Home   Help Search Login Register  

Author Topic: SEB Nam Pack 2.0  (Read 185319 times)

0 Members and 4 Guests are viewing this topic.

Offline SelectThis

  • Former Staff
  • ****
  • .
Re:SEB Nam Pack 2.0
« Reply #885 on: 03 Nov 2002, 17:51:59 »
re: armor.

I have had a quick talk with evis and we've come up with an idea.

In order to help mission makers and also players with missions made with the Nam Pack, we are going to add a armor section to pack 2. Now before you get too excited, this armor section will only have basic BIS models as "stand-ins" for the "real" models. Ie, the Pt76 may just use the T55 model from BIS. The code will be done to make the units behave per the real thing.

The idea here is that we set the classnames of the armor now, and fill in the proper models in an armor module some time down the track. Missions made with the existing classnames will still work when the module is released.

I'd like to do this with the Air module as well, but I dont think there are enough BIS models of the right type to allow us to do this :(

anyway, here's a WIP shot of some of the items for NVA and VC.

in the background is a 60mm mortar pit and in the foreground a DShk heavy machinegun pit. The VC sniper holds a mosin nagant 91/30 sniper rifle (textures are  abit rough and will be redone)

SelectThis

sgt_claymore

  • Guest
Re:SEB Nam Pack 2.0
« Reply #886 on: 03 Nov 2002, 18:06:41 »
Wow...that's all that needs to be said.

This pack gets better and better every day.

Eviscerator

  • Guest
Re:SEB Nam Pack 2.0
« Reply #887 on: 03 Nov 2002, 18:11:41 »
for an idea of what ill be coding heres an early list:

ZSU-57-2, SU-76, PT-76, T34/85, BTR-50PK, Type 63, Type 63 AA, T-54, M48, M60A1, M551, LVTP5, BTR-152

as STT said in the pack they will be using their closest BIS lookalike for the model but will have realistic cpp's and nam pack crewmen, if ive left anything out that you would like to see made shout it out and grab a 3 view drawing for me and ill take it into consideration :)

Nokic

  • Guest
Re:SEB Nam Pack 2.0
« Reply #888 on: 03 Nov 2002, 18:15:54 »
Wooohoooooo....
Charlie love you long time.
And by the Way.
Charlie dont surf. ;D

Offline Davies1

  • Members
  • *
  • Bugger this for a game of soldiers!
Re:SEB Nam Pack 2.0
« Reply #889 on: 04 Nov 2002, 01:27:28 »
w00t sucky sucky ;D
Beer is the fuel for the Heavy Metal Engine.

CareyBear

  • Guest
Re:SEB Nam Pack 2.0
« Reply #890 on: 04 Nov 2002, 01:30:20 »
ok..
(1): DShk... ooooohhhhheerrrrr...  :o  *blat blat blat*

(2): Armour Proxies - Sweet. That, guys, is more than I expected, and will in fact be an ideal stopgap solution for mission makers, esp if the behaviours are accurate.. Bet if you'd known how much work you'd end up doin on this pack you'd have taken up flower arranging, right?  ;D

(3): Armour Priorities
    1: T54/55
    2: PT-76
    3: BTR-50PK
    4: ZSU-57-2
      = Sweeet. That really covers the 'necessary for NVA' side of things. Anything else after (tank, lt tank, apc, aa) is icing on the cake..

(4): You guys rock, no really, I mean it, you rock. :toocool:

BoNeCoLLeCToR

  • Guest
Re:SEB Nam Pack 2.0
« Reply #891 on: 04 Nov 2002, 02:01:08 »
Are you guys gonna edit only the config file only not the model ???
Or are you gonna edit the models too ???
So M113 with sandbags on top or the T-63 with PK on the top of the turet ;)
If you guys edit the model too than it would be cool

Aeon

  • Guest
Re:SEB Nam Pack 2.0
« Reply #892 on: 04 Nov 2002, 11:32:40 »
Quote
Are you guys gonna edit only the config file only not the model
Or are you gonna edit the models too
and the answer is...
Quote
The idea here is that we set the classnames of the armor now, and fill in the proper models in an armor module some time down the track. Missions made with the existing classnames will still work when the module is released.

