View Full Version : I´ll be back - Terminator stuff in ARMA II
Hey guys,
i just closed the inbetween quite old thread in ARMA-Forum.
I wont do any further work for ARMA. sorry.
Well, but here i am.
But i am really unsure. I have ARMA II now and it is quite good though some is still quite bad, but the point is:
1. What to do, what do i have to wait for and what do i have to collect to begin my work for ARMA II?
2. is Oxygen 2 still usable or will there be a new, better version?
3. how long will it take till new bohemia tool packs will be published?
what of the old is still usable?
Who of your good informed guys can tell me something about that?
What is new, what is old? I actually cant find the right answers in the stuff that is actual in the new forums here.
I hope somebody can and will answer my questions. links to other threads would be helpful, too. Can be that i am getting blind ;-)
What do you think about the possibility to realize some major wishes from the old terminator project?...like redview, individual voices, better anims like onehandled weapons, woundtextures, ...?
I hope all the guys from the last thread are still interested in and maybe some more.
Greets
Marc
goose4291
Jun 8 2009, 22:48
To be honest, a few more of skynets minion's would be grande.. for example a HK.. those termies need some air support!
Commando84
Jun 9 2009, 14:18
yeah a flying terminator machine would be awesome :D
Would make one myself if i took same time to maybe :D
])rStrangelove
Jun 9 2009, 14:51
I'd like to see more different machines like those from the game Terminator-FutureShock back then >> time-travel-click (http://www.oldgames.sk/en/games.php?pictures=333) <<
Seekers: were flying mines, waiting for you behind rubble. (30cm)
Raptors: 2 legged mechs with a cannon (2m high)
H/K Scout: little patrol version of the flying H/K (4m?)
Something like that. Can't wait to see some things in ArmA2. :)
Hey!!! That is not an addon-request-thread!!!
Build your crazy shit by yourself!!!
---------- Post added at 09:50 PM ---------- Previous post was at 09:47 PM ----------
Just kidding :-)
But i would prefer to read somthing about the future of ARMA II Modding.
Are there any informations about tools and so on?
Nobody an idea what to start with?
Greets
Marc
Commando84
Jun 9 2009, 23:28
No news about new tools yet but kegeteys released an updated version of his arma tools.
http://www.kegetys.net/arma/
Updates in 6.6.2009 release:
- cpbo now has an optional GUI for selecting files to extract
- PAAplug support for loading ArmA 2 LZO compressed PAA files
- PAAPlug fix for FLAG tag saving (mipmap filtering)
goose4291
Jun 10 2009, 08:06
)rStrangelove;1304717']I'd like to see more different machines like those from the game Terminator-FutureShock back then
Oh my god I remember that game! A veritable classic!
Marccom, I know it's not really what you're looking for, but if you hunt down the old Terminator addons for OFP they had quite a good idea with the weapons optics. Basically it looked like one of the films terminator perspectives with Data on either side of the hud and the like!
Marccom
Jun 10 2009, 11:32
Hi,
sure i know the Terminator addons for OFP.
I just had contact with the maker when i started my terminator project for ARMA1.
My Lasergun for ARMA1 Terminators is the same weapon with original textures and shape.
The thing with the T800-internal-redview implemented in weaponssight is not really good. Because it is the internalview of the terminator...not of the weapon. If a normal soldier (resistance f.e.) would take this weapon, he would had the internal-redview of the terminator,too. What would be quite nonsens and is definetly not what i want.
My priority is to make new better looking terminators with better anims for ARMA2 and with more spec effects.
Further i want go on there where i ended with addons at ARMA1:
- finish T800 M101 with wound textures that will show T800 skeleton underneath
- finish Harley Fat Boy with correct seating position
- make new minigun with M234-shape
- improve Lasergun
- finish some resistance soldiers
- make some resistance vehicles
- make some further terminator models (showing in salvation and other)
- make some terminator airvehicles
- make some weapons
- ..........
That is the plan.
Greets
Marc
I'm not too familiar with terminator, but do you just want the view to be red in colour, or are you trying to simulate a digital readout?
Abs
])rStrangelove
Jun 10 2009, 16:14
He wants both i think.
Someone in another post just mentioned we could change the screen color by a script (on the fly i guess). In MP this could be done locally of course, so only Skynet forces would be seeing this effect. Just an idea.
The Arma Tools should work oki for getting the models into Arma II! Just a few config edits here and their and they should be in a playable.
Marccom
Jun 12 2009, 20:32
Hi,
@<hidden>
the poster after you is just right. i want both.
Though it would be enough to simulate some dynamic data lines in the view.
just like it was already possible at Vehicles in ARMA1.
To make real just concrete analysis data displayed is too difficult and one wish too much, i guess.
@<hidden>
maybe that is possible. we shoud try that.
@<hidden>
i am planning now to try that and want begin with Oxygen2.
I just realized that all my weapons made for ARMA1 are also quite nice working in ARMA2.
I read that the anims of soldierbody is quite another than in ARMA1.
I will made some tests about it.
Did already somebody try to read out some soldier.pbo and loading it with Oxygen?
Greets
Marc
Timir9z
Jun 14 2009, 17:02
Lad, I support completely you .. shall wait mode)))
Commando84
Jun 15 2009, 01:28
hey I just watched the new terminator movie :D
there is lots of cool things that could be done but I dunno they seem difficult :D
But something are already in Arma 1 and 2 that was in the movie, there was blackhawks, A-10's and huey's and you could probably use some of the defualt weapons from Arma 2 as resistance weapons. M16's m4's m203's and m134's and equip one of the terminators with the minigun from the blackhawk :D
CameronMcDonald
Jun 15 2009, 09:21
Aye, it'd be mad to see one of them ole T600s. I love the older models - heavier! :cool:
SaBrE_UK
Jun 15 2009, 09:50
I'm controversial in that I actually liked Salvation. Obviously it didn't touch the first two films, but I'd like to see this in-game: http://www.aceshowbiz.com/images/still/terminator_salvation90.jpg
CameronMcDonald
Jun 15 2009, 09:52
...a T600. :)
SaBrE_UK
Jun 15 2009, 11:24
Oh sorry I misunderstood, I thought you meant the T600s from the first film or something when you said "ole". My mistake, especially as you don't see T-600s before T4.
Marccom
Jun 15 2009, 14:29
there were no T600 in the first 3 Terminator parts
])rStrangelove
Jun 15 2009, 19:43
Yup. In the first movie Kyle Reese mentioned the 600 series when he escaped with Sarah into the parking deck - apparently they had a rubber skin and were easily detected by daylight.
I'd love to see a custom island being made for the new addons - totally filled with rubble and ruins. Some hidden underground entrances to rooms where you can reply & rest (scripted). Whenever you go outside a script generates random encounters for you. That would be oversome.
Btw: i still own the Miniatures Combat system sourcebook "Terminator2 -Year of Darkness" by Leading Edge Games (http://www.boardgamegeek.com/boardgame/28437). If someone needs infos about weapons, vehicles, soldier types, battle timeline, special battle tips & tricks etc etc PM me.
Marccom
Jun 15 2009, 21:17
I am in contact with somebody, who wants to build a modding company with me.
salvation should be a base. maps and so on shall be inserted in the plan, too.
But that shouldnt be underestimated. Bulidling maps like this mean a lot of work and will end in a longterm project.
I will make some tests with my existing models first.
i am just reinstalling some tools.
greets
Marc
i would love to see some HK tanks.
mabey some terminators from T4 like the T600's and T700's, or even if the HARVESTOR is possible.
DEFINATLY A HK TANK
Max Power
Jun 17 2009, 04:40
)rStrangelove;1311521']Yup. In the first movie Kyle Reese mentioned the 600 series when he escaped with Sarah into the parking deck - apparently they had a rubber skin and were easily detected by daylight.
I'd love to see a custom island being made for the new addons - totally filled with rubble and ruins. Some hidden underground entrances to rooms where you can reply & rest (scripted). Whenever you go outside a script generates random encounters for you. That would be oversome.
Btw: i still own the Miniatures Combat system sourcebook "Terminator2 -Year of Darkness" by Leading Edge Games (http://www.boardgamegeek.com/boardgame/28437). If someone needs infos about weapons, vehicles, soldier types, battle timeline, special battle tips & tricks etc etc PM me.
That's what I didn't get regarding the design choices of the t4 people. No amount of rubber skin is going to disguise gattling gun hands of those t600s, nor their ridiculous, hulking forms. I would have liked to see something more along the lines of what James Cameron wrote about in the Terminator. Stupid McG.
Marccom
Jun 17 2009, 04:48
thats right.
i dont understand that, too.
further i didnt understand, why James Cameron didnt made T3 and T4.
I am sure that would be better for the quality and storyline of the movies.
I tried to convert the mod yesterday. all weapons are working, the units not.
no fialure messages but were not found in editor or weapons room.
])rStrangelove
Jun 17 2009, 09:48
It's the same with the Aliens movies btw: Cameron's ALIENS was awesome, every other Alien title is a desaster storywise and totally lacking atmosphere.
About the unit converting: i'd wait until either somebody figures out how to do it or BIS releases the official ArmA2 tools. Do what you can do now, do the rest when the time is right.
How about discussing mission templates for Term. scenarios?
Marccom
Jun 18 2009, 01:53
Hi,
How about discussing mission templates for Term. scenarios?
Is welcome, but not my business. i have no further knowledge about mission scripting yet.
At the moment it is more important for me to understand the ARMA2 unit system.
I figured out that ARMA2 has some new classes that have to be mentioned btw changed in the addons config.cpp.
further some old config words are unguilty in ARMA2.
f.e. "side" is now "faction"
...so further it is not side= "TEast"(OPFOR) or "TWest"(BLUEFOR) and so on.
Instead it is faction="RU" (Russian/OPFOR), ..."USMC" (BLUEFOR), ..."GUE" or ..."ZIV"
Changing the requiredversion to 1.0 (instead of 1.14 or something like that)
and changing the factions is not enough at my Terminators.
