecting loading times for missions using the weapons. I'm not entirely sure what can be done to fix this (apart from removing the shadow LOD which does work). If anyone has managed to develop a fix for this please let me know.
Im having problems with the sjb weapon pack 1.1 for ofp, in a mp game i get the error about different ammo cfgs
Jackal326
Jan 5 2007, 07:20
Im having problems with the sjb weapon pack 1.1 for ofp, in a mp game i get the error about different ammo cfgs
Do the other players have v1.1? Are you the only person to get the error? What exactly does the error say? Is it with ALL the weapons, or just specific ones?
Was 1.1 your latest weapon pack, Jackal? If yes, it worked fine without any error
Jackal326
Jan 5 2007, 21:43
Yes, v1.1 was the last version of the weapons pack for OFP. I had planned to release v2.0 for OFP, but due to other real-life commitments I simply didn't have time (I still don't have as much time to work on it as I would like). Anyway, I'm assuming that thirdrm has incorrectly installed the pack somehow (maybe still has v1.0 lurking in another mod folder or similar).
Jackal326
Jan 8 2007, 23:50
I've made a bit more progress on the pack. The weapon defines aren't perfect (still get error messages in the editor), but I'm getting there. Anyway, just uploaded a few quick shots of the newly functional weapons
Image 1 - Sniper Rifles (M82A1 - left | PSG1 - right) (http://sjb.gotf.net/weaponspack/SJB_WeaponsPack_Snipers.jpg)
Image 2 - M16A2 Assault Rifles with Aimpoint and ACOG (http://sjb.gotf.net/weaponspack/SJB_WeaponsPack_M16A2s.jpg)
Quote[/b] ]More l33t spechul forces M4 mod.....to come soon...
Al Simmons
Jan 9 2007, 00:17
damn those Sniperrifles are looking awsome mate. http://forums.bistudio.com/oldsmileys/notworthy.gif
scubaman3D
Jan 9 2007, 04:50
Thats sexy!! Can't wait.
Helping_Hand
Jan 9 2007, 06:31
Great lookin PSG1 mate.
Regards Mark http://forums.bistudio.com/oldsmileys/smile_o.gif
R0adki11
Jan 9 2007, 17:47
very nice PSG1, and your M16s with aimpoints look nice too
ThePredator
Jan 10 2007, 18:13
Nice weapons, wish I was able to create something like that.
However, the bipod of the M82A1 looks wrong (the spring action is missing on the real thing). Is this intentional?
Can't wait for the rifles to be released. Will you implement the correct reticle for the Hensoldt 6x42? Would be nice to have some urban sniper rifle.
Jackal326
Jan 11 2007, 23:40
...
However, the bipod of the M82A1 looks wrong (the spring action is missing on the real thing). Is this intentional?
Can't wait for the rifles to be released. Will you implement the correct reticle for the Hensoldt 6x42? Would be nice to have some urban sniper rifle.
The inclusion of the spring-loading mechanism on the M82A1 bipod was a mess-up on my part, suprised I/someone else hasn't noticed it sooner http://forums.bistudio.com/oldsmileys/whistle.gif
As for the Hensoldt 6x42, I don't actually use the scope on any rifle (yet).
ThePredator
Jan 12 2007, 13:24
With a (authentic) PSG-1 you have to...No other scope available, it is welded to the receiver.
But I would be glad to have a pimped-up version with NV-80 electro-optical night sight (or the US counterpart). That would look nice, but still have the old-school and authentic 6x42 scope with a plain crosshair.
Freshman
Jan 12 2007, 16:36
I think the Barrett is a little too dark.
Have a look at this (http://s7d2.scene7.com/s7ondemand/zoom/flasht_zoom.jsp?company=BarrettRifles&sku=Model_82A1&config=Model_82A1&zoomwidth=800&zoomheight=600) (needs flash)
Helping_Hand
Jan 12 2007, 17:30
Jackal maybe update your PSG1 to A1 standard and get rid of the hendsolt Click Here (http://www.hkpro.com/psg1.htm) for more details
Regards HH http://forums.bistudio.com/oldsmileys/smile_o.gif
Freshman
Jan 12 2007, 18:01
The A1 would be much better. I personaly hate the Hensoldt. It doesn't fit the PSG1 ...
I mean its the most accurate .308 chambered semiautomatic rifle and it does only have a 6x duplex scope? I have such a magnification on my airrifle!
I wonder why HK didn't just put a 1913 on top of it...
Jackal326
Jan 12 2007, 19:50
I'll include both (the standard PSG1 and PSG1A1).
Freshman
Jan 12 2007, 20:06
Quote[/b] ]I'll include both (the standard PSG1 and PSG1A1).
In a world of compromise some don't
http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Helping_Hand
Jan 12 2007, 20:43
H&K Slogan...
Good to here Jackal, i'll talk to you on msn.
ThePredator
Jan 12 2007, 21:48
The PSG-1 was build for urban combat. You have an integrated BDC for 100 to 600 m (100 m increments).
The Schmidt & Bender scope is nice, I have a S&B scope myself (4-16x50).
Freshman
Jan 12 2007, 21:58
Schmidt & Bender is propably the best brand for scopes at all.
Quality made in germany http://forums.bistudio.com/oldsmileys/wink_o.gif
What pistols will be in the Pack? Is there a complete list?
Is it now possible to make customanims?
Jackal326
Jan 12 2007, 22:25
I'll provide you with a full list nearer the time of release (which wont be for a while yet, still need Oxygen2 to make final touches on the model, and I'm assuming that wont come before the 505 release, which itself is still some time away).
icehollow
Jan 13 2007, 01:42
correct me if im wrong but the 505 release is actually next month.
Jackal326
Jan 13 2007, 07:02
A month is still a month, and even then we're not guaranteed to get Oxygen2 with the 505 release (not bundled with it, I mean we probably wont get it the same day/week). Either way, I'll continue to make as much progress as possible with the tools we already have available, and go from there.
Status_cz
Jan 15 2007, 13:48
Hehe...that PSG-1 I saw 2 years back on some FREE 3D models&texture page...
cobra@pulse
Jan 15 2007, 15:13
...and you can tell its exactly the same model from a simple screenshot can you? Cause, correct me if im wrong like, but most PSG1's would resemble the same shape, thus a model of a PSG1 would look very similar to a model of another PSG1.
Just my two sarcastic cents...
Btw, this model shite was discused to death before now, lets not do it all over again shall we?
Jackal326
Jan 15 2007, 17:41
Btw, this model shite was discused to death before now, lets not do it all over again shall we?
Indeed.
The PSG1 model was taken from a CS 1.5 replacement model over 3 years ago, so I think your chronology is a little out there, or your just completely wrong, though what are the chances of that? [/sarcasm].
icehollow
Jan 16 2007, 02:51
Jackal , if i may ask : why are you choosing to convert CS models instead of custom models from newer games? (CSS has a wide range of custom high quality models , more then old CS i think) .
