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About Lenyoga

  • Rank
    Gunnery Sergeant


  • Interests
    Keyboard/Synthesizer-playing, Sounddesign, OFP-modding
  • Occupation
    Whatever pays the rents

Profile Information

  • Location
    Outer Rim
  • Interests
    Blender, Gimp, synthesizers, sound design, Unity

Contact Methods

  • Biography
    I've been playing OFP for as long as I can remember back, I also got into modding and created Half Life 2 add-ons which I gave up on due to too much work on the loose ends like sound design and textures. And also hundreds of unreleased experiments. I'm right now working on a full mod with campaign which is based on System Shock 2 and TIE Fighter add-ons for both OFP and Arma 3. Now and then I even like to embarrass myself online in Arma 3 with my lack of aiming skills.
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  1. TIE Fighter addons

    Thank you! I've been rather absent the last weeks, but I'm hoping to continue with the System Shock project sooner or later. I already have the beginning and end of the campaign, so I can't just not continue.
  2. Star Wars - TIE Fighters

    I've finally begun work on the A3 version of the pilot, too. The 3d model of the helmet is done in Blender, I'll see tomorrow if the specular map translates well to the game. I'll wait until I have a few days which don't require me to have any sort of human interaction to get started on the uniform and vest, since that might take a while.
  3. Star Wars - TIE Fighters

    The exterior is finished, I'll just have to bake the three texture segments into one big file with a new UV and create some lower res LODs. LOD 1.0 will need a new shadow volume too, the lighting in the external view cockpit is off at the moment. The View Pilot part will be a bit of a headache again, but at least I've got a good idea on how to do what. I'll hold off on scripting any blinking lights so far, though. I'll see what I can do with object animations first (engine on state, damage states.) Although bone parenting in c++ isn't the most intuitive feature, I managed to fully animate the engine jets using aileron, elevator and rudder animations and speed-dependent translations for the glow. The AI is pretty alright at hitting targets, I couldn't land a single shot against CSAT planes. Dodging AA missiles is feasible, though.
  4. Star Wars - TIE Fighters

    Since A3 can handle a bit more, I adapted most of the View Pilot cockpit section to fit into the external LOD too: I might as well put the red lights in once I've finished the actual View Pilot LOD (provided there's no transparency issues). I've also managed to put together some basic python scripts to convert grayscale AO/specular maps to their A3 formats quickly. Yay for automation.
  5. The complete workflow can be a bit complex and varies depending on the project's specifics or my own volatile degree of mental capacity. I'll try to provide a short overview. There's a few things to keep in mind also: make sure you're using the Blender Render engine (Cycles has a different set of features which don't work well for A3) and don't rotate, scale or move anything in Object Mode (this will generally cause problems with scale and alignment). Basic UI: Object Mode lets you create new objects, it's where you apply the Arma Toolbox settings - you could make 4 objects for 4 LODs, one for fire geometry, etc., etc. Edit Mode is where you manipulate the separate objects, assign materials and edit the UV maps. Material Tab is where you add and edit the materials which contain the textures in Blender and also the paths to the textures and rvmats in A3. Textures Tab is where you add the texture files to a specific material (diffuse, specular, AO and bump are all you need for A3) - don't use Blender's Normal Map feature (wrong color channels), rather convert a black/white file later. Workflow example: Open new project and delete everything with A (select all) and X (delete selected) Create a new cube in the Create Tab on the left, press TAB to enter Edit Mode Edit the model (there are many basic tutorials on YouTube) Enter the Material Tab on the right and name it / assign it (the path on the bottom only describes the final A3 addon path, not the actual file you'll see in Blender) Do the UV unwrapping and apply the textures (best search for "blender render material and texture tutorial" and "blender render UV unwrapping tutorial" - there are many approaches to do these) You can bake ambient shadows, or even re-bake textures from one UV map to another, check for tutorials again. Save the texture files for further processing. If you need to, you can create and assign Vertex Groups in the Data tab on the left - those will be the named selections in A3. For the geometry LODs, I usually use Object Builder (Structure/Topology/Find Components...) Save and export as .p3d, open with Object Builder and press F5 just to make sure the normals are okay. If you're only using diffuse textures, just convert the texture file into uncompressed TGA and convert it to .paa or .pac using TexView 2. If you're using the super shader ... I hope this is a somewhat useful overview for an example of a workflow. It should be effective in conjunction with all the video tutorials that show only bits and pieces of the whole process.
  6. I've used Blender quite a bit for OFP and now Arma 3. With all the additional tools it's definitely the better option for me - you can add and edit materials, textures, unwrap and edit UV maps, and so on and so forth. The thing is you have to invest a good deal of time in learning the most important shortcuts and navigation. The Arma toolbox is easy to use. Import and export function are done via the 'file' menu just like saving, applying options for LODs is done via the little menu brought up by pressing N while the object is selected. Vertex groups are exported as the named selections for Arma. You might have to normalize (F5) the model in O2, but I don't recall if this was just an OFP issue. I'd suggest looking up a few basic and Arma 3 oriented tutorials on YouTube.
  7. A wishlist. Sort of....

    The Ghost Recon idea sounds cool, though I'm not much of a mission making person myself either. I've started up SWAT 4 again a few weeks ago and thought this would go well in OFP, too. This would require a lot of scripting, but I'm kind of into that anyway. At least once I've mustered the motivation to finish the outstanding projects...
  8. Reuploaded the demo to dropbox, the links seem to love expiring.
  9. Star wars: Hoth themed addons

    I'd be in. I believe there's at least 2-4 of us willing to help out, enough to get a good GPU.
  10. TIE Fighter addons

    Now witness the firepower of this fully armed and operational PBO file: http://www.moddb.com/mods/star-wars-tie-fighters/downloads
  11. Star Wars - TIE Fighters

    Since this keeps getting bumped now and then I might as well jump on the train and dish out some updates. All the 3d work for the OFP variants is completed and I'll start with the basic TIE Fighter for A3 in the next few weeks. Thanks to the tests with the Defender, I pretty much know what I'm doing with the textures and most of the config file. The cockpit and HUD will be the biggest challenges (or future failures as I like to refer to those in my professional life.)
  12. TIE Fighter addons

    Thanks! So far I've got modDB and all of the above on my list. It'll be a busy week, but once I have a moment of freedom and clarity I'll look at the options. So far I just have to either ignore the current status of the ion cannons ('functional' with an emphasis on 'fun') or implement the hit detection system I used in the Shock mod. That should be it, except maybe some easification of various weapons.
  13. TIE Fighter addons

    [Question:] Does anyone know a good site to host a few megabytes? [Assessment:] Dropbox does not seem to be the optimal platform for uploading files permanently.
  14. TIE Fighter addons

    Map icons and in game UI pictures are done for all of the TIEs. All the vehicles have a 1, 4 and 9 LOD to at least try and prevent issues with older hardware (although I don't think it makes that much of a difference in this case.) Some of the visual FX still needs work. I'll probably also still do a bit of balancing and add a more universal working ion cannon script. But I'm somewhat closer to a release I think.
  15. TIE Fighter addons

    Coffee, beans, bacon, eggs ... it's mandatory pre-flight food, keeps them alert.