Think that there is something wrong with some classes.
I will search for them some later.
need some sleep.
Greets
Marc
Max Power
Jun 18 2009, 03:38
)rStrangelove;1313436']It's the same with the Aliens movies btw: Cameron's ALIENS was awesome, every other Alien title is a desaster storywise and totally lacking atmosphere.
Alien rocked hard.
MadRussian
Jun 18 2009, 04:39
I just saw Salvation. Story and acting kinda sucked (especially Bale, who is normally one of my favorites)... But the visuals and action were amazing! Really planted you firmly in the destruction and desolation of machine-ruled 2018.
As far as addons, I'd personally love to see some absolutely beat-to-hell A-10 Warthogs, as depicted in that movie. Those A-10s had so much character, they may have even delivered a better performance than some of the actors. :rofl:
That and some grizley T-600s of course.
edit:
Regarding AI, seems like the huminoid terminators probably need a different fsm than normal arma soldiers. I.e. Not really needing to take cover and such.
Marccom
Jun 18 2009, 10:10
Alien rocked hard.
Not possible...ther were no terminators ;-)
@<hidden>
i didnt seen T4 yet, but i think i will change that more or less quite soon.
it will definitely have some influence on my addons.
Nevertheless i guess T2 will stay the center of my plans.
Greets
Marc
goose4291
Jun 18 2009, 10:14
)rStrangelove;1313436']It's the same with the Aliens movies btw: Cameron's ALIENS was awesome, every other Alien title is a desaster storywise and totally lacking atmosphere.
How I miss the various old Aliens mod team...
Dropships, pulse rifes and APC's oh my!
])rStrangelove
Jun 18 2009, 10:36
As much as i like SciFi / Fantasy / Horror addons, i have to say they mostly don't fit because you need a whole modpack (islands, missions) to create a proper movie atmosphere.
That's why i think it's not enough to just release a T800 and/or a HK Tank. It's a start though.
Marccom
Jun 18 2009, 11:18
That's why i think it's not enough to just release a T800 and/or a HK Tank. It's a start though.
the end of the addon plan is of course a modpack to produce that atmosphere as close as possible.
But that will take time and it is necessary to make one step after another.
So for the next weeks or month it will automatically come that you are quite right.
Marccom
Jun 19 2009, 23:05
First Pics
http://static3.filefront.com/images/personal/m/Marccom/167566/fgaeihbqgu.jpg
http://static3.filefront.com/images/personal/m/Marccom/167566/vumwntzyyn.jpg
how already sometimes mentioned:
the gatlingrifle will have no future and will be replaced
cant you just make totaly new models using the new Oxygen when it is released?
as much as i love your work, its an eyesore seeing a port of flashpoint in ARMA and ARMA2.
Marccom
Jun 20 2009, 05:33
@<hidden>
when you're not knowing details it is sometimes better to be quiet.
this T800 are months and uncountable nights of work and are definitely not converted from OFP.
take a look at the OFP-Terminators and then take a look at this ones. there are quite less similaritys.
Nevertheless the work of xavier was very good, for what was possible in OFP.
loved his Terminators much and they were a strong inspiration.
MadRussian
Jun 20 2009, 06:20
Looking pretty good to me! :cool:
edit:
Especially with all the new building destruction in ArmA2... can't wait to run like hell with those terminators knocking holes in all the buildings.
SaBrE_UK
Jun 20 2009, 09:52
Looking good.
])rStrangelove
Jun 20 2009, 15:49
Yeah, looks perfect to me. I hardly see what's left to do with your T800 - looks like ready for release. *hint hint* :D
Marccom
Jun 20 2009, 18:23
Thanks a lot. Thats very nice.
portet from OFP *pah*
REady that is not really. seems to me ARMA 2 reads out textures and matconfig some brighter as ARMA1. At days the T800 are shining too bright. Thats not looking very nice.
I have to change that first and some other things.
Greets
Marc
i was hating on you man. and i didnt know.
Marccom
Jun 21 2009, 05:16
I love you, too
P.S.:You were hating on me? What does it mean in detail?
ganimed1976
Jun 21 2009, 23:34
that´s great news :yay:
As a Terminator fan I´d always loved your T800 Terminator in Arma 1.........it made so much fun playing him (or against him)
:coop: :681:
I´m glad to hear that you will release em soon for Arma2.
it is an impertinence to say the T800 looks like an OFP conversion :mad:
Keep on with the good work!!!
btw: I have one of the original USA made T2 daggers made by "United Cutlery" as seen in the 1991 T2 Judgment Day movie........in the scene in which Arnie went to the biker-bar to get a new dress....in a fight scene he rams one of the attackers a knife through his shoulder and nails the guy on the billiard table.
This would be a nice accessorie for an Arnie-T800 in Arma2 ;)
T2 dagger scene pictures (http://spaceart.de/produkte/te032-e.php)
.
zeoboromir
Jun 21 2009, 23:54
:confused: It´s great but... the skull is stranger or not???
Marccom
Jun 22 2009, 10:12
@<hidden>
thats very nice.i appreciate that.
there is still some work to do and the M101 is still not working fine.
the knife is not bad. we'll see.
@<hidden>
It´s great but... the skull is stranger or not???
How do you mean that or do you mean that something is looking strange?
the shape or textures?
there will be some changes...the mats need resetting and the textures some improvements.
@<hidden>
i am working on a new gatling gun.
Model base is the TC_Minigun. But this model is too big, because the base is the M134 (human handling impossible).
I changed some model parts and made the weapon shorter and some parts smaller to get a model similar to (X)M214. some testures will be reworked and i will try to make some tracers like my gatlingrifle in ARMA1. At present time this tarcers are all not working in ARMA2...maybe there are some new commands in the configs. I'll try to find that.
Greets
Marc
Cyclone83
Jun 22 2009, 11:52
Well Marccom,
your T800 model looks just great. I hardly can await to see those beauties as opponents ingame :cool:
One little complaint though:
Somehow I´m missin this typical Terminator bad grinning (maybe just strech up the outer parts of the eyeholes to get that bad grin effect?). Also the chin looks like it should be streched down a little bit and be wider imho (to reflect that masculinum look) ;)
Just my suggestion though.
maybe the skull is a slight bit too small?
or just a bad pic on that regard
looks damn good though
it's made with a shiny material though, right?
Max Power
Jun 22 2009, 16:58
If you make it with a shiny material- that is a material with an environment applied to it, you'll probably want to make the texture plain chrome (that is white or grey or perhaps slightly light blue) with only lines defining the different plates, breaks, and recesses in the surface. Then the game engine will take care of the reflections you have 'baked on' or painted in to your diffuse map. If you do this you will probably want an AS map for your unit aswell.
Marccom
Jun 22 2009, 17:50
*thread with point of interest deleted*
MrDuebel
Jun 22 2009, 17:56
@<hidden>
Dont listen to Kolt! Sounds like he's jealous.
Your work is pretty cool! Looking forward to your addons!
Keep on the good work!
Marccom
Jun 22 2009, 18:05
@<hidden>
thanks for nice words first.
to your complain:
i am not really sure what you mean. maybe you can show me a movieshot or something like that to explain.
to the "masculinium look" read my answer to sholios state
@<hidden>
thanks a lot.
it is poosible that you are right that the head seems to be a bit small.
the whole skeleton with head inclusive is configured that it can be hided under a muscoulus builded BI-Soldier.
For standard BISoldier the T800-skeleton is already to big.
Just take a look on movieshots of T2 and so on, and you will see that the blank T800 skeletons are not very big looking.
@<hidden>
no...the T800 Skeletons shouldnt look plain chrome.
I wish them to look a little bit battleproofed.
Actually it is the problem that the color is a little too bright and so it is looking like white and grey (just how you said). I have to change the color a little bit darker and set the shining little lower.
@<hidden>
thanks a lot. i will do it
Now i have to reconfiguer my system first. I have loaded the windows 7 test client some weeks ago and it is time to go back to my vista version.
Greets
Marc
opf12345
Jun 22 2009, 19:47
I really like the T-800 model matey:), i would like to give some suggestions and opinions about firstly, i think you should make your mod as close as possible to james camerons vision of the future war.
http://www.youtube.com/watch?v=P7nq-r7QWW0
In my opinion this was the best representation of post judgement day, it was gritty, depressing, and life looked like it was a daily struggle.
About factions, in my opinion these would be the be the best names for them.
Tech-com(blu-for)
This is the human resistence led by john connor(kyle reese in terminator 1 describes himself as a Sergeant in Tech-Com, DN38416) there main base of operations is probably in los angeles, california.
Tech-com weaponry
The resistance would most likely use scavenged Skynet manafuctured plasma rifles, although assault rifles, machine guns and pistols would not be uncommon, heres a few suggestions for weaponry based on the excellent term 2029 website
http://www.goingfaster.com/term2029/
this website is also reccomended
http://majesticlizard.tripod.com/
Westinghouse model m-25 phased plasma rifle
http://www.goingfaster.com/term2029/M25A1.html
This is the mainstay rifle of the human resistance(you can see kyle reese use it in the terminator 1 future scenes).
Westinghouse M95A1 / A2 Phased Plasma Rifle
http://www.goingfaster.com/term2029/M95A1.html
This is the main firearm of terminator ground forces, but resistance troops also use it.
General Dynamics RSB-80 heavy phased plasma gun
http://www.goingfaster.com/term2029/rsb80.html
This is used both by the the terminators and the resistance, terminators usually shoot with it by the hip while the resistance have it mounted on cars, pickups, etc.
Assault rifles, machines guns, etc
Basically any non plasma weapon like m16a2, m4's, m2 machine guns etc.
Dogs
used to detect terminators
Vehicles
The main vehicle tech-com would probably be the good old car/pickup with mounted gun, although i gess some armored vehicles would not be impossible, just rare.
Now for the skynet stuff.
SKYNET(op-for)
http://www.goingfaster.com/term2029/skynet.html
skynet is basically a self aware defense system what went rouge.
Skynet weaponry
Terminators, hunter killers, etc.
small arms
Westinghouse Model M-18A2 LA3PG Light Anti-Personnel Phased Plasma Gun
http://www.goingfaster.com/term2029/m18a2la3pg.html
Westinghouse model m-25 phased plasma rifle
http://www.goingfaster.com/term2029/M25A1.html
Westinghouse M95A1 / A2 Phased Plasma Rifle
http://www.goingfaster.com/term2029/M95A1.html
General Dynamics RSB-80 heavy phased plasma gun
http://www.goingfaster.com/term2029/rsb80.html
Terminators
the mainstay of skynet foces
T-600
http://www.goingfaster.com/term2029/gaunt.html
http://majesticlizard.tripod.com/T6hundred.html
the terminator with the rubbery skin, easily spotted at close range, but not as easy at long range, mainly used as combat troops instead of infiltrators
T-800/T-800MODEL 101
The most famous terminator
http://majesticlizard.tripod.com/T-800.html
http://www.goingfaster.com/term2029/t800techdata.html
AERIAL HK- MODEL A4 TYPE 400c SERIES 400
http://www.goingfaster.com/term2029/vtoltech.html
AERIAL ST- MODEL A14 TYPE 1400ec SERIES 990
http://www.goingfaster.com/term2029/aerial900.html
HK- SERIES 300 MODEL 36TY TYPE 15
http://www.goingfaster.com/term2029/runnerpod.html
TRACKED HK- MODELS 250A, -D, -F SERIES G3 / G5 TYPE 500, TYPE 550, TYPE 600
http://www.goingfaster.com/term2029/tracked%20HK%20technical%20data.html
HK Series 12 Model 453 Type 900
http://www.goingfaster.com/term2029/quadhk.html
Thats basically it, all credit goes go's to the the two excellent websites i linked.
Marccom
Jun 22 2009, 21:54
@<hidden>
thanks for all the stuff again.
somebody sent me this stuff as i started my project for arma1...was it you, too?
take a look at the war scenes of T3, too...there is shown the gatlinggun-lookinglike weapon that i am working on now.
some kind of this stuff will be used for sure.
Greets
Marc
Max Power
Jun 23 2009, 03:39
@<hidden>
no...the T800 Skeletons shouldnt look plain chrome.
I wish them to look a little bit battleproofed.
Actually it is the problem that the color is a little too bright and so it is looking like white and grey (just how you said). I have to change the color a little bit darker and set the shining little lower.
Currently it looks like chrome but it looks like the reflections are baked in so it's always reflecting the same background regardless of angle. The skeletons in the films were quite reflective. They had some discolouration but the were also quite shiny. Unfortunately I don't know if you can make something reflective in some places and not reflective in others. There is a specular map node in the rvmats but I don't know about a reflectivity map node.
mikebart
Jun 23 2009, 04:32
Looks like the new arma 2 .rvmats support a "cubemap" stage for fake reflection, I'd recommend doing some research on that Marcom, you should be able to get one working in any 3d app until we get the tools for arma 2.
Good to see you're still going with these :)
Heres a good read: http://developer.nvidia.com/object/cube_map_ogl_tutorial.html
opf12345
Jun 23 2009, 08:14
@<hidden>
thanks for all the stuff again.
somebody sent me this stuff as i started my project for arma1...was it you, too?
take a look at the war scenes of T3, too...there is shown the gatlinggun-lookinglike weapon that i am working on now.
some kind of this stuff will be used for sure.
Greets
Marc
It must of been another guy who posted it before, and i agree that the gatling like weopon in t-3 looked cool, a bit like the 1 in t-1, thought the rest of the film sucked though
Marccom
Jun 24 2009, 13:54
@<hidden>, mikebart
i will make some experiments with the rvmats.
We'll see what I can make better with old tools.
the reason for shadow failures i just found. It is simple the shadow-LOD. seems that Arma2 dont like flipped shadow models.
@<hidden>
youre right...T3 is not really the most fantastic film of the movie series
Max Power
Jun 24 2009, 18:59
If you plan on doing any of the HKs on those reference sights, I would stick to the ones from the movies. The other variants seem to be cheap c/p image manipulation jobs. Personally, I find them to be quite shoddy, especially the 'advanced aerial HK' which could never fly due to having its thrusters away from its C of G.
Marccom
Jun 24 2009, 21:08
it will take some time till i will start some work on aerial units, but when time has come i will follow this input.
In this whole theme i will try to stay close on originals from the movies...as close as possible and when possible.
Other sources will have influence but without priority.
Greets
Marc
])rStrangelove
Jun 25 2009, 06:01
Another machine type i've noticed appeared in the specials of the T2 DVD. There was a report of Cameron helping put together a Skynet show event at a theme park or something. There were actors and stuntmen acting in front of a huge screen where rendered scenes were shown, like the inside of a Skynet factory.
In the trailer for the show there was Arnie fighting little machines following him through ruins - like little helicopters with guns. I'll see if i can get a screenshot if you guys are interested.
that's the terminator 2 3d ride at universal studios
http://www.youtube.com/watch?v=FT6vjT_P0gg
there's a torrent somewhere with hours of footage of the ride
including a filmed stage performance that connects the filmed 3d movie scenes
Marccom
Jun 25 2009, 22:07
sweet
guiltyspark
Jun 26 2009, 02:14
i hope this mod takes on the designs that cameron constructed in the first 2 films
i dont like the newer Hk's and such
they look terrible
Keep the 80s sci fi look
BTW , i can help make maps if you can tell me what software to use
Malekith
Jun 26 2009, 11:34
there were no T600 in the first 3 Terminator parts
wow very nice work m8, i hope to see some T600 models in A2 too!
They rocked in the new movie!
Marccom
Jun 26 2009, 13:25
when i am really satisfied with the t800, the t-600 will follow.
at the moment i have some time in the evenings to go further with the work.
I am making some progress with the gatling.
guiltyspark
Jun 26 2009, 16:45
How is the AI going to work for the t800?
Are they just going to roam the battlefeild?
cuz that would be cool
])rStrangelove
Jun 26 2009, 21:21
Found a pic of the little "Mini-Hunter":
http://throwingchicken.com/offsite/terminator%20referance/Body/Side_T2_Life03.JPG
You might also want to roam that site for other great reference pics. Found it while googling around randomly. ;)
Cyclone83
Jun 26 2009, 22:48
Well, you just have to make good missions which in the Terminators´ waypoints are set to careless behavior / search n destroy / slow, hehe ^^
Commando84
Jun 27 2009, 00:21
Yeah waypoint wise it will be dead easy :D
Ahh the memories of the ofp terminator addon and a couple of lan games of ofp with friends where one guy took turn every round to play as the terminator and the rest where resistance soldiers trying to take it out :D
only thing that worked was 2 Laws but it was tricky when the terminator was human controlled :D
Marccom
Jun 27 2009, 18:55
missions?
hehehe...ask again in a year or some like that ;-)
in the moment i have only some hours in the evening to make progress.
first i will finish the gatling.
then i have to improve the T800. thats all needing time and some is a bit difficult.
hope the new BITools will come soon.
a post apacolyptic Los Angeles map would be great.
heres some pics of T4 (for reference if needed)
http://img193.imageshack.us/img193/8180/t600terminatorunit.jpg
http://img39.imageshack.us/img39/6626/terminatorassembledbysk.jpg
Marccom
Jun 27 2009, 21:23
@<hidden>
stay out of here. i am not interested in your suggestions.
you know why.
i dont hold grudges. you caught me in a bad mood the other day. but if you want to stay angry. cool i wont bother you.
not that big of a deal buddy.
guiltyspark
Jun 29 2009, 22:53
missions?
hehehe...ask again in a year or some like that ;-)
in the moment i have only some hours in the evening to make progress.
first i will finish the gatling.
then i have to improve the T800. thats all needing time and some is a bit difficult.
hope the new BITools will come soon.
To be honest , focus on nothing but the t800 , its animations , its rifle , and its AI
make it roam the battlefeild looking for people to kill.
then release it as a individual unit and a group of 10-20 for the editor.
If you pull it off and its slow and menacing like the real one there will be people lining up to help create the rest of the content for you!
bravo 6
Jun 30 2009, 06:47
The well known Arma 2 Huge Battle Over 1500 AI (http://www.youtube.com/watch?v=8KK6Fo3Y0AU) reminds the scene of the Terminator movie.
After all it would be somehow interesting to see similar atmosphere for the Terminator MOD hihi
Marccom
Jun 30 2009, 08:54
@<hidden>
guess you are quite right.
the t800 and his weapons will be the center for the next weeks.
the model of the gatling is quite ready. needing some textures now.
guess i will do it in the evening.
Made some experiments with the mats. i was quite right. when the colortone and specular is quite dark in buldozer(ARMA1) then it is just right for ARMA2.
Seems that ARMA2 is showing specular and chrome effect much stronger than ARMA1.
the t800 is looking quite better now. maybe pics later
i am little sorry that i had to delete the shadowLOD. shadows are very very detailed in ARMA2 but the shadwo of the whole skeleton is too much just like in ARMA1. i had to think about that. that could be difficult.
@<hidden> 6
i will take a look. in ARMA2 are many many things that are possible.
@<hidden>
if i had a bad day and made and said things where i know by myself that they are not right. I guess i would try it with the word with the "rr" in the backmiddle.
Simple behavior as if there was nothing works only in quite less situations.
Hi,
can some body help me with my config for the gatling gun?
Have some entries about Barrelrotation and tracers that dont want to work.
I cant find the mistake.
tracers:
class CfgAmmo
{
class BulletBase;
class MMS_GatlingGunPlasma500: BulletBase
{
hit = 100;
indirectHit = 25;
indirectHitRange = 1.0;
airFriction = -0.001425;
caliber = 0.5;
cost = 1;
model = "\ca\Weapons\Data\bullettracer\tracer_red";
tracerScale = 1;
tracerStartTime = 0.01;
tracerEndTime = 1;
explosive = 0.1;
explosionEffects = "ExploAmmoExplosion";
};
};
rotation:
class CfgSkeletons
{
class MMS_GatlingGun_Skeleton
{
skeletonInherit = "";
skeletonBones[] =
{
"barrels",""
};
};
};
class CfgModels
{
class Weapon;
class MMS_GatlingGun : Weapon
{
sectionsInherit = "";
sections[] =
{
"barrels"
};
skeletonName = "MMS_GatlingGun_Skeleton";
class Animations
{
class barrels
{
type = "rotation";
source = "revolving";
selection = "barrels";
axis = "barrels_axis";
animPeriod = 0,25;
angle0 = 0;
angle1 = rad -360;
};
};
};
};
thats nice...thanks in advance
colonel well
Jul 3 2009, 12:12
Hello Marcoom :)
can you help me to import my grey alien in A2 ?
you give me the method already but can't find soldier.cfg in my ama2 folder , is it in ca.pbo , characters.pbo or characters2.pdo ?
need help :greetings:
wait...i will take a look
it is in characters2.pbo...
take a look in the different folders (BLUFOR,...) there you will find the different soldier.p3d
use the extractmodelcfg-tool to split the soldier.cfg out and open it with the wineditor.
when youre still searching for the skeletonbones for anim use this:
class CfgSkeletons
{
class default;
class Head : default
{
isDiscrete = 1;
skeletonInherit = "";
};
class OFP2_ManSkeleton : default
{
isDiscrete = 1;
skeletonInherit = "Head";
SkeletonBones[]=
{
"pelvis","",
"spine","pelvis",
"spine1","spine",
"spine2","spine1",
"spine3","spine2",
"neck","spine3",
"neck1","neck",
"head","neck1",
"headcutscene","head",
"jaw","head",
"chin","head",
"jaw_rf","head",
"jaw_rm","head",
"jaw_rs","head",
"jaw_lf","head",
"jaw_lm","head",
"jaw_ls","head",
"ear_r","head",
"ear_l","head",
"lip_lc","head",
"lip_lwlb","head",
"lip_lwlf","head",
"lip_lwm","head",
"lip_lwrf","head",
"lip_lwrb","head",
"lip_rc","head",
"lip_uprb","head",
"lip_uprf","head",
"lip_upm","head",
"lip_uplf","head",
"lip_uplb","head",
"nose_tip","head",
"nose_r","head",
"nose_l","head",
"zig_lt","head",
"zig_lm","head",
"zig_lb","head",
"zig_rt","head",
"zig_rm","head",
"zig_rb","head",
"cheek_r","head",
"cheek_l","head",
"eyebrow_lb","head",
"eyebrow_lm","head",
"eyebrow_lf","head",
"corr","head",
"eyebrow_rf","head",
"eyebrow_rm","head",
"eyebrow_rb","head",
"eye_upr","head",
"eye_lwr","head",
"eye_upl","head",
"eye_lwl","head",
"cheek_rf","head",
"cheek_rm","head",
"cheek_rb","head",
"cheek_lf","head",
"cheek_lm","head",
"cheek_lb","head",
"forehead_l","head",
"forehead_m","head",
"forehead_r","head",
"l_eye","head",
"r_eye","head",
"l_pupila","head",
"r_pupila","head",
"neck_t","head",
"neck_b","head",
"neck_r","head",
"neck_l","head",
"tongue_b","head",
"tongue_m","head",
"tongue_f","head",
"leftshoulder","spine3",
"leftarm","leftshoulder",
"leftarmroll","leftarm",
"leftforearm","leftarmroll",
"leftforearmroll","leftforearm",
"lefthand","leftforearmroll",
"lefthandring","lefthand",
"lefthandring1","lefthandring",
"lefthandring2","lefthandring1",
"lefthandring3","lefthandring2",
"lefthandpinky1","lefthandring",
"lefthandpinky2","lefthandpinky1",
"lefthandpinky3","lefthandpinky2",
"lefthandmiddle1","lefthand",
"lefthandmiddle2","lefthandmiddle1",
"lefthandmiddle3","lefthandmiddle2",
"lefthandindex1","lefthand",
"lefthandindex2","lefthandindex1",
"lefthandindex3","lefthandindex2",
"lefthandthumb1","lefthand",
"lefthandthumb2","lefthandthumb1",
"lefthandthumb3","lefthandthumb2",
"rightshoulder","spine3",
"rightarm","rightshoulder",
"rightarmroll","rightarm",
"rightforearm","rightarmroll",
"rightforearmroll","rightforearm",
"righthand","rightforearmroll",
"righthandring","righthand",
"righthandring1","righthandring",
"righthandring2","righthandring1",
"righthandring3","righthandring2",
"righthandpinky1","righthandring",
"righthandpinky2","righthandpinky1",
"righthandpinky3","righthandpinky2",
"righthandmiddle1","righthand",
"righthandmiddle2","righthandmiddle1",
"righthandmiddle3","righthandmiddle2",
"righthandindex1","righthand",
"righthandindex2","righthandindex1",
"righthandindex3","righthandindex2",
"righthandthumb1","righthand",
"righthandthumb2","righthandthumb1",
"righthandthumb3","righthandthumb2",
"weapon","spine1",
"launcher","spine1",
"camera","pelvis",
"leftupleg","pelvis",
"leftuplegroll","leftupleg",
"leftleg","leftuplegroll",
"leftlegroll","leftleg",
"leftfoot","leftlegroll",
"lefttoebase","leftfoot",
"rightupleg","pelvis",
"rightuplegroll","rightupleg",
"rightleg","rightuplegroll",
"rightlegroll","rightleg",
"rightfoot","rightlegroll",
"righttoebase","rightfoot",
};
};
class Flag {};
class FlagCarrier
{
skeletonBones[] = {"stozar","vlajka",};
skeletonInherit = "";
};
};
and this
class CfgModels
{
class default
{
sections[] = {""};
sectionsInherit="";
};
class flag_vojak
{
sections[] = {"latka"};
sectionsInherit="";
};
class Head
{
skeletonName = "Head";
sectionsInherit="";
sections[] = {"swap_hhl","hide_eyewear"};
};
class *modelname*
{
skeletonName = "OFP2_ManSkeleton";
sectionsInherit="Head";
sections[] =
{
"pelvis","",
"spine","pelvis",
"spine1","spine",
"spine2","spine1",
"spine3","spine2",
"neck","spine3",
"neck1","neck",
"head","neck1",
"headcutscene","head",
"jaw","head",
"chin","head",
"jaw_rf","head",
"jaw_rm","head",
"jaw_rs","head",
"jaw_lf","head",
"jaw_lm","head",
"jaw_ls","head",
"ear_r","head",
"ear_l","head",
"lip_lc","head",
"lip_lwlb","head",
"lip_lwlf","head",
"lip_lwm","head",
"lip_lwrf","head",
"lip_lwrb","head",
"lip_rc","head",
"lip_uprb","head",
"lip_uprf","head",
"lip_upm","head",
"lip_uplf","head",
"lip_uplb","head",
"nose_tip","head",
"nose_r","head",
"nose_l","head",
"zig_lt","head",
"zig_lm","head",
"zig_lb","head",
"zig_rt","head",
"zig_rm","head",
"zig_rb","head",
"cheek_r","head",
"cheek_l","head",
"eyebrow_lb","head",
"eyebrow_lm","head",
"eyebrow_lf","head",
"corr","head",
"eyebrow_rf","head",
"eyebrow_rm","head",
"eyebrow_rb","head",
"eye_upr","head",
"eye_lwr","head",
"eye_upl","head",
"eye_lwl","head",
"cheek_rf","head",
"cheek_rm","head",
"cheek_rb","head",
"cheek_lf","head",
"cheek_lm","head",
"cheek_lb","head",
"forehead_l","head",
"forehead_m","head",
"forehead_r","head",
"l_eye","head",
"r_eye","head",
"l_pupila","head",
"r_pupila","head",
"neck_t","head",
"neck_b","head",
"neck_r","head",
"neck_l","head",
"tongue_b","head",
"tongue_m","head",
"tongue_f","head",
"leftshoulder","spine3",
"leftarm","leftshoulder",
"leftarmroll","leftarm",
"leftforearm","leftarmroll",
"leftforearmroll","leftforearm",
"lefthand","leftforearmroll",
"lefthandring","lefthand",
"lefthandring1","lefthandring",
"lefthandring2","lefthandring1",
"lefthandring3","lefthandring2",
"lefthandpinky1","lefthandring",
"lefthandpinky2","lefthandpinky1",
"lefthandpinky3","lefthandpinky2",
"lefthandmiddle1","lefthand",
"lefthandmiddle2","lefthandmiddle1",
"lefthandmiddle3","lefthandmiddle2",
"lefthandindex1","lefthand",
"lefthandindex2","lefthandindex1",
"lefthandindex3","lefthandindex2",
"lefthandthumb1","lefthand",
"lefthandthumb2","lefthandthumb1",
"lefthandthumb3","lefthandthumb2",
"rightshoulder","spine3",
"rightarm","rightshoulder",
"rightarmroll","rightarm",
"rightforearm","rightarmroll",
"rightforearmroll","rightforearm",
"righthand","rightforearmroll",
"righthandring","righthand",
"righthandring1","righthandring",
"righthandring2","righthandring1",
"righthandring3","righthandring2",
"righthandpinky1","righthandring",
"righthandpinky2","righthandpinky1",
"righthandpinky3","righthandpinky2",
"righthandmiddle1","righthand",
"righthandmiddle2","righthandmiddle1",
"righthandmiddle3","righthandmiddle2",
"righthandindex1","righthand",
"righthandindex2","righthandindex1",
"righthandindex3","righthandindex2",
"righthandthumb1","righthand",
"righthandthumb2","righthandthumb1",
"righthandthumb3","righthandthumb2",
"weapon","spine1",
"launcher","spine1",
"camera","pelvis",
"leftupleg","pelvis",
"leftuplegroll","leftupleg",
"leftleg","leftuplegroll",
"leftlegroll","leftleg",
"leftfoot","leftlegroll",
"lefttoebase","leftfoot",
"rightupleg","pelvis",
"rightuplegroll","rightupleg",
"rightleg","rightuplegroll",
"rightlegroll","rightleg",
"rightfoot","rightlegroll",
"righttoebase","rightfoot",
};
};
class OFP2_ManSkeleton: *Modelname*{};
};
colonel well
Jul 3 2009, 14:19
thank for help I try it now
*modelname* is it my addon .pbo name or the p3d file name ? error message
http://img3.imageshack.us/img3/2229/errv.jpg
Hi again,
yes thats the name of the *.pbo (without stars "*")
in my sit it is f.e. "MMS_T800H"
Greets
Marc
colonel well
Jul 3 2009, 17:23
I try this imediately :619:
testing but game crash afther mission loading in editor , but find my alien in editor , put it on the map , but game crashing afhter mission loading
this is my cw_gray config file :
class CfgPatches
{
class CW_gray
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
};
};
class CfgSkeletons
{
class default;
class Head : default
{
isDiscrete = 1;
skeletonInherit = "";
};
class OFP2_ManSkeleton : default
{
isDiscrete = 1;
skeletonInherit = "Head";
SkeletonBones[]=
{
"pelvis","",
"spine","pelvis",
"spine1","spine",
"spine2","spine1",
"spine3","spine2",
"neck","spine3",
"neck1","neck",
"head","neck1",
"headcutscene","head",
"jaw","head",
"chin","head",
"jaw_rf","head",
"jaw_rm","head",
"jaw_rs","head",
"jaw_lf","head",
"jaw_lm","head",
"jaw_ls","head",
"ear_r","head",
"ear_l","head",
"lip_lc","head",
"lip_lwlb","head",
"lip_lwlf","head",
"lip_lwm","head",
"lip_lwrf","head",
"lip_lwrb","head",
"lip_rc","head",
"lip_uprb","head",
"lip_uprf","head",
"lip_upm","head",
"lip_uplf","head",
"lip_uplb","head",
"nose_tip","head",
"nose_r","head",
"nose_l","head",
"zig_lt","head",
"zig_lm","head",
"zig_lb","head",
"zig_rt","head",
"zig_rm","head",
"zig_rb","head",
"cheek_r","head",
"cheek_l","head",
"eyebrow_lb","head",
"eyebrow_lm","head",
"eyebrow_lf","head",
"corr","head",
"eyebrow_rf","head",
"eyebrow_rm","head",
"eyebrow_rb","head",
"eye_upr","head",
"eye_lwr","head",
"eye_upl","head",
"eye_lwl","head",
"cheek_rf","head",
"cheek_rm","head",
"cheek_rb","head",
"cheek_lf","head",
"cheek_lm","head",
"cheek_lb","head",
"forehead_l","head",
"forehead_m","head",
"forehead_r","head",
"l_eye","head",
"r_eye","head",
"l_pupila","head",
"r_pupila","head",
"neck_t","head",
"neck_b","head",
"neck_r","head",
"neck_l","head",
"tongue_b","head",
"tongue_m","head",
"tongue_f","head",
"leftshoulder","spine3",
"leftarm","leftshoulder",
"leftarmroll","leftarm",
"leftforearm","leftarmroll",
"leftforearmroll","leftforearm",
"lefthand","leftforearmroll",
"lefthandring","lefthand",
"lefthandring1","lefthandring",
"lefthandring2","lefthandring1",
"lefthandring3","lefthandring2",
"lefthandpinky1","lefthandring",
"lefthandpinky2","lefthandpinky1",
"lefthandpinky3","lefthandpinky2",
"lefthandmiddle1","lefthand",
"lefthandmiddle2","lefthandmiddle1",
"lefthandmiddle3","lefthandmiddle2",
"lefthandindex1","lefthand",
"lefthandindex2","lefthandindex1",
"lefthandindex3","lefthandindex2",
"lefthandthumb1","lefthand",
"lefthandthumb2","lefthandthumb1",
"lefthandthumb3","lefthandthumb2",
"rightshoulder","spine3",
"rightarm","rightshoulder",
"rightarmroll","rightarm",
"rightforearm","rightarmroll",
"rightforearmroll","rightforearm",
"righthand","rightforearmroll",
"righthandring","righthand",
"righthandring1","righthandring",
"righthandring2","righthandring1",
"righthandring3","righthandring2",
"righthandpinky1","righthandring",
"righthandpinky2","righthandpinky1",
"righthandpinky3","righthandpinky2",
"righthandmiddle1","righthand",
"righthandmiddle2","righthandmiddle1",
"righthandmiddle3","righthandmiddle2",
"righthandindex1","righthand",
"righthandindex2","righthandindex1",
"righthandindex3","righthandindex2",
"righthandthumb1","righthand",
"righthandthumb2","righthandthumb1",
"righthandthumb3","righthandthumb2",
"weapon","spine1",
"launcher","spine1",
"camera","pelvis",
"leftupleg","pelvis",
"leftuplegroll","leftupleg",
"leftleg","leftuplegroll",
"leftlegroll","leftleg",
"leftfoot","leftlegroll",
"lefttoebase","leftfoot",
"rightupleg","pelvis",
"rightuplegroll","rightupleg",
"rightleg","rightuplegroll",
"rightlegroll","rightleg",
"rightfoot","rightlegroll",
"righttoebase","rightfoot",
};
};
class Flag {};
class FlagCarrier
{
skeletonBones[] = {"stozar","vlajka",};
skeletonInherit = "";
};
};
class CfgModels
{
class default
{
sections[] = {""};
sectionsInherit="";
};
class flag_vojak
{
sections[] = {"latka"};
sectionsInherit="";
};
class Head
{
skeletonName = "Head";
sectionsInherit="";
sections[] = {"swap_hhl","hide_eyewear"};
};
class CW_gray
{
skeletonName = "OFP2_ManSkeleton";
sectionsInherit="Head";
sections[] =
{
"pelvis","",
"spine","pelvis",
"spine1","spine",
"spine2","spine1",
"spine3","spine2",
"neck","spine3",
"neck1","neck",
"head","neck1",
"headcutscene","head",
"jaw","head",
"chin","head",
"jaw_rf","head",
"jaw_rm","head",
"jaw_rs","head",
"jaw_lf","head",
"jaw_lm","head",
"jaw_ls","head",
"ear_r","head",
"ear_l","head",
"lip_lc","head",
"lip_lwlb","head",
"lip_lwlf","head",
"lip_lwm","head",
"lip_lwrf","head",
"lip_lwrb","head",
"lip_rc","head",
"lip_uprb","head",
"lip_uprf","head",
"lip_upm","head",
"lip_uplf","head",
"lip_uplb","head",
"nose_tip","head",
"nose_r","head",
"nose_l","head",
"zig_lt","head",
"zig_lm","head",
"zig_lb","head",
"zig_rt","head",
"zig_rm","head",
"zig_rb","head",
"cheek_r","head",
"cheek_l","head",
"eyebrow_lb","head",
"eyebrow_lm","head",
"eyebrow_lf","head",
"corr","head",
"eyebrow_rf","head",
"eyebrow_rm","head",
"eyebrow_rb","head",
"eye_upr","head",
"eye_lwr","head",
"eye_upl","head",
"eye_lwl","head",
"cheek_rf","head",
"cheek_rm","head",
"cheek_rb","head",
"cheek_lf","head",
"cheek_lm","head",
"cheek_lb","head",
"forehead_l","head",
"forehead_m","head",
"forehead_r","head",
"l_eye","head",
"r_eye","head",
"l_pupila","head",
"r_pupila","head",
"neck_t","head",
"neck_b","head",
"neck_r","head",
"neck_l","head",
"tongue_b","head",
"tongue_m","head",
"tongue_f","head",
"leftshoulder","spine3",
"leftarm","leftshoulder",
"leftarmroll","leftarm",
"leftforearm","leftarmroll",
"leftforearmroll","leftforearm",
"lefthand","leftforearmroll",
"lefthandring","lefthand",
"lefthandring1","lefthandring",
"lefthandring2","lefthandring1",
"lefthandring3","lefthandring2",
"lefthandpinky1","lefthandring",
"lefthandpinky2","lefthandpinky1",
"lefthandpinky3","lefthandpinky2",
"lefthandmiddle1","lefthand",
"lefthandmiddle2","lefthandmiddle1",
"lefthandmiddle3","lefthandmiddle2",
"lefthandindex1","lefthand",
"lefthandindex2","lefthandindex1",
"lefthandindex3","lefthandindex2",
"lefthandthumb1","lefthand",
"lefthandthumb2","lefthandthumb1",
"lefthandthumb3","lefthandthumb2",
"rightshoulder","spine3",
"rightarm","rightshoulder",
"rightarmroll","rightarm",
"rightforearm","rightarmroll",
"rightforearmroll","rightforearm",
"righthand","rightforearmroll",
"righthandring","righthand",
"righthandring1","righthandring",
"righthandring2","righthandring1",
"righthandring3","righthandring2",
"righthandpinky1","righthandring",
"righthandpinky2","righthandpinky1",
"righthandpinky3","righthandpinky2",
"righthandmiddle1","righthand",
"righthandmiddle2","righthandmiddle1",
"righthandmiddle3","righthandmiddle2",
"righthandindex1","righthand",
"righthandindex2","righthandindex1",
"righthandindex3","righthandindex2",
"righthandthumb1","righthand",
"righthandthumb2","righthandthumb1",
"righthandthumb3","righthandthumb2",
"weapon","spine1",
"launcher","spine1",
"camera","pelvis",
"leftupleg","pelvis",
"leftuplegroll","leftupleg",
"leftleg","leftuplegroll",
"leftlegroll","leftleg",
"leftfoot","leftlegroll",
"lefttoebase","leftfoot",
"rightupleg","pelvis",
"rightuplegroll","rightupleg",
"rightleg","rightuplegroll",
"rightlegroll","rightleg",
"rightfoot","rightlegroll",
"righttoebase","rightfoot",
};
};
class OFP2_ManSkeleton:CW_gray{};
};
class CfgSounds
{
access = 1;
class CW_gray_Attack1
{
name = "zombie Attack 1";
sound[] = {"\CW_gray\zombie_attack1.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Attack2
{
name = "zombie Attack 2";
sound[] = {"\CW_gray\zombie_attack2.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Attack3
{
name = "zombie Attack 3";
sound[] = {"\CW_gray\zombie_attack3.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Attack4
{
name = "zombie Attack 4";
sound[] = {"\CW_gray\zombie_attack4.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Attack5
{
name = "gray Attack 5";
sound[] = {"\CW_gray\zombie_attack5.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Hit1
{
name = "Human Hit 1";
sound[] = {"\CW_gray\human_hit1.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Hit2
{
name = "Human Hit 2";
sound[] = {"\CW_gray\human_hit2.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Hit3
{
name = "Human Hit 3";
sound[] = {"\CW_gray\human_hit3.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Hit4
{
name = "Human Hit 4";
sound[] = {"\CW_gray\human_hit4.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Hit5
{
name = "Human Hit 5";
sound[] = {"\CW_gray\human_hit5.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Hit6
{
name = "Human Hit 6";
sound[] = {"\CW_gray\human_hit6.ogg",db+10,1};
titles[] = {};
};
class CW_gray_Dead
{
name = "Dead";
sound[] = {"\CW_gray\gray_dead.ogg",db+30,1};
titles[] = {};
};
};
class CfgVehicles
{
access = 1;
class All;
class Thing;
/*extern*/ class RU_Soldier;
class CW_gray_alien_zombie: RU_Soldier
{
vehicleClass = "Colonel_well";
moves = "cfgMovesMaleSdr"
faction="RU"
model = "\CW_gray\gray.p3d";
weapons[] = {};
magazines[] = {};
displayName = "Alien_Gris";
armor = 15;
};
};
class eventhandlers
{
init = "_this exec ""\CW_gray\zombieinit.sqs""";
};
};
Hi again,
yes thats the name of the *.pbo (without stars "*")
in my sit it is f.e. "MMS_T800H"
Greets
Marc
OK,
i see some failures, but maybe you should start an own thread, because this is getting some confusing, i guess.
i cant get a solution for my weaponsconfig, too.
tracers and anims dont want to work, though i copied the lines from original config.bins.
Dont know what should be the failure.
i am making some improvements on my skeleton, textures and rvmats now.
Maybe some pics later or tomorrow.
colonel well
Jul 4 2009, 00:02
ok starting a new topic ;) and good lucke for your weaponsconfig;)
and you are welcome in Rahmadi :f:
http://img54.imageshack.us/img54/9323/ramm.jpg
converting island is possible , very cool:yay:
Max Power
Jul 4 2009, 06:29
God damn it, Col. Well, what in fucking hell does that have to do with terminator?
ok...this time something that have to do with my Terminators ;-)
please dont be sour that here come only less news and progress.
I am experimenting with the improvements of the model, rvmats, textures and supershaders. That takes much time.
i made the textures all new and try to complete the 6 btw 7 stages in the rvmat do activate supershaders.
Further i am experimenting with new shadows. but just like at A1 here are the possibilities very limited,too.
I am trying to make aczeptable nice shadows without coming with vertices, points and faces too high...not easy.
Hope i can make some updates with pics soon.
Greets
Marc
Max Power
Jul 10 2009, 05:05
Yeah, I don't envy your task to make a shadow volume with all of those hydraulics and stuff in there.
will you be doing HK's as well, and the transport ships?
zeoboromir
Jul 10 2009, 17:47
will you be doing HK's as well, and the transport ships?
WOW:yay: transport ships will be amazing!!!
naw, this should focus on combat vehicles for now, and once those are done and working fine, then perhaps do additional stuff like the transport ships
zeoboromir
Jul 21 2009, 00:06
Good news??:(
Marccom
Jul 24 2009, 11:28
Hi,
i am very sorry that i wasnt here a long time.
i was on an military education journey for two weeks and came back today.
before i left i made some tests in different manners and decide to use the old models from the beginning and to make some heavy changes at the model and the textures.
please be a little pacient because i wont have so much time to work on this project.
Greets
Marc
zeoboromir
Jul 24 2009, 19:19
Don´t worry man, take your time!!
Drake3571
Aug 10 2009, 15:12
http://i26.tinypic.com/oaxcsl.jpg
http://i26.tinypic.com/2la4hp3.jpg
RobertHammer
Aug 10 2009, 15:28
omg very nice stuff drake , if you add nice "super" shader it will look godlike :D
Drake3571
Aug 10 2009, 16:24
171 kb
155 kb
http://i26.tinypic.com/2la4hp3.jpg
OMG!!! HK.....
there are all looking sweet as hell, sherbert dip better watch itself. its got competition :D
Blueteamguy
Aug 10 2009, 17:55
well, i'm going to subscribe to this thread LOL
ph00nix
Aug 10 2009, 18:00
http://forums.bistudio.com/showthread.php?t=83220
Drake3571
Aug 10 2009, 19:46
125 kb
So time for some info. I did these models a while back for a mod that never took off. It was from before the film came out so they're based on the trailers. I sent them to an internet buddy of mine to texture them and he did an okay-ish job. I have no knowledge of making a bone structure that matches Arma's soldier class and animating them. I posted a topic asking for tutorials and help ages ago but no one's responded.
Are there any modders here who want to see if they can do a quick and dirty model swap of the HK with the Osprey? Or with one of the motorbikes?
Marccom
Aug 10 2009, 22:15
Hi,
wow...nice things are going on here.
Sorry that i have no time at the moment to go forward with my modplannings.
I restarted to make a new better t800 model, but i have too less time at the moment.
i actually have too much points and faces (70.000) and have to find a way to reduce them.
Are this pics over there from bulldozer? whats about the data?...points, faces, memory?
thats all looking hot.
Greets
Marc
Drake3571
Aug 10 2009, 22:38
Thanks. They're all around 8000 polys apart from the HK which is about 15000. They were originally made for a different engine. I am happy to share if someone feels they can get them ingame. They look pretty in an editor but they're not much use if you can't play with them.
Defunkt
Aug 10 2009, 23:21
Most of the makings of a post-apocalyptic battlefield men-vs-machines; somebody must surely take up this offer? Could it be another community-made initiative like the Mi-28 where the work is shared around different specialists?
zeoboromir
Aug 11 2009, 00:59
:yay: A M A Z I N G !!! :yay::yay:
Shadow NX
Aug 11 2009, 09:02
Just one question out of curiosity, are these all selfmade or do they come from the game Terminator:Salvation?
http://www.holyfragger.com/images/wallpaper/650_2249.jpg
Dont mind ports but if they are then id think it should be mentioned.
If they aint then forget i even mentioned it.
vladislav81
Aug 11 2009, 21:45
OMG I need terminator addon!!!!! I Need to fight with/versus terminators!!!!
Can i help in something?
I can work with textures and sounds, not 3d or scripts.
Marccom
Aug 11 2009, 23:41
Hi again,
sorry for being disturbing gameplay, but in my opinion it is impossible
to use this files for modding.
when that all are bases of models of commercial game salvation the risk is extremely high to get problems with copyrights.
i dont know how it is with other modders here but i am not interested to get hot fingers with this files and prefer to do my own thing btw my thing with a regular allowedness of the basemakers (thanks again at this point).
there is a german wise saying:
Lügen haben kurze Beine!
Lies have always short legs
Drake3571
Aug 12 2009, 00:26
sorry for being disturbing gameplay, but in my opinion it is impossible
to use this files for modding.
when that all are bases of models of commercial game salvation the risk is extremely high to get problems with copyrights.
and that is why I lied.
The company that made them is about to go bankrupt, they're not going to order a cease & desist. Microsoft and Bungie certainly never did when people used Halo assets in OFP.
We gain nothing and lose everything by respecting digital rights. Now we have to wait months for someone to make the same models we already have ready for download right here. These pics have even gotten coverage on other forums. Considering how dead the modding scene is right now we could do with something that gives a complete set of units.
On the plus side I only got an infraction and it was because of direct linking to pics of the models >100kb (I thought that was for the dedicated Arma photography threads only?).
edit: some more complete pics of the models. 12 people have downloaded the pack so far. hope one of them knows how to animate.
the jpeg format washed a lot of the colour out so the red eyes hardly show.
http://i32.tinypic.com/2vs4u1g.jpg
http://i32.tinypic.com/9s9yrq.jpg
compare to this to see why I didn't really show this one
http://screenrant.com/wp-content/uploads/harvester.jpg
http://i28.tinypic.com/fktche.jpg
notice the 3 separate camera balls? the bottom 2 have searchlights built into them.
http://i28.tinypic.com/2n0vhqp.jpg
http://i30.tinypic.com/14vu1as.jpg
I like how the small turbines are housed inside the fuselage.
http://i26.tinypic.com/rmp4dt.png
http://i28.tinypic.com/2lus7yv.png
Max Power
Aug 12 2009, 01:35
and that is why I lied.
We gain nothing and lose everything by respecting digital rights. Now we have to wait months for someone to make the same models we already have ready for download right here. These pics have even gotten coverage on other forums. Considering how dead the modding scene is right now we could do with something that gives a complete set of units.
This is exactly backwards. The modding community must be bolstered by dedicated modders working together and helping each other, not by lying and stealing.
and that is why I lied.
The company that made them is about to go bankrupt, they're not going to order a cease & desist. Microsoft and Bungie certainly never did when people used Halo assets in OFP.
Which means not that you can take their intellectual property and share it with the rest of the world. Well your IP address used is logged.
Your previous post has been removed and if I were you I would not even think about posting the link again.
I suggest you read the forum rules again, especially §20.
Marccom
Aug 12 2009, 03:15
@<hidden>
don't take it too much as an too close personal attack, because i dont know you.
But i would prefer and ask you to stay out of this thread and not to do further postings here.
It is not only the juristical manner and the forum rules that i am thinking about...it is further my thinking and personal view of justice and fairness.
Yes, it would be fine to go to the supermarket, take some nice things and go home without to pay at the checkout
Yes, it would be funny to take neighbours sportscar and drive some rounds with it when he is in hospital
And yes it is funny, fast and easy to take files from other modders and games, make some changes and anims and to publish them...wow...that would save time and work and and and
But i dont know how it is with you but i and i guess the most of all others modders dont like to do things like that and dont like that when others do things like that with them or their properties.
And i dont share your opinion that moddingscene is nearly dead. Especially in touch with ARMA...open your eyes! Other modders are not that "lazy" like me.
The real fact is that Modding as honest work takes time, is much work and not easy.
Most important is that i dont want that i or my work or other work with terminator stuff for ARMA will get in touch with machinations like this.
So again, please stay out of here and dont post further links and pics and other things here.
@<hidden> btw W0lle
maybe it would be better to delete all links and pics and so on about salvation-game stuff here?...what do you think?
@<hidden> others
i know i am quite "lazy" and all takes very much time at the moment with my work.
if there are modders who want to make some stuff for terminator...please dont wait for me and post your ideas and your work here. that is no problem.
Also dont get tired to get in contact with me and offer your help.
i know it is all a little slow with me...but believe me...i would appreciate that and am happy when i get pms or see that interested people are posting here.
I promise i will try to get some time for making progress in near future.
vladislav81
Aug 12 2009, 13:51
Hi again,
sorry for being disturbing gameplay, but in my opinion it is impossible
to use this files for modding.
when that all are bases of models of commercial game salvation the risk is extremely high to get problems with copyrights.
i dont know how it is with other modders here but i am not interested to get hot fingers with this files and prefer to do my own thing btw my thing with a regular allowedness of the basemakers (thanks again at this point).
there is a german wise saying:
Lügen haben kurze Beine!
Lies have always short legs
I prefer your models, Marccom.
And again, if you need a hand.... you know whee I'm. :)
Marccom
Aug 12 2009, 15:05
Hey Dude tahts really nice...more like that.
but we schouldnt forget that some guys (tobor and marek) made some really nice bases for me. so they have to get that honor minimun as much like me.
Marek worked about a year at his t800.
you are really welcome.
if you have for example an idea how to get a difficult model to less points and faces than 50.000 btw 70.000 without loosing too much of form and quality...that would help me for a while.
why did i had to get familiar with stuff like this instead to stay out of things like this *sneef*:D
Marccom
Aug 14 2009, 12:52
Ok, after this some less happiness producing news in last few days here comes something good, i think:
I am very happy to present the information that my team is not longer a one-man-show.:yay:
ph00nix
will support my work in future. He has experience in modelling and texturing and
just started some work on HK Aerial and tank.:coop:
So my greets and thanks in advance to Andreas at this point and
a toast to good and productive longterm cooperation.:drinking2::yinyang:
LETS GO!
Marccom
Aug 15 2009, 22:56
Hi,
you won´t believe it but i just tried the new BI-Tools and made some progress.
I got it to reduce my third t800-model to be usable in Buldozer without loosing too much "beauty"
http://images3.bilder-speicher.de/show.php?type=image_490&id=09081600707685&vary=1http://images2.bilder-speicher.de/show.php?type=image_490&id=09081601436334&vary=1
Who knows a bit my previous model (for ARMA; on last shown pics here...the second ARMA-Model was only converted to ARMA2) will realize that this model has more mesh details (head, upper legs, Cables, arms, chest- and back-armor) and is much less "squeezed" (hands, fingers, cables, feet, footfingers).
the price is that we are very close on faces-limit (40.000) in 0.0000-LOD with a bit above 39.000. (old model a bit above 29.000).
the model is not perfectly sizeadapted to soldiermodels at presenttime and has actual no textures and materials (will come soon, i know...hope....guess...wish ;-) ).
So the bodyimpress will change a bit with next steps.
i will also completely change the body-anim-layout and maybe we find a way to make some different move anims (slower walk, different fast move, one-handed-fire,...).
I am not sure...but think i shortly saw some body-attack-anim-scripts at zombie-addons for ARMA. When I am right and we could find a way we would like to make it possible that different terminators are able to choke soldiers, brake arms or legs and/or throwing soldiers through the map...choosable over right-click-menu. Maybe it is possible. We`ll see.
ph00nix told me that he nearly finished a first model concept for the HK tank.
yesterday i saw first pics of the tank track devices and i was quite impressed.
You will see it by your own soon, i guess.
Stay tuned
looks good, but i'm sure it's a framerate terminator aswell?
there's a lot of unnecessary detail there
take out all unnecessary small indentations and reduce corners on round surfaces
it doesn't need to match perfectly
you can fake all small bumps and indentations with normal maps and round surfaces iron out with smoothing groups
you will never survive to see it that close anyway
especially places like the inside surfaces of the arms and the chest plate could be very low poly as you can never see them in detail even if you're right next to it
the feet could just be sticks with normalmaps
the thin wires could just be four sided, corners outward - smoothing will make it look round
focus detail on the head as that's what people look at instinctively
the model looks quite good, but i would rework the head.. it looks somewhat silly
Marccom
Aug 16 2009, 05:39
Hi,
ok....thanks so far. But i dont agree with many thinks.
there maybe is still some detail that is unnecessary and can be reduced....some things will be made.
small bumps and so on can be faked, ok...but it will never look such as good, as some nice details figured out additionally with normal maps!
chest and arm parts and so on could be setted with more low poly...but it would definitly loosing visible some form.
feet as sticks with normalmaps? No way that would be looking awful!
also foursided cables...smoothing will never be that powerful...the difference would be detectable.
the head is always looking silly in easy modelview without textures, because some details are not worked out so (f.e. dark eyeholes,...). nevertheless the MUST be heavily reworked because in this shape it could never be hided behind a normal human face.
I never said that am going to make terminators workable for all systems. Quality is more important than quantity.
I realized how souverain my middle class systems runs with 30.000faces-t800 in arma and just slwowing down with the same in ARMAII.
So i realized ARMAII is not a game for under equipped or older systems...unimportant if with 40.000faces-models or without.
Nevertheless, thanks for critizising.
Greets
Marc
Hi,
feet as sticks with normalmaps? No way that would be looking awful!
also foursided cables...smoothing will never be that powerful...the difference would be detectable.
I never said that am going to make terminators workable for all systems. Quality is more important than quantity.
Marc
I agree with sholio. You have a beautyful model there. But like you said, quality is more important than quantaty. That means for a gaming model that you have to use all possibilities to reduce polycount - that is a sign for quality! Try out his suggestions. For the same reasons you mentioned, my first models were all too high poly - untill i realized that you don't see many of those details ingame. Nomalmapping can be very convincing if it's done right!
You should do some simple testing. Just build a pipe and look how many sides you need with smooting groups / normalmapping to make it look convincing - than adapt it to your model.
Don't get me wrong - your model is really nice, but the real art of realtime-modeling is achieving a good look with the lowest polycount possible. No offence, but many modelers can have a beautyful model at the price of a high polycount - only good modelers make models that still look good with low polycount and that are suitable for the gameengine...
Jimmy the Saint
Aug 16 2009, 09:38
looks promising, hope you guys will be able to catch the atmosphere of the first terminator movie.
CrazyAce
Aug 16 2009, 10:07
marcom did you release anything terminator for ArmA 1? I never got a chance to try it out.
Marccom
Aug 16 2009, 17:07
Hi,
@<hidden> ace
there is a terminator for OFP..that is not mine.
For ARMA i released a beta package last year...when i am right it was in October...im not sure. take a look at armaholic, armedassault.info and so on and search for "terminator". you should be able to find something.
@<hidden>
we'll try it...although my mainfocus is a bit on T II...in my opinion the best part.
Longterm vision could be that we made models with a bit of all t-movies.
@<hidden> above
sorry...than i am definetly not a good modeller :-)
what should not mean that you re not right, maybe you are.
But i dont want to reduce this model too much and improvise all with maps. dont like it.
there won´t be simple sticks with maps instead of feet and hands.
low poly with shadow and normal maps will look good. and highpoly with maps will look better in my opinion.
We`ll see what time will bring us
OK, it's your decision. Just one last picture to show you what i mean. Promise, that i stop bothering you with the topic from now on ;-)
http://img265.imageshack.us/img265/6069/normalmapping.th.jpg (http://img265.imageshack.us/i/normalmapping.jpg/)
That picture is from http://forums.cgsociety.org/showthread.php?f=39&t=479896
Marccom
Aug 16 2009, 22:41
Hi,
thats no problem...you are not bothering.
Till yet nobody went to death from little discussion. ;-))
Further your pic is not really uninterestent, because it is effectively showing what you mean.
And you are right...in the first view the quality differences look very weak.
An example like this would be very good possible with the t800-head, too...i guess
At some points of the model i will use "tricks" like this (the one or other hole, dents, some "used-look-measures", eyes, teeth) but only at some points.
For example the typical sinkholes in the chin will stay, just like the already mentioned foot- and handfingers and so on.
Again the hint, that nevertheless the model will get some heavily changes in near future...and I guess it will loose the one or other poly with this.
Greets
Marc
Marccom
Aug 18 2009, 19:44
Hi again,
just as i said...
ph00nix just sent me a first version of his HK Tank.
In my opinion this thing is looking very good but take a look by yourself:
http://images2.bilder-speicher.de/show.php?type=image_800&id=09081821160575
this cooperation really begins to make me happy. :-)
Greets
Marc
Cionara
Aug 18 2009, 19:54
Wall-E ^^
Marccom
Aug 18 2009, 19:58
What?
Max Power
Aug 18 2009, 20:38
It's a good start. It looks like you have all the major structures blocked in. There are some proportion issues, though.
