Neverending development diary

VTE - The most detailed and comprehensive Vietnam modification for ArmA

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NeF
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Post by NeF » 2008-06-06 10:54:18

yeah!
They train young men to drop fire on people. But their commanders won't allow them to write "Fuck" on their airplanes because it's obscene!

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Post by Snake Man » 2008-06-06 11:14:38

Yeah this is the original source what I tried to mimic with the new unit.

OFP SEAL
Image

ArmA SEAL
Image

You know, I still get awed by the work Ebud did for the OFP VTE units, I mean I'm just speechless they are so awesome.

Reference: OFP avatars
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Post by NeF » 2008-06-06 11:45:29

is the xm177 the one from DG (dont remember his new nickname) ?
It's good looking
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Post by Snake Man » 2008-06-06 14:40:51

No thats the Skaven's XM177E1. Now that I'm looking at it I realize its with the 30 round magazine, wonder if I could model a 20round one for it to bring it bit more realistic (I believe they just used 20rnd mags in NAM?).
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Post by Frantz » 2008-06-06 20:39:39

They look great already ! :) Can't wait to test them all !!

20rnds mag only yes I think.

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Post by The-Architect » 2008-06-06 22:50:19

Looking good.

A few of things.
Could you spruce up the resolution on the UDT camo? Looks a bit blurred.

SF guys didn't really wear their body armour or chicken plate. It was extremely bulky and most guys left them behind if they had them at all.

The knife scabbard seems to be sunk into the guy's body armour on one pic.

Any chance of seeing varying headgear or different shirt/pants combinations?

Also, not really about your model, more the head. Could someone with the ability to edit such a texture, fix the merc_g_as file to remove the chin strap shadow effect from the face.

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Post by Snake Man » 2008-06-07 12:32:51

We desperately need a texturer. Let me rephrase that; we fucking desperately need a texturer. Ok?

I mean I'm not kidding, all the textures you see here are clone brushed by me, they are aligned way off, they are without normal/specular maps at the moment etc.

We really need a texture artist to help us fix our stuff.

Different headgear and shirts come later, right now I just added SEAL, SOG and LRRP ERDL unit, meaning whole group is using one model. Its better than to have SOG team made from the BIS retexture Army soldier.

And yeah I'll try to add the civilian head _as texture for the units so the chin strap shadow will disappear.
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Post by Snake Man » 2008-06-07 13:13:28

Here is LRRP ERDL soldier.

Image

Image

Image

And some stresstesting for LODs as usual...

Image
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Post by NeF » 2008-06-07 13:46:59

please snake, release those beauties cant wait longer :D
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Post by The-Architect » 2008-06-09 00:39:01

Just as a matter of interest, which news sites have you asked to post an ad for a texture artist?

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Post by Snake Man » 2008-06-09 13:49:21

I believe it was armedassault.info at least that posted the news. Dunno about anyone else (I cant recall being in contact with them).
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Post by NeF » 2008-06-09 18:22:50

we must provoke contact, dont be afraid to ask ppl to work with you
They train young men to drop fire on people. But their commanders won't allow them to write "Fuck" on their airplanes because it's obscene!

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Post by Snake Man » 2008-06-10 15:06:52

When I moved the vte_config models.hpp content into the proper model.cfg files for each addon, now the animations are mostly not working. Its really strange as some planes do have working animations while some dont.

Yeah of course it can be million things broken in the model.cfg but so far binarize wont give any errors, I have copy pasted the model names and still there are muzzle flashes on constantly for example.

I must go grass root level to debug the problem, as that is right now the only big thing left before new release. If everything fails tonight, I'll bring the example model.cfg files with me tomorrow so I can post them here, maybe someone can point out the problem(s) then. We'll see.
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Post by Snake Man » 2008-06-11 02:14:23

Found out that there was some duplicate classes in the model.cfg, now its fixed and vehicle animations work ok. The aircrafts were bit different situation, only the huey was broken, so now all aircrafts are ok too regarding model.cfg configuration.

Did some good progress last night again, things are starting to look really good for the next release. I'm still hoping to get in one bad ass new unit as I have some new resources now.
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Post by Macross580 » 2008-07-21 19:54:35

Snake, where do I put the cfg. replacement file of the Atari folder?

Thanks!

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whats going on?

Post by Pedersen » 2008-07-24 01:48:52

when we gonna se VTE servers up with the new ARMA Patch 1.14?

I never see any one play this mod any more?
You guys need to release a new version for Arma 1.14 for public?

A Public Beta version for 1.14?
Im sick and tired of all vanlia Arma.

Ive been looking for Iraq/Insurgent mods for Arma, but never find any servers. And now ther is no vietnam servers any more.

Whats going on? Or are you working together with the Unsung vietnam mod?
Do you need a mature tester plz tell, I can help.

/Pedersen

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Post by Snake Man » 2008-07-24 07:10:36

Read this.
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Post by Pedersen » 2008-07-24 12:27:39

aah..did not see that one first.
Thx.

:)

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Post by anzacsas » 2008-08-05 17:07:43

Heya 's all,

I downloaded the newest version last night,read the changelog,read the cfg and have to say that the latest vte patch is prolly the healthiest i've ever seen it config wise including from the OFP days.

Well done to everyone and i'll see ya's on the server's soon. :D

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Post by anzacsas » 2008-08-08 13:25:53

Hi ya's,

I was inspired to do some more work on the clutter grass for vte after realising the full potential of the new 1.14 grass and see the extra tree's etc in some of the new islands.
The grass i have configured is supposed to be a replacement for the long and short grass that has the ai transparency problems and fit to ground problems.

Here's a link to the cfg-
http://www.mediafire.com/?wyoziyb4tm4

here is a list of the more tweaks i would like some feed back about-

-class VTE_BaseLaserBombCore : MissileCore
sideairFriction = 0.5;


-class VTE_Helicopters : Plane {
insideSoundCoef = 0.05;


- grassclutter's reworked on all onislands.
- environment sounds tweaked.
- uh1 slick and medivac pilot fov tweaked.

If anyone other than snakeman is keen to try/test this make sure you back up a copy your vte_config.pbo


Please let me know how your pc performs on higher Terrain settings.
The grass will go out to 500m when full terrain detail is selected. :)
Much work has been done to acheive good fps whilst still having maximum grass coverage on the ground .

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Post by NeF » 2008-08-08 14:39:22

Nice job steve :D But link seems not to work here :?:
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Post by Frantz » 2008-08-08 14:39:23

Argh the link seems to be broken, I'd really enjoy testing your new config dudes !

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Post by Snake Man » 2008-08-08 14:54:10

anzacsas wrote:realising the full potential of the new 1.14 grass and see the extra tree's etc in some of the new islands.
You mean really the new terrains or that I added the low canopy to Ia Drang?
-class VTE_BaseLaserBombCore : MissileCore
sideairFriction = 0.5;
Okay I have no idea about the values, but if you think its good, I'll trust your judgement :)
-class VTE_Helicopters : Plane {
insideSoundCoef = 0.05;
Is this one of those v1.14 tweaks we must do, are the VTE helos cockpits now too low in volume?

Anyways these two changes have been now committed to the VTE SVN. Thanks.
- environment sounds tweaked.
Can you be more specific?

I'm having difficulties downloading that config, can you please email it to me as its small file. Thanks.
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Post by anzacsas » 2008-08-08 16:50:15

Unable to send you the file due to an error,

"mail client not installed properly"- the machine i use for net is a sorry ass peice-o-shit.

I try to look into it but as i said this pc is pretty fucked up.2 admins and neither of them are'nt any bloody good....

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Post by anzacsas » 2008-08-08 17:04:40

Ok, i couldnt dl that file either.corrupt shit or something.

I redid the upload and now i am able to dl ,so hopefully this will work.

the link-
http://www.mediafire.com/?sharekey=a234 ... c982196783

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Post by NeF » 2008-08-08 17:06:27

It works, thanks 8-)
But hey, where is the .pbo :lol: Sorry I'm lost
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Post by NeF » 2008-08-08 17:59:56

ok frantz pbo'd it for me, and I trully love what I'm seeing :D Also that low canopy on Ia drang is LOVELY
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Post by anzacsas » 2008-08-08 18:02:55

Sorry guys ,it hasnt been Pbo'ed. :shock:

Grab a copy of cpbo, pbo it and put it into your addons inside vte mod folder.

Every arma fan should have cpbo and/or pboveiw .does the same thing.

cpbo is the easiest to use.

Anyhow, here is a link to a pbo'ed version for everyone to try. :D

http://www.mediafire.com/?sharekey=a234 ... 8bfd1e8ce3

Thanx in advance for testing this guys,there's no point setting this up with just my own and my brother's pc in mind.

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Post by NeF » 2008-08-08 18:16:17

Looks incredible! many many thanks
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Post by The-Architect » 2008-08-08 21:09:24

Regarding helo sound.

There are a few problems with helos and aircraft. Only one is a killer bug.

Sound is too low inside many aircraft. Obviously we don't want it too high in certain types but in something like the Huey, it should be much higher.

Sound outside the aircraft is too low. Right now I don't know an jet is around until it is almost on top of my position. It would be a whole lot better if I could hear it from at least 1 to 2 km away. Although I don't know how feasible that is.