Jackal326
Jan 16 2007, 14:07
Some of the newer additions to the pack are from CSS custom models. It was merely because I added the PSG1 a long time ago, (before CSS was around), that I used a CS model (with relevant permissions and credit of course). For example the new M4A1 is based on the Twinke Masta and Polygon's M4A1 model, that Pajama released as a DIY kit with various addons to choose from. It has been extensively modified since then, the only original part remaining is the upper and lower receivers, and the stocks (collapsable and fixed).
Anyway, I've made some slight progress with the ACOG optic, with some tweaking of the config and the 'eye' memory point, I've made itso I have a 3D Optic view:
http://sjb.gotf.net/weaponspack/ACOG_Opticview_thumb.jpg (http://sjb.gotf.net/weaponspack/ACOG_Opticview.jpg)
^ CLICK FOR LARGER IMAGE ^
Its still work-in-progress, but you get the general idea.
Jackal326
Jan 19 2007, 14:12
Well, I've managed to make a semi-decent looking Hensoldt scope for the PSG-1.
http://sjb.gotf.net/weaponspack/SJB_Hensoldt_thumb.jpg (http://sjb.gotf.net/weaponspack/SJB_Hensoldt.jpg)
(Textures by Twinke-Masta)
Its still W.I.P. but feedback is welcome http://forums.bistudio.com/oldsmileys/wink_o.gif
I think it looks great! Keep up the great work. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
(Though I'm still secretly hoping to see an update on the C7A2's http://forums.bistudio.com/oldsmileys/inlove.gif )
Abs
Al Simmons
Jan 19 2007, 15:00
great work
Helping_Hand
Jan 19 2007, 15:16
Nice work.
Freshman
Jan 19 2007, 15:44
this looks amazing!
The textures on the Hensoldt are just perfect.
Maybe too perfect for the PSG1 itself...
Looks nice http://forums.bistudio.com/oldsmileys/thumbs-up.gif
RobertHammer
Jan 20 2007, 20:16
Why Jackal326 don't you use the best models in CSS, for example
new M60 in CSS and that M4 i see better model CSS i mean custom model and skin of course. I want to see best AK47 in CSS to ArmA !!
Helping_Hand
Jan 20 2007, 22:01
Well then do it yourself. Jackal has put a lot of effort into this so be happy you have the first pack
Jackal326
Jan 20 2007, 23:25
Why Jackal326 don't you use the best models in CSS, for example
new M60 in CSS and that M4 i see better model CSS i mean custom model and skin of course. I want to see best AK47 in CSS to ArmA !!
Mainly because the M60 to which you refer is the one thats either 10,000 or, only has the side of the gun you see modelled, so the rest is just "empty" and consists of no faces. If I was going to use it, I'd need to model over half of the gun, so I might as well build one from scratch - not that I need to, as I'm happy with the model CheekyMonkey donated.
Also, see what Helping_Hand wrote.
HoboWithAK
Jan 21 2007, 04:07
Some of the newer additions to the pack are from CSS custom models. It was merely because I added the PSG1 a long time ago, (before CSS was around), that I used a CS model (with relevant permissions and credit of course). For example the new M4A1 is based on the Twinke Masta and Polygon's M4A1 model, that Pajama released as a DIY kit with various addons to choose from. It has been extensively modified since then, the only original part remaining is the upper and lower receivers, and the stocks (collapsable and fixed).
Anyway, I've made some slight progress with the ACOG optic, with some tweaking of the config and the 'eye' memory point, I've made itso I have a 3D Optic view:
http://sjb.gotf.net/weaponspack/ACOG_Opticview_thumb.jpg (http://sjb.gotf.net/weaponspack/ACOG_Opticview.jpg)
^ CLICK FOR LARGER IMAGE ^
Its still work-in-progress, but you get the general idea.
You don't actually see the tunnel of the optic like that if you were actually looking through the optic...
Helping_Hand
Jan 21 2007, 08:59
ACOG View (http://img295.imageshack.us/img295/6680/retnsn5ko.jpg)
I take it thats what you mean?
Delirium
Jan 21 2007, 10:53
@<hidden>
Will you be using normal mapping for your guns?
Jackal326
Jan 21 2007, 11:05
Only for parts requiring them, such as the receivers to show detail in the engraved markings etc. The rest of the guns probably wont require them.
Delirium
Jan 21 2007, 18:13
Only for parts requiring them, such as the receivers to show detail in the engraved markings etc. The rest of the guns probably wont require them.
too bad,
cause I have a good source.
http://forums.bistudio.com/oldsmileys/wink_o.gif
http://img100.imageshack.us/img100/5460/aovn9.th.jpg (http://img100.imageshack.us/my.php?image=aovn9.jpg)
http://img100.imageshack.us/img100/8338/ao1ky3.th.jpg (http://img100.imageshack.us/my.php?image=ao1ky3.jpg)
Normal mapping a weapon for ArmA is a waste of time. it would take too long. not look "that" good, and it one more texture the GPU has to render.
BTW nice job hijacking Jackals topic. http://forums.bistudio.com/oldsmileys/wink_o.gif
Col. Faulkner
Jan 21 2007, 19:05
Anyway, I've made some slight progress with the ACOG optic, with some tweaking of the config and the 'eye' memory point, I've made itso I have a 3D Optic view:
Have you knocked the lenses out of the tube or something? http://forums.bistudio.com/oldsmileys/rofl.gif
Jackal326
Jan 21 2007, 19:16
Anyway, I've made some slight progress with the ACOG optic, with some tweaking of the config and the 'eye' memory point, I've made itso I have a 3D Optic view:
Have you knocked the lenses out of the tube or something? http://forums.bistudio.com/oldsmileys/rofl.gif
AHAHAHAHAHahahahaha...ahah...ha....ha....... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
If you can make it so the optic itself magnifies without the rest of the view magnifying (i.e. the peripheral vision area), be my guest.
I agree with Sniper Skull after reading his post. I probably wont bother with normal maps, maybe (if possible) doing them for just the receiver (assuming it doesn't make it look too out of place)
Helping_Hand
Jan 21 2007, 20:27
maybe you'll be using optic models again instead of 3d for thigns?
Jackal326
Jan 22 2007, 17:37
It seems I'll have to doesn't it.
scubaman3D
Jan 23 2007, 00:12
Jackal, I know this is OT and I apologize for that but I WANT TO SEE THE REST OF THE GIRL IN YOUR AVATAR!!! http://forums.bistudio.com/oldsmileys/mad_o.gif
Who is she? http://forums.bistudio.com/oldsmileys/tounge2.gif
Helping_Hand
Jan 23 2007, 07:34
You could of PM'd him...
His avatar is the lovely Milla Jovovich and his signature is Nell McAndrew I think.
scubaman3D
Feb 18 2007, 06:23
It seems I'll have to doesn't it.
So, its been nearly a month since your last update here. How are things going??
Helping_Hand
Feb 18 2007, 09:39
According to him on MSN, slowly but surely.
Jackal326
Feb 21 2007, 23:10
Just a quick post to apologise for the lack of news, and to post a few quick images of the re-done C7A2s (with more screens to follow in the next week or so):
An overall shot of the updated C7A2:
http://sjb.gotf.net/weaponspack/SJB_ArmA_C7A2_early1_tn.jpg
CLICK FOR LARGER IMAGE (http://sjb.gotf.net/weaponspack/SJB_ArmA_C7A2_early1.jpg)
A closer shot of the markings:
http://sjb.gotf.net/weaponspack/SJB_ArmA_C7A2_markings_tn.jpg
CLICK FOR LARGER IMAGE (http://sjb.gotf.net/weaponspack/SJB_ArmA_C7A2_markings_tn.jpg)
A rear view shot of the sling-loop, and "advanced" charging handle used on the C7A2:
http://sjb.gotf.net/weaponspack/SJB_ArmA_C7A2_slingcharge_tn.jpg
CLICK FOR LARGER IMAGE (http://sjb.gotf.net/weaponspack/SJB_ArmA_C7A2_slingcharge.jpg)
blackt12
Feb 21 2007, 23:37
Very nice, any chance of a P90.
DaSquade
Feb 21 2007, 23:57
Looking good i would say. That puts the 'D' in detail i guess.
http://forums.bistudio.com/oldsmileys/whistle.gif Psst, you miscoded the pictures. High res vs low res of last set. I heard the warning level icons are comming from an unlimited box..save yourself before it is too late http://forums.bistudio.com/oldsmileys/rofl.gif .
That gun has me drooling!!! http://forums.bistudio.com/oldsmileys/notworthy.gif
Sorry for the fan-boi post. I just can't wait to play with it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Abs
Sorry for the fan-boi post. I just can't wait to play with it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Abs
You dont need to wait to play with them, they are already in CSS/CS so just dl them and install them. http://forums.bistudio.com/oldsmileys/smile_o.gif
If it is a C7A2, why does the texture say C7A1?
Still a nice job http://forums.bistudio.com/oldsmileys/wink_o.gif
Nice job there SBJ!
-Post answered and removed to keep On Topic.-
Jackal326
Feb 22 2007, 07:19
@<hidden>: There will be a P90 in the pack (I'll be getting around to updating the old model sometime within the next 15 years).
@<hidden>: Cheers for the heads up, fixed.
@<hidden>: Its my understanding that the C7A2 is based off the C7A1, and some versions of it, were "after-market" alterations if you will. If that is incorrect, I can easily change the markings, as I used a lotof photoshop layers that can be quickly changed over.
@<hidden>: As everyone knows by now, the majority of my models are based on CS/CS:S models. However, as I keep saying, none of them are just straight 'ports. Every single one (especially the M4A1s and other AR-15 receiver based weapons - M16A2/A4s, C7A1/A2s etc), have a huge amount of work put into them to optimise the models (clean up model, remap some mis-mapped textures etc.), not to mention the remodelling of certain low-poly areas that don't fit the rest of the model.
@<hidden>: All of my modelling has been done in Oxygen (I have no prior experience in 3DSMax or similar), so my knowledge on normal-maps is shall we say, very limited. I really wouldn't know where to begin, and for that matter, I'm 100% sure I'll even use them. As for discussion on its advantages/disadvantages, I'd ask that you stick to another thread please.
HDlaeppli
Feb 22 2007, 08:02
Yeah, nice work http://forums.bistudio.com/oldsmileys/smile_o.gif
Sgt_Eversmann
Feb 22 2007, 09:03
nice work jackal http://forums.bistudio.com/oldsmileys/smile_o.gif
while experimenting with your UMP I was wondering if you updated it for your ArmA weapon pack?
Compared to the M4/M16 models, the UMP is abit "bad" modelled and also the textures are bad. Hope you will update that, I would if I could http://forums.bistudio.com/oldsmileys/confused_o.gif
Greetings Evers http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Messiah
Feb 22 2007, 11:42
Jackal, couple of things to note:
1. Very bloody impressive, its a stunning bit of texture work and eye for detail I must say!
2. Because i'm a bit of a nerd, i noticed that the Diemaco emblem is ever so slightly squashed in the horizontal on your textures (or maybe its the angle of the pic) - it needs stretching that little bit in the horizontal plane:
Example (http://www.geocities.com/pipeline/ridge/1470/c7a2e.jpg)
thats a huge nit pick though, and I wouldnt blame you for uttering a few choice words in my direction http://forums.bistudio.com/oldsmileys/tounge2.gif
3. I've got a few good tutes on normal maps that you may find rather useful:
http://www.doom3world.org/phpbb2/viewtopic.php?t=483
granted its for Doom 3, but the principle is exactly the same. Any questions, just shoot me an IM (pardon the pun)
Jackal326
Feb 22 2007, 12:48
@<hidden>:
1) Thanks.
2) Its your fault, I took the logo from the texture you sent me for the old model of the Diemacos for OFP http://forums.bistudio.com/oldsmileys/tounge2.gif It'll be fixed ASAP.
3) I'll keep that link in mind. Thanks.
Messiah
Feb 22 2007, 13:08
shush http://forums.bistudio.com/oldsmileys/biggrin_o.gif
lol... must have not noticed it on mine - ripped that off a photo of a UK C8 from one of our advisors... never thought to check for paralax errors
RavenDK
Feb 22 2007, 13:12
c7 c8 and c7a2 markings are placed diffrent, it depends on the contry its from.. http://forums.bistudio.com/oldsmileys/whistle.gif
Messiah
Feb 22 2007, 13:19
yeah, i was talking about its size rather than its placement, frandsen
Blackblood
Feb 22 2007, 22:13
Jackal that buttstock is truly anal! (I mean in an "extreme amount of detail" - sense.) Impressive! Havent bought ArmA yet and trying hard not to. You make it even harder.
Max Power
Feb 22 2007, 22:49
Huhuh huhuh anal butt.
deanosbeano
Feb 22 2007, 22:52
Jackal that buttstock is truly anal! (I mean in an "extreme amount of detail" - sense.) Impressive! Havent bought ArmA yet and trying hard not to. You make it even harder.
you make them sas soldiers for arma and i`ll buy it for ya http://forums.bistudio.com/oldsmileys/wink_o.gif
at 19.99 on amazon thats well worthi it i am thinking.
excellent work jackal ,cant wait for these .
Rhodite
Feb 23 2007, 00:16
Huhuh huhuh anal butt.
plaintiff1 - Thats nothing short of pointless spam.
