IceBreakr posted a teaser screenshot of his teams latest efforts.
Sahbazz from our team is preparing out units from A1 to be released for A2. Here's one teaser shot. This army will probably also be used as official Island Panthera Government army
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p.s. guns in photo are just default BIS, our army of course uses FN Herstal F2000 and it will be present along as F2000S.
TeRp from the BW Mod has informed us about WIP screenshots release from their upcoming UH Tiger addon on their BW Mod site.
Our UH Tiger will include special paint jobs which can be applied with a simple script. There's also a dynamic loadout system which allows customizing the weapon loadout during a mission. Cheers TeRp
well as it says its a kc-130..i thought it might be cool once done! sorry dont have alot of time to explain much! but its still very much wip and needs alot of work! so far its just a non-animated probe! i plan to have this with the ability to re-fuel other inflight! the way i thought about how to do this is too, make it so in stead of flying up to the plane to re-fuel(like how u do with the fuel trucks), you fly up to one of the probes..with in a few meters or something, but dont worry you wont accualy have to nearly stick you nose throw it to get re-fueled...
and im hoping to get someone to script it so it retracts and extands...plus maby a script were it will automaticly(like how autopilot\landing works) guide the other plane up to the tankers probes basket..while at the same time keeping the kc-130 leveled and maintaing speed with the re-fueling jet! this will come in usmc colors too!
things needed done:
.needs new basket..a better modeled one(mine sucks..if you look at it close) .script to make fuel probe extend\retract and 'flow' in the air(to not look so strait) .script to make "my desribed type" of automatic\scripted re-fuel process between tanker and jet .maby new textures
p.s. i will be releaseing my usaf maryland ang c-130 for arma1 as well, including a usmc and usn versions for arma1(as my maryland ang c-130 is already in a2..plus ill be updating my a2 usn c-130 with the new textures, thanks too eddyd for help with them)! up next my us navy p-3c orion for both a1 and a2(and for the record most if not all of my addons will find there way to a2 even if i dont say they will)
SoldierX from the AAW Team has informed us about the release of WIP screenshots of the AAW infantry weapons pack on the BI Forums. Will post up some more screen shots later. On another note I am aware of a few people porting out old F88's in to arma2, please do not do so if we had wanted them ported we would have done so our selves. Be patient and wait for our new ones made for ArmA2. BulDozer Views with baked normal maps applied :
VanhA has released a co27 Fall of Czernobog mission on the BI Forums.
Story/background: Old slavic tales tell the horrors created by Czernobog (the black devil). We face no demons but flesh and blood. Town of Elektrozavodsk is a base for russian troops led by a man known to us only as Czernobog. Certainly a man not to be taken lightly. He's guilty of local civilian massacre from which our intel has received photographic evidence. Now the time is right to put an end to the horrors. Secure the town and make the arrest. We need him alive!
Objectives: -1: Destroy all tunguska AA tanks. -2: Capture the city from the enemy forces -3: Locate and arrest Czernobog (yes, alive)
Ascanius released a few screenshots yesterday showing his WIP British Special Forces.
British Special Forces (Generics Not Intended To Be 100% Realistic Just Practice)
Ok guys i posted in the WIP thread (page 93) but i figured i'd make my own thread here...basically i'm going to get into some modelling but i wanted to get back into the texture game after a while out. So i decided to do a quick reskin of the force recon models.
They are just generic brit spec ops and not designed to really be accurate other than to get my some decent DPM panels worked up. Anyway screenies included. The desert ones are still WIP and the Temperate ones have everything including the bush hat etc textured.
I really need someone to help me package everything up and get it in game though because atm i'm just overwriting a friend's addon using his .paa files. As he is currently "overseas" and won't be back for some time i could use any help on offer thanks!
p.s. I was going for a kind overwashed, faded look with the desert stuff but i think i went a bit OTT as the pattern has basically vanished...hmm great.
Temperate:
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WIP Desert:
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p.s. Haven't started the direct action guys yet but i'll make sure i do a variant for them.
Maa has posted up news on the BI Forums that they have started working with ArmA 2. And posted up a few in-game screenshots showing off thier fantastic start to the project.
Although we are still working on CSLA version 1.04 for ARMA1, we start work on version 2.05 for ARMA2 too. Here is few first ingame screenshots of CSLA soldiers and vehicles on Cernarus. We will add some more info about our project and future plans soon...
sumrak has posted up a new video along with a detailed post explaining and detailing his new Blowout module.
Blowout module finished.
Blowout is the abnormal activity generated by alien device controlled by NAC (in Namalsk Crisis campaign). Powered by unknown power source, charging clouds ideally around 30 kilometres. This have a massive impact for eviroment, during charging is a massive storm, clouds change colours and end is accompanied by huge EM pulse. Except these things, an unnamed activities, which have impact on human brain, was detected during tests. APSI, is device, which was created by NAC to prevent damage to human brain during blowout.
(This picture was taken by NAC scientist during first tests of device, you can see bottom right A1 object and huge flash)
In Nightstalkers: Shadow of Namalsk modification you will able to use blowout module. There are 2 versions, first is for fully dynamic generating blowouts and second is for user-need calling in missions. So, you can have a dynamic mission and you can't know, when will be blowout or just simply call script (included in ns_modules) and you will get blowout in moment.
Randomed time for dynamic Blowouts is still in testing, but, i can say, that blowout will be not every minute, the smallest time between blowouts is 5 minutes for now. Blowout module will be also supported in MP.
Old Bear from the Clan Ado team has released his Sbrodj v1.3 island on our Forums.
Sbrodj has been built as a 10km x 10 km Warfare dedicated map. So the main features are : - a "no corner" structure, - a roughly symmetrical shape - a "simplified" map with less objects and more open buildings. It was also built to host large tanks battles
Sbrodj features:
- 2 main bases/airports [AI friendly], - 2 disused WW2 bases for skilled pilots only ;) . - 2 main towns Severnsk and Zuud, - one main ruined town, Sbrodj the former capital town, - many villages, 2 of them ruined, - a railway network in the North-East part, - 2 dams - some bridges,
and 2 small islands to be used in Warfare ...
The main issues for players are the bumpy roads. I have already spend too long hours waiting for "road smoothing" without too much results. The other source of concern if low FPS and even freeze -on low end PC- at Severnsk and Zuud approach due to the use of many enter-able buildings. The main issue for AI are the "rivers" even if the fording places are numerous and engineered for AI.
Rocket has relased several screenshots of his current WIP Island along with a detailed description of what the project entails. Only part of his post will be quoted due to its length and detail. The full original post can be found by clicking on the Source link at the bottom of this post.
Background:
"Aoraki/Mount Cook is the highest mountain in New Zealand, reaching a height of 3,754 metres (12,316 ft).[1] It lies in the Southern Alps, the mountain range which runs the length of the South Island. A popular tourist destination,[2] it is also a favourite challenge for mountain climbers. Aoraki/Mt Cook consists of three summits lying slightly south and east of the main divide, the Low Peak, Middle Peak and High Peak, with the Tasman Glacier to the east and the Hooker Glacier to the west." - Wikipedia
About:
- As many know, I'm a Kiwi. I'm also a mountaineer, having climbed the mighty Aoraki on my fifth attempt and several other 3000m peaks in the area. Grew up in the area so know it like the back of my hand. Unfortunately, not only has mountaineering cost me many thousands of dollars, it's also cost the lives of some dear friends, and nearly the fingers on my left hand. I've always wanted to show other people around the world, in game, just how beautiful this area is. You can view me speaking from the top of Aoraki on youtube.
- Over the years I have compiled software and a database of images from my climbs and travels around the area. I've put these all together to make this addon. It's a 60km x 60km area, shrunk down into a 30km by 30km area. It stretches from the West Coast of the island, through inland to the southern alps. There is one sealed runway (Mount Cook Airport), two grass airports, along with another three high-country airstrips.
Technical Details:
- Area shrunk by 50% for ArmA (mountains half as high, distance half as long) - 30km x 30km = 900km Square area in game - Terrain texure resolution to 1.25 in-game meters (24k x 24k satmap/mask) - 4096 Heightmap was used, heightpoints every 7.5 in-game meters - 6 terrain types successfully on mask
Arremba_San_Zorzo from the Pedagne Mod has informed us about ArmA2 Pedagne Mod plans and send us interesting screenshots from the upcoming ArmA2 Mod. In this images you can see some of over than 100 3d models contained in next release of PedagneMOD. Here, you can see models of "Wheeled" and "Tracked" sections. Images are captured in-game only by Arma. Infact i'm testing models in Arma, before their up-grade in Arma2. It's only a power-pc issue. Many bugs still "live" in this vehicles, i'm killed them as soon as possible. Repeat, you can see here only a part of models completed. In the list of vehicles there are: - some models imported from old OFP (Blindo FIAT 6614, FIAT VM90, LVTP-7, ACM90) - new models (MBT Ariete, Heavy Blindo CENTAURO, Blindo PUMA, APC Blindo FRECCIA) - models heavy edited by BIS original models (Land Rover series, Hilux, APC VCC1and VCC2, amphibious ArisGator, SIDAM AA) - models builted from another modders, that i say them a big, very big, "Thanks". About the last point: - LINCE armored car, heavy edited by the models of the FFAA mod. - ACTL truck, adapted to the italian version by the models of the FFAA mod. - M548 ammo supply, adapted to the italian version by the original model of the FFAA mod - LEOPARD 1A5 MBT, adapted to the italian version by the original model of VILAS (that have told to me that some pieces of turret are by BWMod). Last but not list These images are edited by the great modder DEDALO, that have maked also the model of air cargo C-27J Spartan, that you could see soon with other images and details of "Air" section of PedagneMOD.
Here are pics featuring : Leopard, Puma 6x6, SIDAM, VCC2, VCC2 repair, Arisgator, Lince Specops, Lince Amb.