The thing looks a bit tall and 'lanky' compared to its appearance in the movies.
Here is an alright shot showing the thickbness of the tracks and its squatter stance from the first movie:
http://images2.wikia.nocookie.net/terminator/images/thumb/2/23/T1_HK-Tank_satchel_charged.JPG/800px-T1_HK-Tank_satchel_charged.JPG
And here is a model that shows a lot of detail that seems to be a fairly good representation of the machine. Pick and choose what you wish from it.
http://www.uberreview.com/wp-content/uploads/terminator2tank1.jpg
Commando84
Aug 18 2009, 23:37
Pure awesome terminator "tank" model, as mentioned above a bit proportions are a bit off like the lenght and stuff.and the head feels to small compared to the movie one.
Marccom
Aug 19 2009, 15:23
Hi,
i hope and think ph00nix is also reading in this thread and will think about your suggestions and apart from this it is a first concept sketch.
Guess it will get many changes on its way.
Stretching on some proportions will not be a problem.
Maybe he will tell somthing about his further plans here by himself.
Its the same just like with my t800-model. both only first, very early views.
Stay tuned
ph00nix
Aug 19 2009, 18:28
hi Max, hi guys, thx for your patience ...
ok, I can do some changes.
Can you explain what you mean with "thickbness of the its squatter stance" ?
You mean that "arms" ?, and the breadth of the tracks ?
I ll do some improvements the next days.
oh, and further plans. I want to make that tank and that HK Flyer. And maybe some more stuff after.
greets
phoenix
Max Power
Aug 19 2009, 19:38
My feeling is that everything should be thicker... like the tracks should be wider, the body should increase in volume, it should be less tall, the 'crotch' should be lower, there should be less negative space in the tracks, the head should be taller, the arms should be less box-like and slightly thicker.
Are you using O2 to model? There are blueprints for these things out there. I don't know how good they are, though.
CPL_HICKS
Aug 19 2009, 20:04
Hey guys, great idea with Terminator, I think its perfect for Arma 2 since the AI is smart and alot of the funnest games are humans versus AI.
The opening scene in T4 totally reminded me of some joint strikes with me and a bunch of humans attacking AI town in ACE domination it already feels like your fighting terminators.
It would be kool if they could be able to knock down wells and doors and fences, small trees and maybe holes in the walls!
I used to read the comic book series all the time and still have some so let me know if you need any ideas or story lines.
Hicks
IceBreakr
Aug 19 2009, 20:15
I'm still drooling of that Marccom's idea of infilitrator. Where one player plays a terminator disguised as a civilian. All other players have to find and protect John and move him to a safe place or kill terminator... of course I would limit the weapons/ammo, put in cops as independent side (enemy to both). If infilitrator would recieve damage he would slowly "shed his skin" to the skeleton... and he would be able to withstand massive amount of damage and up to 2 RPGs/satchels ;)
Marccom
Aug 19 2009, 23:15
:-))
The infiltrator version is not from desk. just like with the Harley Fat Boy its
creation is one of my maintargets.
a little above in this thread i am talking about my plans and "wishes" that Terminators should be able to make body-to-body-attacks. Hitting down walls etc. should be part of those functions. full agreement. Would be nice somthing like this were possible.
Greets
Marc
---------- Post added at 11:15 PM ---------- Previous post was at 11:13 PM ----------
@<hidden>
i guess i know what max power means. we can talk about it in detail internal.
Nevertheless of some constructive critisizing and improvement-suggestions that model stays very good. dont worry.
Greets
Marc
guiltyspark
Aug 19 2009, 23:46
AMAZING model , i cant wait to see it in action
BTW , how would the game control it ?
Would it be a single unit? or would it be handled like a tank with crew inside (i know its unmanned but the game would handle it like that?)
---------- Post added at 11:46 PM ---------- Previous post was at 11:42 PM ----------
BTW im interested in helping out with the special effects , i dont know much about how to edit/mess with them , but im willing to learn
ph00nix
Aug 21 2009, 06:07
so better now ? ;)
http://img401.imageshack.us/img401/3576/hhhhp.th.jpg (http://img401.imageshack.us/i/hhhhp.jpg/)
http://img401.imageshack.us/i/hhhhp.jpg/
Marccom
Aug 21 2009, 10:26
hi,
nice...but track width is a bit to much now, i think *safeplacesearching* :-)
and someting is wrong with the head. it is high in the back and the line is falling lower to the front.
you made the arms now...very nice.
keep an eye on the facecount and manifold mesh, please.
Greets
Marc
Marccom
Aug 22 2009, 18:51
Hi,
ph00nix sent me an updated version of his HK Tank now and i just ported it to O2.
http://images3.bilder-speicher.de/show.php?type=image_800&id=09082220865679
I think all is looking good now and proportions are correct.
All i can say is: Nice work.:cool:
Greets
Marc
IceBreakr
Aug 22 2009, 21:31
Out-standing!
Max Power
Aug 23 2009, 03:16
Well it certainly looks better, but it's not completely correct. The little gripper arms in the middle must be much longer and the crotch must be lower. The cannon assemblies must be lowered below the 'wrist', the cannons must be deeper, and the 'hip' area between the tracks must be raised.
Jimmy the Saint
Aug 23 2009, 09:35
I just did a quick research on the internet and maybe those pictures and informations can help you a tiny bit. Use them at your own risk.
http://i25.tinypic.com/sxhok2.jpg
http://farm3.static.flickr.com/2288/1878500732_fe99e8347a.jpg
http://bobburns.mycottage.com/baseIMAGES/41.jpg
http://screenrant.com/images/terminator-hk-tank.jpg
http://fc02.deviantart.com/fs32/f/2008/232/a/a/Terminator_HK_tank_by_simjoy.jpg
http://www.hollywood-collectibles.com/hunterkillertank1.html
http://www.hollywood-collectibles.com/hunterkillertank2.html
http://www.hollywood-collectibles.com/hunterkillertank3.html
http://www.hollywood-collectibles.com/hunterkillertank4.html
http://www.hollywood-collectibles.com/hunterkillertank6.html
http://www.hollywood-collectibles.com/hunterkillertank7.html
have a look here for detailed informations:
http://terminator.wikia.com/wiki/HK-Tank
Max Power
Aug 24 2009, 03:55
Be careful about using other people's art as reference. It's like the telephone game where every person who copies it distorts what they are trying to represent, just a little bit. Making copies of copies adds the distortion. So, I would steer clear of those 3d models and stuff in the first chunk of the above references. I'm looking at some of those 3d models and noticing some dramatic distortion when compared to other sources.
Jimmy the Saint
Aug 24 2009, 08:54
Be careful about using other people's art as reference. It's like the telephone game where every person who copies it distorts what they are trying to represent, just a little bit. Making copies of copies adds the distortion. So, I would steer clear of those 3d models and stuff in the first chunk of the above references. I'm looking at some of those 3d models and noticing some dramatic distortion when compared to other sources.
As I wrote, use at your own risk. ;)
Marccom
Aug 24 2009, 16:11
there´s nor bad meaning, but all kind of thematic can be discussed to its death.
Jimmy meant it good, i guess and ph00nix will find his ways to optimize his model.
DanL2mx
Aug 28 2009, 20:37
There hasn't been any news for a while now... but I trust that you both are working hard on this project. Good luck and I'll surely be slaughtering some resistance fighters as a T-800 once this comes out. :cylon:
Max Power
Aug 29 2009, 04:12
I know he meant well. I was just adding a point of caution.
Marccom
Aug 29 2009, 10:46
Ph00nix is on holidays for a week and i am working on the model to make it adaptable on
soldier-bodies.
I thought this is not so interesstant to make regular news about that ;-)
Marccom
Sep 29 2009, 15:35
Hi,
i am sorry but the project is stopped again.
Phoonix seems to have no time at the moment and i have not too.
I will give a hint here when we are working again
Max Power
Sep 29 2009, 16:09
That's the nature of hobbies, Marccom! Pick it up again whenever you're ready.
IceBreakr
Sep 29 2009, 16:53
Don't worry, we even have no zombies or aliens to scare our squad buddies with ;) skynet can wait a bit =)
thanks for understanding....thats nice
What format do you need the models to be? 3DS?
hi,
by myself i used the bases as *.3ds
ph00nix used *.wings.
important is that the files are importable in O2.
So the best is *.3ds or *.obj or you make a work direct in O2 and so as *.p3d
But i have to say that i am doing nothing on this project since few month.
Lost contact with ph00nix and couldn't find any motivation to go further here.
Greets
Marc
Well if its any help to you i can use blender 3d rather well, and can export any models in 3ds or obj format, im not great at texturing, but im fairly good at modelling, i also use zbrush for normal mapping. If that any help to you mate
JW Custom
Jan 6 2010, 12:23
But i have to say that i am doing nothing on this project since few month.
Lost contact with ph00nix and couldn't find any motivation to go further here.
Thats too bad, it would have been really cool figthing skynet :o
Marccom, please port the T800 to ARMA2:OA :D
I use 3dsMax so if you need any 3d work I will try to help.
Kenwort
Nov 20 2010, 23:14
So what happened with the t800 addon? Did skynet send one of it's metal heads in past to destroy Marccom? Hope you release at least the t800 addon :)
IceBreakr
Dec 7 2010, 21:01
Marrcom is not responding to PM's :/
Cyclone83
Dec 8 2010, 09:28
He's probably outa business...
Shadow NX
Dec 8 2010, 10:24
ArmA2 community rule #1:
Never have too high hopes for a addon until you actually see it being downloadeable.
This even more fits to full mods.
pressytcn
Jan 21 2011, 23:23
then why not release it and let someone finish it up it's sad to see this addon going dead
Hi,
i am sorry but the project is stopped again.
Phoonix seems to have no time at the moment and i have not too.
I will give a hint here when we are working again
I think that pretty much says it all. He even said that he reports back when they are working on it again.
Closed. If Marccom ever decides to continue on this he knows where to find the key.
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