Quote
the T-63 with PK on the top of the turet
It could be nice :) but I'm afraid only eye-candy effect because of OFP restriction (1 vehicle : 1 gunner)

About the armour priorities :
T54/55  PT-76  BTR-50PK  ZSU-57-2
each class is reprezented : MBT, amphibious tank, transport, AA. Good choice! to be honest I think this is enough for the NVA (texturing is a long work, and US need armour to, and plane, and...you to, have enough work to do ;) )

just few words about DShK heavy machine gun, it feel "aggressive" :) the fence and gunner position will make him hard to kill, this is great and much better than official MG2 gunner stand up position  :thumbsup:[/quote]

Offline ebud

  • Members
  • *
  • What me worry?
Re:SEB Nam Pack 2.0
« Reply #893 on: 04 Nov 2002, 16:17:51 »
Just another pic.
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey

FOLGORE

  • Guest
Re:SEB Nam Pack 2.0
« Reply #894 on: 04 Nov 2002, 18:29:23 »
Simply great !! I like your addons.How many percent is ready?
I just can't wait the release of this  Nam pack

p.s.
I don't like the Viets...they were better in other first screenshoots you made weeks ago.If I am not wrong I saw
a pic in which you compared the us marines to the little Vietcong. In this pic it was better looking..
This vietcongs are..."flat". their body shape it is too much linear.
It is not criticism but I think that you can make something better..
the foliage over their helmet seems like a bird house.

Offline DrStrangelove

  • Members
  • *
  • Mr.Creative
Re:SEB Nam Pack 2.0
« Reply #895 on: 04 Nov 2002, 18:41:04 »
I believe there are several variations of the VC soldiers so maybe you saw some other types of them. Or it was NVA.

And it's all about personal taste. If you ask me, the VCs have hats that are too bright, thus easy to see - just shoot the moving bright spots in the jungle  :D

Donnervogel

  • Guest
Re:SEB Nam Pack 2.0
« Reply #896 on: 04 Nov 2002, 18:51:11 »
I think everything is great. Espeacially the VCs ;) What I like less is the stoner but that's personal taste.

As far as I know it's not possible to change the body proportions of human models because it stretches them back to the 'normal' position as soon as an animation is activated. As you know every move in OFP is an animation.

FOLGORE

  • Guest
Re:SEB Nam Pack 2.0
« Reply #897 on: 04 Nov 2002, 19:51:58 »
Hey yes it was just a personal taste..I like them in anycase.and yes pheraps the pics I saw was of a NVA.
I know that making little unit won't be good because the different "high ",level of them .Because they are settd for an normal man. I referred to the little vietcong only for the quality of the textures on the body not to use that soldiers in the nam pack because we should change the level of the animation. I know this limit.
I sorted out this trouble making normal soldiers a little big taller. and so the Vietcong will have standard height.
I know that it is not possible but anyway

the point is I like them   but the  U.s. unit seems to be better.

« Last Edit: 04 Nov 2002, 19:53:25 by FOLGORE »

Offline ebud

  • Members
  • *
  • What me worry?
Re:SEB Nam Pack 2.0
« Reply #898 on: 04 Nov 2002, 20:12:20 »
I think everything is great. Espeacially the VCs ;) What I like less is the stoner but that's personal taste.

The VC textures will be looked at one last time this week. It's a pain in the A** to get foliage on the hats that doesn't look like a halo and doesn't add 200 polygons. The models haven't changed in the last couple of months.

What exactly don't you like about the Stoner. The model, the textures or what? Or is it that you don't like the weapon in general.
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey

Offline ebud

  • Members
  • *
  • What me worry?
Re:SEB Nam Pack 2.0
« Reply #899 on: 04 Nov 2002, 20:23:48 »
I referred to the little vietcong only for the quality of the textures on the body not to use that soldiers in the nam pack because we should change the level of the animation. I know this limit.

Yes, that pic I made a long time ago was in O2. Once I got the "little" VC into the game, it just stretched all the moving body parts back to where they were before.

The textures are the same ones that have always been there as far as the clothes... the hat will change this week before the final pbos are made.

I will also get rid of the foliage on the coolie hats. There is just no way to make it work "right" without the halo or box effect on the head. So it's gone. Final decision. No more mention of it. The NVA will still have it. Also the coolie hats WERE that color, so I suggest living with it. I toned down the color quite a bit. Final decision. There are plenty of VC that do NOT have the coolie hats, so not all will be walking targets. Some still do have tan floppy hats with the foliage, so you'll still have a version with the plants on top. There are 6 different variations on the VC if I remember right, and 6 variations on the NVA.

Some VC have coolie hats, some floppy, some none, and the sapper has a headband.

The NVA have the pith helmet, floppy, and a cap for the officer.
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey