Jump to content

Ryujin

Members
  • Posts

    667
  • Joined

  • Last visited

Everything posted by Ryujin

  1. Sounds good, I'll post some shots when I get started to make sure it's correct.
  2. The problem is opening and editing BF's models. They use .MDR (ridged model probably) and .MDS (with skeleton) and separate LOD models. All of this formatting appears to be homemade, using a plugin for what I"m guessing is a free or cheap modeling program like milkshape. Problem is these formats are apparently made by a homemade BF plugin for the program that as far as I can tell is not floating around the internet. Not knowing the program or the plugin makes it tricky to reverse engineer, it's not a an really I have much experience in. At best I can do little edits to swap around where it's used and what animations, textures, etc that it calls. Via crude hexadecimal editing. I'm hoping BF will share the goods, but we'll see what happens.
  3. That'll be part of the HD mod eventually. Just working my way down the list.
  4. I can swap the models so that the Marines look like they have M4s. The game will still think it's an M16, but they're pretty close performance wise. Do you want a mod like that?
  5. Unfortunately the vehicle situation isn't good, can't randomize the textures and the clutter is already random, but unchangeable other than texture (which isn't much use) as it's mostly model stuff. BF uses a very very odd format, so odd I might just guess it's a homemade plugin that spits them out. I've never seen it before at least. In better news, while I've been working a lot on the sound part, here's some US Army "retro" units I'm working on: Of course inspired by a certain Ramadi map... There will be retro marines too (MARPAT + older interceptor vests).
  6. Certainly, let me know what ones you need changed and I can shoot it to bits (let me know if there's any particular textures you want unharmed and if you have any modded textures you need shot up). M1A1TC's Iraqis look great, so that's certainly covered.
  7. Very nice! Do you need any period unit mods (DCUs, etc)? Or is enough of that out there already?
  8. Oh, I forgot that was even in there. Hans Zimmer, Blackhawk Down actually.
  9. In many western tanks the ready rack is behind blast doors with blow out panels. The hull ammo storage is probably the most likely to cause a catastrophic explosion. Usually a good chunk of the ammo is in the hull and if that gets hit, you'll have quite an explosion (I don't think any of the challenger 2 ammo is isolated if I remember correctly, Leo also carries a lot in the hull). I think I heard in most cases the Iraqi t-72s with "turret ejection systems" were due to extra ammo/propellant in the crew compartment, with the propellant bags being easily lit. Usually the autoloader magazine is isolated from the crew, but I don't think Russian tanks have any blowout panels for it. Still not good if it's hit, but just less likely to go off.
  10. Looks like a glancing hit to the top armor by an AT-3, I'd bet on "alive, but with damage to the expensive bits up there".
  11. I've got some more sounds to fill in and such, but I think it's really coming together now, thanks for the feedback guys. I'm very much a "ground level player, even in real time, so I hadn't noticed, but I'm starting to see what you mean. I'm working on more final background sounds and I'll take that into consideration. Probably could start by making the background gunfire a bit quieter. I'm also thinking of adding high flying aircraft, but that might make redfor players a bit paranoid... (the final background sound is going to be pretty long so it doesn't feel like it's looping and you don't hear a plane every 2 minutes).
  12. http://www.filefront.com/16776881/HD%20Sound%20v0.5.zip new and improved! More snappy/poppy M16/M4/L85 sounds. M240/M249 are much improved, got a nice chatter to both, if not quite perfect. They do sound pretty mean though.
  13. Certainly, ideally I'd like to get a ~100m sound for everything, but it's hard to find/make. I can edit sounds a bit, but nothing major. Any help is appreciated, if you can help point me in the right direction I think I can try to build as authentic as CMSF will allow. I've found that a good sound mod makes a HUGE difference, probably more so than just reskining the units (still working on those though).
  14. Well there's tons of problems with the videos. Most are recorded next to the shooter and most mics cut out with sounds that loud. I've been slowly finding sounds recorded at a distance with high quality mics, but it's taking forever. However I've got some pretty good sounds for some of the guns, it's just a lot of googling and looking. EDIT: Here's a "beta" of my sound mod for those who want to give it a try and give some feedback. Includes some of the sounds theFightingSeabee passed along. (NOT A FINISHED PRODUCT, WORK IN PROGRESS) http://www.filefront.com/16761039/HD%20Sound%20v0.45.zip
  15. There's a tube that runs through the missile from the main motor to the back silly (fuel appears to be next to it). TOW is the same way, the heavy motor is placed towards the center for better balance. Whoever made that diagram made one for the MR and one for the ER and noted the fiber optic cable on the ER/LR only. http://www.army-technology.com/projects/tow/images/tow6.jpg On a side note after more checking of Rafael defense's site, it seems adding the fiber optic cable to the spike MR is an optional upgrade to do the Fire, Observe & Update. So evidently so countries like Finland bought the extras.
  16. Here's a bit of an update on trying to get a good mg sound. Here's my current M249 sound (this is a recording from a mission I'm playing so you can hear it in action). Comments/suggestions? I've never fired a M249 so I'm kind of geusstimating what sounds right. Note that I put 2 shots in the sound file so it sounds a bit faster and keeps some "chatter". May be a bit LOUD btw, you've been warned. http://www.filefront.com/16741317/M249.zip
  17. There is a randomization system for infantry textures and models. There is no randomization system for vehicle textures or evidently vehicle models either. The vehicle "clutter" appears to be handled differently, it's probably all n the model and then the display is toggled or something. I haven't figured it out yet.
  18. The gear clutter models on the vehicles are some how randomized (boxes, bags, netting, etc). I'm not exactly sure how they do that. Not the same as the textures and it would require some access to the models, which I'm still working on.
  19. Here's another update, been working on some sound stuff, but here's some of the new interface sub-mod and subtle uniform dust/dirt.
  20. I'm working on a HD sound mod to go with my HD mod and man the chatter is hard to master! I've had about 20 tries and the MGs to get them just right. Slowly getting there though.
  21. Had to take a break for my finals, I'm getting to work on em this weekend, should be more updates coming.
  22. Awesome! I guess I must not have payed enough attention
  23. I've never seen either in all my time playing! I'll have to look for that... how do you get the GMG to do airbursts?
  24. Well, they've pretty carefully avoided cluster bombs, ICM, canister, etc. So I would hazard a "no". These seem to be a variation on the usual explosion handling, not so much a cone of projectiles that could be stopped by cover or such and would require more complex special effects. The game lags a bit when the A-10 fires the GAU-8, a canister round would probably be even worse.
×
×
  • Create New...