Perhaps +1WL will help remind you that that kind of post is simply not acceptable.
Helping_Hand
Feb 23 2007, 08:09
Jackal that buttstock is truly anal! (I mean in an "extreme amount of detail" - sense.) Impressive! Havent bought ArmA yet and trying hard not to. You make it even harder.
Good to see you again BlB
@<hidden> the C7 looks rather appealing i must say.
Jackal326
Feb 23 2007, 18:19
Indeed, its great to see you again BlackBlood.
@<hidden>: Thanks for keeping the peace.
I've just completed the work I've been doing on the C7/M16A2 foregrip, which had some bad lighting issues that seemingly couldn't be fixed without a near-complete re-make of the faces concerned. Anyway, its fixed now.
Jackal326
Mar 1 2007, 23:43
Just a quick post to say that the Diemaco rifles are finally done (C7s, C7A1s, C7A2s, C8s, C8A1s and C8A2s, as well as a few variants of the SFW - all with different optic variants).
I'll post some screenshots in the next few days hopefully.
I've also found that some of my weapon defines are ok, its just the magazine defines that need sorting (and putting in the CfgMagazines section), so hopefully the port from OFP to ArmA wont be as slow as I had originally thought. Hopefully.
great news mate, looking forward to those Diemaco`s http://forums.bistudio.com/oldsmileys/wink_o.gif
Jackal326
Mar 2 2007, 23:04
-Post removed due to a slight over-reaction on my part.-
da12thMonkey
Mar 2 2007, 23:12
Why is it EVERY SINGLE PATCH from BIS causes more bugs than it fixes? None of my weapons even work now, the models don't show up, nor do ANY of the primary weapons ingame for me. This is fantastic. I fire bullets from my genitals, this is out-fucking-standing.
Might be caused by Mapfact's stuff:
http://www.flashpoint1985.com/cgi-bin....t=58862 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=68;t=58862)
Jackal326
Mar 2 2007, 23:24
Thats confirmed. I removed 'MAP_Misc.pbo' and everything appears to work normally now. Thanks for the wuick headsup, I almost killed someone.
Ilyushin
Mar 3 2007, 02:18
sorry for being rude but screenies?
Clavicula_nox4817
Mar 3 2007, 03:54
Jackal, what version of ArmA were you running? I was running Morphicon German and had no issues with patching with the MAPfact addon set.
Jackal326
Mar 3 2007, 12:26
I was running the UK Retail version (1.04) Patched to 1.05, but having removed ONLY the MAP_Misc.pbo the problem is fixed so its DEFINATELY that.
Jackal326
Mar 4 2007, 00:24
Just got done working on the HK416 receiver textures.
http://sjb.gotf.net/weaponspack/SJB_HK416_Early1.jpg
As I was lacking hi-resolution images of the receiver, they're loosely based on my airsoft HK416, and roughly based on what low-res images I did fine on the internet.
Soul Catcher
Mar 4 2007, 00:44
looking sweet http://forums.bistudio.com/oldsmileys/notworthy.gif
do you by any chance have any plans to add any Mk.46 or Mk.48's to your pack?
Jackal326
Mar 4 2007, 00:49
I have PLANS, but whether they'll make it into the initial release remains to be seen.
Just got done working on the HK416 receiver textures.
Image
As I was lacking hi-resolution images of the receiver, they're loosely based on my airsoft HK416, and roughly based on what low-res images I did fine on the internet.
Just got done working on the HK416 receiver textures.
Image (http://sjb.gotf.net/weaponspack/SJB_HK416_Early1.jpg)
As I was lacking hi-resolution images of the receiver, they're loosely based on my airsoft HK416, and roughly based on what low-res images I did fine on the internet.
http://forums.bistudio.com/oldsmileys/wow_o.gif Damn Jackal this look's just awesome! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Keep it up!!!
Helping_Hand
Mar 6 2007, 18:40
I've some detailedish pics of the receiver if still needed...
Regards Mark.
scubaman3D
Mar 6 2007, 23:04
Looking good Jackal.
Jackal326
Mar 7 2007, 21:44
Made a bit more progress on the HK416, this time in the forward assist region http://forums.bistudio.com/oldsmileys/wink_o.gif
http://sjb.gotf.net/weaponspack/SJB_HK416_Early2_tn.jpg (http://sjb.gotf.net/weaponspack/SJB_HK416_Early2.jpg)
Click the above image for a larger preview.
scubaman3D
Mar 8 2007, 00:33
Maybe I'm being presumptuous but how are the SCARs coming? http://forums.bistudio.com/oldsmileys/smile_o.gif
I think I read somewhere you plan on including them.
Commando84
Mar 8 2007, 00:58
lol my friend who is a airsoft dude owns a 416 he will be very happy when i'll show him your work jackal! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Good looing stuff as usual http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Jackal326
Mar 8 2007, 07:31
I haven't taken much time to look at the SCARs yet, they're on my to-do list though.
Sgt_Eversmann
Mar 8 2007, 08:20
*looks at HK 416*
*drolls over keyboard*
*wants to buy airsoft version*
http://forums.bistudio.com/oldsmileys/tounge2.gif
nice jackal, really nice http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Helping_Hand
Mar 8 2007, 10:03
Looks sexcellent, I take it the pics were helpful then http://forums.bistudio.com/oldsmileys/tounge2.gif
da12thMonkey
Mar 8 2007, 11:02
Keckler and Koch?
Looks good though Jackal, looking forward to seeing more.
Sgt_Eversmann
Mar 8 2007, 11:10
http://forums.bistudio.com/oldsmileys/rofl.gif
I guess he just wanted to test us.
"It's not a bug, it's a feature"
http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/wink_o.gif
Jackal you shouldn't copy everything from your Airsoft HK 416, especially not the writings http://forums.bistudio.com/oldsmileys/wink_o.gif http://forums.bistudio.com/oldsmileys/rofl.gif
Teufelsklaue
Mar 8 2007, 15:34
Hey guys! nice weapons your are working on, but is it possible to create a silenced sniper rifle for bluefor or opfor?
this would be a very useful addon! http://forums.bistudio.com/oldsmileys/whistle.gif
Johannes
Mar 8 2007, 16:43
Made a bit more progress on the HK416, this time in the forward assist region http://forums.bistudio.com/oldsmileys/wink_o.gif
[RL=http://sjb.gotf.net/weaponspack/SJB_HK416_Early2.jpg][im]http://sjb.gotf.net/weaponspack/SJB_HK416_Early2_tn.jpg[/img][/URL]
Click the above image for a larger preview.
did u do that one yourself or is it a cs import? and it looks a bit high poly aswell.
but anyway there wont be hundreds of guys carrying a 416 on a map anyway.
looks badass though !
Jackal326
Mar 8 2007, 17:17
I missed that typo in the texture, I'll fix momentarily. http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>: I have already included a LOT of suppressed sniper rifles, and may include some more. The ones already include are M21, M24 (and M24A2), PSG-1, M82A1, as well as marksman versions of various assault rifles etc.
@<hidden>@<hidden>: The HK416 is based off of the M4, the foregrip was made from scratch, and actually turned out lower in vertices/tris than the M4A1 RIS Foregrip that I made, which suprised me. The entire rifle, as it stands in the latest image is ~4600, which isn't bad. There isn't a whole lot more that needs addings (just the rear-sights and adapter for attaching a front-sight, as well as a few tweaks).
@<hidden> that can't read: It doesn't say KECKLOR, it is actually a 'H' its just the font I used, and the slightly dodgy angle
Hopefully it doesn't say HECKLOR either http://forums.bistudio.com/oldsmileys/crazy_o.gif
http://forums.bistudio.com/oldsmileys/wink_o.gif
Looking good mate, the OFP pack was awsome, surely this will be to http://forums.bistudio.com/oldsmileys/smile_o.gif
Teufelsklaue
Mar 8 2007, 18:43
@<hidden>: I have already included a LOT of suppressed sniper rifles, and may include some more. The ones already include are M21, M24 (and M24A2), PSG-1, M82A1, as well as marksman versions of various assault rifles etc.
Sorry Jackal! Didn´t realize it. Thought you were just working on Heckler & Koch -Weapons.
I really need a supressed sniper rifle (m21 or m24). Hopefully you finish it till april... http://forums.bistudio.com/oldsmileys/wink_o.gif
greetz klaue
Vulture2k1
Mar 8 2007, 19:13
LoL. Well, i love his work. But its Jackal.. i will be happy to see the release of his 2.00 Weapons Pack before Duke Nukem Fornever is out. I almost waited the same time for both xD
I´d love to see the release of a few of his weapons.. but his release policy is more like "when its done" or "maybe q4 2021" -_-
Helping_Hand
Mar 8 2007, 19:48
Would you prefer a crap load of buggy weapons and then moan at him and beta testers for rushing it or wait for a while and get a polished product...
Infam0us
Mar 8 2007, 20:07
LoL. Well, i love his work. But its Jackal.. i will be happy to see the release of his 2.00 Weapons Pack before Duke Nukem Fornever is out. I almost waited the same time for both xD
I´d love to see the release of a few of his weapons.. but his release policy is more like "when its done" or "maybe q4 2021" -_-
Take your negative comments away from this forum please ... http://forums.bistudio.com/oldsmileys/smile_o.gif
Venom_UK
Mar 10 2007, 05:32
I dont know if you'll find this useful but here are some pics of rifles you could use
http://s111.photobucket.com/albums....24a.jpg (http://s111.photobucket.com/albums/n139/Gmbroom/?action=view¤t=m24a.jpg)
http://s111.photobucket.com/albums....m21.jpg (http://s111.photobucket.com/albums/n139/Gmbroom/?action=view¤t=m21.jpg)
http://s111.photobucket.com/albums....4a1.jpg (http://s111.photobucket.com/albums/n139/Gmbroom/?action=view¤t=m4a1.jpg)
http://s111.photobucket.com/albums....ndo.jpg (http://s111.photobucket.com/albums/n139/Gmbroom/?action=view¤t=commando.jpg)
Vulture2k1
Mar 10 2007, 17:14
Would you prefer a crap load of buggy weapons and then moan at him and beta testers for rushing it or wait for a while and get a polished product...
No, one single High Quality weapon after another.
And no need to attack me, i totally adore his work.
Jackal326
Mar 10 2007, 17:43
Lets keep it civil people.
@<hidden>: Thanks for the images, but I'm not sure of their reliability with regard to scale and such, because they appear to be 'painted/drawn' images in Photoshop rather than photographs of real-life weapons. May come in handy though.
I've almost completed the HK416 now. Not had all that much time due to work commitments though. All that is left is to model the rear iron-sight, and then make the variants with different optics etc. Then it'll be the LR300s that I'll be tackling and remodelling on the new receiver.
Hi, hey jackal, i think that the mags in the M4/M16 series or the
clones (Diemaco etc) look better in our stolen M4's pack than there.
Why don't you steal 'em from our pack?, you know that you can
take whatever you want from what i stole for that pack:
http://img.photobucket.com/albums/v330/wipman/wip_m4s-1.jpg
Think about it. Let's C ya
Jackal326
Mar 10 2007, 18:06
Thanks but no thanks. I'm happy with the magazine already in place, as it 'fits' rather well with the rest of the weapon.
Clavicula_nox4817
Mar 16 2007, 14:40
Are there any plans for the H&K M8 series?
ThePredator
Mar 16 2007, 15:32
There are some hints in the weapons3.pbo.
Maybe BIS plans to add those and some others (Shotgun, Bizon...)
Col. Faulkner
Mar 16 2007, 15:46
@<hidden> that can't read: It doesn't say KECKLOR, it is actually a 'H' its just the font I used, and the slightly dodgy angle
Hopefully it doesn't say HECKLOR either http://forums.bistudio.com/oldsmileys/crazy_o.gif
http://forums.bistudio.com/oldsmileys/wink_o.gif
Looking good mate, the OFP pack was awsome, surely this will be to http://forums.bistudio.com/oldsmileys/smile_o.gif
HOCKLER http://forums.bistudio.com/oldsmileys/tounge2.gif
Is it 4,600 triangles or 4,600 misc. polys for the HK
416? I already thought I was pushing the envelope with 2,000
or so triangles! http://forums.bistudio.com/oldsmileys/huh.gif
Helping_Hand
Mar 16 2007, 16:16
Depends which view its for.
Clavicula_nox4817
Mar 16 2007, 16:29
There are some hints in the weapons3.pbo.
Maybe BIS plans to add those and some others (Shotgun, Bizon...)
I see it now, thanks for that.
Jackal326
Mar 16 2007, 17:35
It was in the region of 6,600 faces, triangulated it comes to roughly double that, which is slightly harsh, but offers no performance loss that I've noticed, and I've had 50 guys carrying HK416s unload on a URAL full of infantry so http://forums.bistudio.com/oldsmileys/tounge2.gif
Thats for the PILOT LOD (the one you see in first-person view), with few alterations to the models done for 3rd person). However, the weapon has very good LODs so at roughly 15 feet away the number of polygons/tris drops incredibly as extra detail isn't required at that distance.
@<hidden>: I plan to incorporate as many weapons in the pack as I can, though obviously drawing the line at times to actually release the pack in its various versions. Whether an M8 will make it into the pack I can't say for sure, its certainly a possibility though.
Col. Faulkner
Mar 16 2007, 19:09
It was in the region of 6,600 faces, triangulated it comes to roughly double that, which is slightly harsh, but offers no performance loss that I've noticed...
That's interesting. Now I may be able to add 3x more detail
to my own crappo gun models! http://forums.bistudio.com/oldsmileys/yay.gif
I suppose a lot of the polys now go to making smooth-looking
iron sights. Is the 3D iron sights view actually taken from the
pilot LOD or is there a separate additional "iron sights" model?
Jackal326
Mar 16 2007, 20:37
I think both methods are possible (using the "old" seperate model but making it 3d), but most of my models, where possible, use 3d ironsights that are part of the weapon model itself. This makes the whole transition a lot smoother.
Quote[/b] ]Some work in progress shots of v2.0
umm... Was there a v.1.0 released?
Messiah
Mar 17 2007, 08:56
in OFP, yes http://forums.bistudio.com/oldsmileys/smile_o.gif
Jackal326
Mar 17 2007, 16:38
There was also a v1.1 which can be found HERE (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=4;t=47898).
You can also find a list of weapons included in v1.0 and v1.1. The quality of most of the models has increased dramatically (if I do say so myself) for v2.0 sinve v1.1, so don't be too disappointed with v1.1.
Oh okay so 1.0 and 1.1 was for OFP... of course i know them http://forums.bistudio.com/oldsmileys/wink_o.gif
I just thought there was a 1.0 released for ArmA. http://forums.bistudio.com/oldsmileys/whistle.gif
Okay so looking forward to the first AWESOME SJB Weapon pack release http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Jackal326
Mar 17 2007, 20:56
Just took a quick screenshot of the EOTECH optic view to show off. Its mounted on the HK416, so you can just about make out the rear-sight, which is blurred due to depth of view and the focus being on the reticle. The weapon isn't centered because I've just been looking around, checking out the 'free-aim' introduced in the 1.05 patch, as I haven't had all that much time to actually PLAY ArmA, except to test the weapons out http://forums.bistudio.com/oldsmileys/wink_o.gif
http://sjb.gotf.net/weaponspack/SJB_HK416_EOTECHoptic_tn.jpg
>>>CLICK ME<<< (http://sjb.gotf.net/weaponspack/SJB_HK416_EOTECHoptic.jpg)
I've also uploaded an image of the marksman HK416 variant. The ELCAN optic was made by Dasquade, and kindly donated for use in the pack.
http://sjb.gotf.net/weaponspack/SJB_HK416_pres_tn.jpg
>>>CLICK ME<<< (http://sjb.gotf.net/weaponspack/SJB_HK416_pres.jpg)
Johannes
Mar 17 2007, 21:19
that 416 is looking really good. Good, sharp texturing and modeling.
but isnt that elcan sight a bit big compared to the rest of the weapon?
edit. look at this picture for comparison:
http://img406.imageshack.us/img406/233/untitled1vm6.jpg
Jackal326
Mar 17 2007, 21:22
Yes, it is a touch too big. Its since been corrected (the screenshot was taken ~5 days ago).
joe@<hidden>: Just double-checked the new scaling with the image you posted, and an old PDF I found about the ELCAN SpecterDR, and I think its now pretty-much spot on after the edit (so disregard the screenshot).
Clavicula_nox4817
Mar 17 2007, 21:22
Wow, weapon looks good. I especially appreciate the use of the Eotech scope.
Messiah
Mar 17 2007, 21:44
Eotech is indeed looking very tasty mate - looking forward to the stuff you're planning here - especially those SFW's http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Helping_Hand
Mar 17 2007, 21:45
Well you know i like both the 416 and the DR so im sorted http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Regards HH.
belgerot
Mar 17 2007, 21:48
That Eotech looks great, looking forward to seeing more http://forums.bistudio.com/oldsmileys/smile_o.gif
Great work Jackal326, congratulations mate http://forums.bistudio.com/oldsmileys/wink_o.gif
cobra@pulse
Mar 18 2007, 18:51
Awsome mate, looks incrediable, cant wait to have so good old firefights with these *thumbs up*
Looking lovely as always http://forums.bistudio.com/oldsmileys/thumbs-up.gif Keep up the good work.
DarkGiver
Mar 19 2007, 03:24
Very good job http://forums.bistudio.com/oldsmileys/biggrin_o.gif i hope we can try it soon...
Congratulations http://forums.bistudio.com/oldsmileys/smile_o.gif
Sgt_Eversmann
Mar 19 2007, 06:55
looking really good jackal http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Jackal326 I read that you said you will have problems with the .cpp file, well, have you thought on breaking it like making a different .pbo and cpp file for each type of weapons line MGs, Riffles, Sub-Machine Guns and so on?
It would be easier for you, specially for definnig ammo types and weapons, and it would make the game run smoother since it would only load the required addon for the particular weapon instead of the entire pack. It will be very unlikely to have a person using all the packs of weapons in the same mission.
I'm just suggesting beacause from what I've read you will be making like 40 or more weapons, making a mission load them all just for 5 or 6 weapons being used it's really a waste of memory and time. You can even make a different .pbo file just for the sights (the ones not using the eye feature).
Be also careful when choosing the lods, try to give each weapon 5 or 6 distance lods and try to decrease the ammount of polys 30% to 50% from first to the second lod.
Another thing you can do is to include Hidden Selections to the base models, this way instead of having 15 M4s you can have just one as base and than include all the scopes,CQB and magazines as hidden selections (models). All of this will make the game run smoother, and people with older computers won't have problems.
Just my sugestion, whatever you decide to do, be sure that I will be using your addon in my missions, thank you http://forums.bistudio.com/oldsmileys/wink_o.gif
Jackal326
Mar 20 2007, 17:58
I'll take your suggestions under advsiement Skaven, there is however one thing I disagree with you on. Thats the following:
Quote[/b] ]It would be easier for you, specially for definnig ammo types and weapons, and it would make the game run smoother since it would only load the required addon for the particular weapon instead of the entire pack. It will be very unlikely to have a person using all the packs of weapons in the same mission.
I'm just suggesting beacause from what I've read you will be making like 40 or more weapons, making a mission load them all just for 5 or 6 weapons being used it's really a waste of memory and time. You can even make a different .pbo file just for the sights (the ones not using the eye feature).
Many of the missions I've played that use my pack, in both SP and MP, have given a comprehensive weapons selection enabling the player(s) to go about the mission any way they want.
I haven't made a definate decision as to whether I'll split the configs yet, and its not a decision I will be making until I get everything coded correctly first, before splitting it.
And its more like 300+, not 40 (though thats total number of variations, not the total number of individual weapons). http://forums.bistudio.com/oldsmileys/wink_o.gif
As for making a seperate PBO for the non-eye sights, I already have had this implemented since v1.00.
Not to be picky or anything, but are there any plans to add any shotguns? I just think they're kind of underrated in these games, and I think they would be great if someone was adding a 'police officer' style of gameplay. Looking at the other pack, i assume that you may have more pistols planned, so i won't ask about those.
Anyway, those are quite sexy, good luck on this pack.
300 weapons? http://forums.bistudio.com/oldsmileys/huh.gif Please tell me your using the Hidden Selections?
That pack has almost eight times the ammount of weapons the game brings http://forums.bistudio.com/oldsmileys/huh.gif That is a lot of work Jackal and a pionnering one.
Making all those weapons in just one addon and making it work withouht compromising the quality of the game in terms of lag and fps/memory will be extremely hard.
Good luck http://forums.bistudio.com/oldsmileys/biggrin_o.gif I'm looking forward for your great work http://forums.bistudio.com/oldsmileys/wink_o.gif
Jackal326
Mar 20 2007, 21:56
@<hidden>: Shotguns are already planned, but need a near-complete code-re-write due to the OFP engine's coding being slapped around a bit for ArmA (i.e. in their current OFP-esque state they don't work). When I get around to it, they'll be re-coded, and hopefully continue to use Kyle-Sarnik's shotgun scripts (unless "sheel" firing can actually be achieved without having to do 'bursts' as we used to in OFP).
@<hidden>: Tell me about it, I've been working on v2.0 for over 2 years now http://forums.bistudio.com/oldsmileys/wink_o.gif
It was my understanding hidden-selections don't work on weapon models, hence why I haven't used them. I'm currently waiting for more information on how to use Proxys on weapon models, and how to correctly define them in the config.cpp and get them to appear/hide where necessary. Maybe BIS could help out on that. [/plea_number_395_for_help]
You have a tutorial here, it's very simple http://forums.bistudio.com/oldsmileys/wink_o.gif
http://fab.ofp.free.fr/
Jackal326
Mar 20 2007, 22:36
I know HOW hiddenselections work, its there use with weapons model that I questioned (in ArmA it might be different, but I know in OFP the game didn't recognise hiddenselections on weapon models).
I'm gonna try it and see if it works http://forums.bistudio.com/oldsmileys/wink_o.gif
Some hours later...
I think your right, I've been trying and so far nothing.
I was almost sure that there was a way of doing this, but there's been a long time since I make an addon so I'm catching things back slowly.
I am however making some weapons for me so I'll keep on trying, if I get it I'll tell you how I did it. http://forums.bistudio.com/oldsmileys/wink_o.gif
FilPedro
Mar 21 2007, 09:32
Hello Jackal first of all congratulations for your work, all the pictures look amazing.
I have a question for you, I think you can probably help me, can you please explain me how to import the CS models (mdl) into O2 (3ds)? Specially withought loosing the textures mapped?
Thank you.
Jackal326
Mar 21 2007, 16:25
Use a decompiling tool to convert the models to .SMD and then import them into 3DStudio Max, this will retain the texture maps (assuming you did it right). Then just export to .3DS http://forums.bistudio.com/oldsmileys/wink_o.gif
@<hidden>: I thought that was the case, knew it was with OFP, but wasn't sure if things had changed with ArmA.
Jackal326
Mar 21 2007, 21:36
In other news, I just discovered how to correctly use the Texture Merge tool in O2, and it caused me to physically orgasm. I'll be putting it to great use in an attempt to cut down on the number of textures used. This will however increase working time, but you'll get over it I'm sure. http://forums.bistudio.com/oldsmileys/wink_o.gif It'll be worth the performance gain I'm assured.
Just compressed (merged) 13 seperate M4A1 textures into 2 larger textures, 1 is 2048x1024, the other is 2048x2048. They sound large, but from what I've read and heard, it'll better than 13 seperate textures.
A quick (and scaled) preview of the two combined textures:
http://sjb.gotf.net/weaponspack/M4_Part1.jpg
http://sjb.gotf.net/weaponspack/M4_Part2.jpg
Helping_Hand
Mar 22 2007, 06:38
http://forums.bistudio.com/oldsmileys/yay.gif Finally no more doing umpteen textures nicely done mate.
Ironsight
Mar 22 2007, 07:41
In other news, I just discovered how to correctly use the Texture Merge tool in O2, and it caused me to physically orgasm.
Mind sharing how it was done?
Jackal326
Mar 22 2007, 07:59
Basically, you merge all of the textures manually (using Photoshop or whatever), making sure to retain the ^2 dimensions (in my case, with the textures being quite hi-res to begin with, using 2048 and 1024 pixels as my dimensions). Then you have to write a .PTM file, that O2 uses to remap the existing UV Maps, onto the new larger texture.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class inftexmerge {
class object01 {
class items {
class item00000
{
x=0.000000;
y=0.000000;
w=512.000000;
h=256.000000;
scale=0.000000;
name="SJB_M4TEST\tex\fixorb.pac";
angle=0.000000;
};
class item00001
{
x=0.000000;
y=0.000000;
w=512.000000;
h=256.000000;
scale=0.000000;
name="SJB_M4TEST\tex\fixorb.pac";
angle=0.000000;
};
class item00002
{
x=0.000000;
y=256.000000;
w=512.000000;
h=256.000000;
scale=0.000000;
name="SJB_M4TEST\tex\ris.pac";
angle=0.000000;
};
class item00003
{
x=0.000000;
y=512.000000;
w=512.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\Stuffed.pac";
angle=0.000000;
};
class item00004
{
x=512.000000;
y=0.000000;
w=256.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\30magPolyM4.pac";
angle=0.000000;
};
class item00005
{
x=512.000000;
y=512.000000;
w=512.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\right.pac";
angle=0.000000;
};
class item00006
{
x=1024.000000;
y=0.000000;
w=1024.000000;
h=1024.000000;
scale=0.000000;
name="SJB_M4TEST\tex\ANPEQ2a.pac";
angle=0.000000;
};
};
w=2048.000000;
h=1024.000000;
alpha=0.000000;
file="SJB_M4TEST\tex\M4_Part1.paa";
models[]=
{
"SJB_M4A1_proxy.p3d"
};
mergedpath="C:\O2_Viewer\SJB_M4TEST\tex";
};
};[/QUOTE]
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class inftexmerge {
class object01 {
class items {
class item00000
{
x=0.000000;
y=0.000000;
w=1024.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\foregrip.pac";
angle=0.000000;
};
class item00001
{
x=1024.000000;
y=0.000000;
w=512.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\stuffed2A.pac";
angle=0.000000;
};
class item00002
{
x=1536.000000;
y=0.000000;
w=512.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\stuffed2B.pac";
angle=0.000000;
};
class item00003
{
x=0.000000;
y=512.000000;
w=1024.000000;
h=1024.000000;
scale=0.000000;
name="SJB_M4TEST\tex\regStockM4.pac";
angle=0.000000;
};
class item00004
{
x=1024.000000;
y=512.000000;
w=1024.000000;
h=1024.000000;
scale=0.000000;
name="SJB_M4TEST\tex\recPolyM4.pac";
angle=0.000000;
};
class item00005
{
x=0.000000;
y=1536.000000;
w=512.000000;
h=256.000000;
scale=0.000000;
name="SJB_M4TEST\tex\carryPolyM4.pac";
angle=0.000000;
};
class item00006
{
x=512.000000;
y=1536.000000;
w=512.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\cranePolyM4.pac";
angle=0.000000;
};
class item00007
{
x=1024.000000;
y=1536.000000;
w=256.000000;
h=512.000000;
scale=0.000000;
name="SJB_M4TEST\tex\vertPolyM4.pac";
angle=0.000000;
};
};
w=2048.000000;
h=2048.000000;
alpha=0.000000;
file="SJB_M4TEST\tex\M4_Part2.pac";
models[]=
{
"SJB_M4A1_proxy.p3d"
};
mergedpath="C:\O2_Viewer\SJB_M4TEST\tex";
};
};[/QUOTE]
Those are my two example .PTM files I used.
X = The top left point of the textyure (where it starts)
Y = The hegiht of the twop left point defined in X
W = How wide the texture is (in pixels)
H = How high it is (again, in pixels).
Ironsight
Mar 22 2007, 08:05
Thanks, I am going to play around with this. Merge option is great for converting OFP addons to ARMA.
-HUNTER-
Mar 23 2007, 00:35
http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/wow_o.gif
This is something I didnt know. And will also come in handy in the future im very sure of that. http://forums.bistudio.com/oldsmileys/yay.gif Learned another thing today! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Jackal326
Mar 29 2007, 19:29
Well, after a little tweaking, I've got the normal maps, as well as the cfgmaterials working (with thanks to Indy). I'll post a few screenshots <s>tomorrow</s> right now.
http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_2_tn.jpg
CLICK ME (http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_2.jpg)
http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_3_tn.jpg
CLICK ME (http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_3.jpg)
http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_4_tn.jpg
CLICK ME (http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_4.jpg)
http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_1_tn.jpg
CLICK ME (http://sjb.gotf.net/weaponspack/SJB_M4A1_RealMaps_1.jpg)
Note: Some of the lighting is exaggerated because the shots were taken with default weather (bright sunshine). I do however plan to edit the values in cfgmaterials to make the 'shine' less intense in most circumstances.
Ironsight
Mar 30 2007, 06:34
Looks sweet http://forums.bistudio.com/oldsmileys/thumbs-up.gif
How do the normal maps and cfgmaterials influence the performance? Especially when you use more of these weapons.
Jackal326
Mar 30 2007, 06:56
I haven't tested that yet, I just threw three or four units onto Sahrani Lite (the 'dry' one released a few days ago) to take those few screenshots seen above . I will perform a few experiments with FPS either tonight after work or sometime tomorrow, comparing a lot of stock BIS units on the map, with the same number of each optic type, to see how/if it affects FPS.
are u planning to make those mods in m4 to work, or are they just eyecandy, like we discussed earlier???
sexy m4 tough http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif
Jackal326
Mar 30 2007, 07:15
The aiming reticle will be a red lot (instead of the default 'T' shape with the free-florating 'I' in the middle) simulating the AN/PEQ-2's laser (I know its an i nfra-red laser only seen with NVGs and suchforth, but its better than nothing). Also, I hope to get the flashlights working (AN/PEQ-2 and Surefire flash-light on some weapon models), but until we find out more (i.e. until BIS TELL us) about how to use proxys on weapon models, and how to define them, its just a plan right now.
Sickboy
Mar 30 2007, 09:59
Awesome work again Jackhal! Especially on the ideas with the sights and lights etc!
Looking extremely forward to using your beauties in action!
Dslyecxi
Mar 30 2007, 12:01
Please do not put such a cloudy blue tint to the EOTech HWS glass. The real thing does not look like that at all. The size of the reticule is also quite a bit too large in your version.
Examples:
http://dslyecxi.com/images/ar15/eotech_extended_eye_relief.jpg
http://dslyecxi.com/images/ar15/eotech_close_eye_relief.jpg
The aiming reticle will be a red lot (instead of the default 'T' shape with the free-florating 'I' in the middle) simulating the AN/PEQ-2's laser (I know its an i nfra-red laser only seen with NVGs and suchforth, but its better than nothing). Also, I hope to get the flashlights working (AN/PEQ-2 and Surefire flash-light on some weapon models), but until we find out more (i.e. until BIS TELL us) about how to use proxys on weapon models, and how to define them, its just a plan right now.
I love u http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif http://forums.bistudio.com/oldsmileys/inlove.gif
Jackal326
Mar 30 2007, 17:00
Please do not put such a cloudy blue tint to the EOTech HWS glass. The real thing does not look like that at all. The size of the reticule is also quite a bit too large in your version.
[...]
The blue texture has already been replaced with a less cloudy and more transparent version. I will edit the main reticle size according to your screenshots shortly. Thanks.
Hi,
Is it possible to add an effect to magnifiing the optic part without the rest of the view magnifiing?
(sorry for my eng. :\ )
Jackal326
Mar 30 2007, 17:58
Not to my knowledge. I'll be using flat 2D optics for ones with magnification, and the 3D optics (such as the one for the EOTECH a few pages back) without any zoom, where no zoom would be in real life. I had hoped it would be possible to simulate scopes like in Red Orchestra (where the main optic is magnified and the surrounding area isn't. However, I'm yet to find out if its possible, and how to do it if it turns out that it is.
I found this
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">opticsDisablePeripherialVision = 1;[/QUOTE]
in a config.cpp
Dslyecxi
Mar 30 2007, 20:59
I found this
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">opticsDisablePeripherialVision = 1;
in a config.cpp[/QUOTE]
Don't get too excited by that, it probably refers to the PVIs - Peripheral Vision Indicators.
Helping_Hand
Mar 30 2007, 21:00
Jackal what about using 2d optics but without a black surround? so it gives the illusion of the one in RO
Jackal326
Mar 30 2007, 21:28
Well, the surround itself will be magnified too, so it'll be nothing like. I know what you're trying to say, but I'd sooner have the black surround than a magnified surround that by rights shouldn't be magnified.
I haven't taken much time to look at the SCARs yet, they're on my to-do list though.
Will be the best weapons in the pack, tbh.
Helping_Hand
Apr 1 2007, 10:35
Thats your opinion others might want to see the 416s.
There are a lot of things in the pack as is with out all of the stuff on his infinitely long to do list.
fireship4
Apr 17 2007, 02:05
Hmm maybe you can create the scope zoom effect in the same way the screen in the striker simulated a camera on the front of the vehicle?
Jackal326
Apr 17 2007, 07:27
I don't think its a camera per se, more likely just a window thats textured to look like a camera. I'll look into it though.
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