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Macser

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About Macser

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  1. You can just use Alwarren's Arma toolbox and then convert the resulting P3d to the OFP format using O2PE. Or possibly even object builder. Al's addon is more up to date. Vektorboson hasn't been on the scene in a long time now. So the addon I used in the tutorial is never likely to be updated.
  2. I haven't played around with the game in a very long time. Create a move waypoint first, right on top of your unit, or very close. Followed by a getin on the vehicle. But sync the trigger to the move WP, rather than the getin WP.
  3. Macser

    How to make custom units?

    Hello. I'm surprised to see even one person wanting to try this out after all this time. 😄 You could use the official BI tools. Even the newer ones would work. You'd be exporting to the older P3D. P3Ds being Bohemia's model format. You can also use Blender in combination with the Arma toolbox addon. It's meant for use with Arma 2/3. But I've used it for years for OFP. Have a look around the O2 modeling section here for some pointers. If you get lost you can always post back in this thread. But don't be surprised if it takes a while to get a response. I was one of the diehards, and even I haven't modded the game in over a year now. It's as difficult as anything you haven't tried before. The best way to start is to do something simple. Like a character reskin. Or maybe a weapon. Weapons are probably one of the simplest to work with.
  4. Macser

    WW4 Extended: Arctic

    I stopped modding the game over a year ago. But I've done most of my work in blender for the past few years. Only using O2light to finalize lods for geometry and maybe a few other edits. But modeling, UVs, textures and painting were all done inside blender. If that's not something you're interested in, you could also try O2PE and direct3D rendering. It's not perfect, but you should be able to view the textures in the viewports. Providing you have the P: drive set up.
  5. Macser

    Macser's Star Wars addons

    First post has been updated. No additions. Just a refresh of the links.
  6. Macser

    ArmaRig for Blender

    Sorry I didn't reply sooner. As for your question. I don't know any people actively working in animation for A3. Personally I haven't modded for the Arma series since last year. Even then it wasn't for A3. I figure your main concern is going to be the configs. Which is not something I'd be qualified to teach you anyway.
  7. Sorry to hear that. I don't know your exact circumstances, and it's none of my business. But I've had similar experience. So good luck to you. And a Merry Christmas, if it's something you celebrate. 🍻
  8. Macser

    Operation Autumn Forge

    😄 At this point, OFP is retro style. I remember that mod you mention. I thought it might've been Mercer. But he probably would've mentioned it to you. I think Prof tournesol did something similar to see how unit numbers affected frame rate. He went pretty low on the detail as I recall. But it didn't increase performance much. I assume the AI itself is still a big drain, regardless of model complexity.
  9. That's the latest version. 2.93. It dropped win 7 support. But the earlier versions should be ok. I think you'd be safe enough with something like version 2.8.
  10. Macser

    How do I define unique voices?

    That mod likely did what most do. Repath from default sounds to a set of their own. Of course there is the CfgVoice class in the config too. Which has elements referenced in CfgFaces. Speaker=Whatever. But I haven't explored it personally. So I can't say how much that would actually allow you to do. There is also a Voice.PBO in the DTA directory. This is the source for the sounds referenced in the Cfgvoice class. So perhaps it might be possible to create a new "character". I don't know.
  11. Macser

    ArmaRig for Blender

    The first page has been updated with some new information. Links have been refreshed and one addition has been made.
  12. Macser

    ArmaRig for Blender

    The first page has been updated with a couple of links.
  13. Macser

    ArmaRig for Blender

    Sorry I haven't replied sooner. I haven't experienced any problems while moving the fingers. Could you cite an example of what you mean?
  14. Macser

    How to make an addon

    Ok. Well that's the best place to start. Weapons are a great introduction to addons, as they're relatively simple to get working. I'd suggest going with that first.
  15. Macser

    How to make an addon

    I know "mod" and "addon" can be interchangeable words in other communities. But generally "addon" refers to smaller projects. Like weapons, vehicles or characters. "mod" usually refers to something larger that affects gameplay, or the overall look of the menus. As well as adding new content. If you know how to make a self-contained addon, you have the basic knowledge to make a mod. How far have you gotten with brsseb's tutorials? Did you successfully complete them?
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