Finally, the killer. Right now, if I set a Cobra to fly support on the 12km island or the bigger one, it almost always managed to snag a tree and crash in flames. It's natural flyinheight or the tree's height is causing problems. I would very much like to see all aircraft fly higher than they currently do but again I don't know how feasible it is.
I have not tested to see if the crash bug is present with any other types.

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Post by Daytripper » 2008-08-09 07:31:48

thanks incredible grass :D


Image

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Post by anzacsas » 2008-08-10 17:34:28

Thanx dudes for trying the grass edits.Glad ya's like it.

Would like to know what snake thinks of it and his thoughts about it being a replacement for the block grass peices,low and high.

Also i spoke to nef last night regarding recoils and it seems we were all thinking the same thing.I did a quik swap to "assaultriflebase" (default-post1.14) on the m16,xm,ar15 and it works good.These come from the bism16a2 cfg.I see no need for any tweaks.
I think we could prolly use default recoils on alot of the weapons as there based on alot of the same weapons anyway.

The recoils being right makes playing a hell of alot nicer.

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Post by Snake Man » 2008-08-11 06:48:50

I now took a look at the grass, pretty nice grass object, quite high too. Regarding it to be default grass in VTE, I'm still seddling my mood for it as at one glance it feels bit overwhelming as its so high, you get claustrophobic on the terrains as the grass is EVERYWHERE and its so high. Another thing is the CPU slowdown, I felt (and I emphasize; felt) that it was more CPU heavy than the previous one, but I need to get more experience with missions using this grass.

Also you need to send me the edited values/lines only if you want them to become part of VTE.
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Post by anzacsas » 2008-08-11 10:59:04

the grass is setup slightly differently on most islands.


You sure you want me to post virtually the wholw of the cfg worlds section??

It'd be hundreds of lines long.

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Post by Frantz » 2008-08-11 11:00:38

Snake Man wrote:I now took a look at the grass, pretty nice grass object, quite high too. Regarding it to be default grass in VTE, I'm still seddling my mood for it as at one glance it feels bit overwhelming as its so high, you get claustrophobic on the terrains as the grass is EVERYWHERE and its so high. Another thing is the CPU slowdown, I felt (and I emphasize; felt) that it was more CPU heavy than the previous one, but I need to get more experience with missions using this grass.

Also you need to send me the edited values/lines only if you want them to become part of VTE.
I have given it a try too. I like it, it's nice smooth, quite high and varied but my problem is that it's everywhere, even inside the bases which is not good since humans would have cut it around their camps.

The other thing is that I really don't like the very high elephant grasses on the maps, it's ugly and IA can't see through. If the new one could replace the older I would be happier ! :D

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Post by Snake Man » 2008-08-11 11:04:57

anzacsas wrote:You sure you want me to post virtually the wholw of the cfg worlds section??
No I dont want you to post the whole class CfgWorlds, I want you to post only the edited values, ie what makes the new effect "tick".
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Post by anzacsas » 2008-08-11 11:14:39

ambient insect tweaks.-
class NightInsects {
radius = 1;
class SmallInsects {
radius = 1;
class BigInsectsAquatic {
radius = 5;
class BigInsects {
radius = 5;
class Birds {
radius = 70;
class Ambient {
class BigBirds {
radius = 90;



P.S I have reduced the size of the grass a little.

iadrang clutter
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.1;
swLighting = 1;
scaleMin = 2;
scaleMax = 3.3;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 2;
scaleMax = 3.2;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 3;
scaleMax = 5;
};
Australian ao-
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.1;
swLighting = 1;
scaleMin = 1.7;
scaleMax = 2.7;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 2;
scaleMax = 3;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 3;
scaleMax = 4;
};
dakseang-
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\plants\clutter_forest_fern.p3d";
affectedByWind = 0.2;
scaleMin = 2;
scaleMax = 3;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 2;
scaleMax = 3;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 3;
scaleMax = 4;
};

Bra-

class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 2.5;
scaleMax = 3;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\plants\clutter_forest_fern.p3d";
affectedByWind = 0.2;
scaleMin = 3;
scaleMax = 4;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 3;
scaleMax = 4;
};

7m-
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.1;
swLighting = 1;
scaleMin = 2;
scaleMax = 3;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 2;
scaleMax = 3;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.1;
scaleMin = 3;
scaleMax = 4;
};

Khe sahn -

class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.1;
swLighting = 1;
scaleMin = 2;
scaleMax = 3;
};

class GrassLongFix : GrassGeneralFix
{

model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.1;
scaleMin = 2.5;
scaleMax = 3.5;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.1;
scaleMin = 4;
scaleMax = 5;
};


IIICTZA-
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.15;
swLighting = 1;
scaleMin = 2;
scaleMax = 3;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.15;
scaleMin = 2;
scaleMax = 3;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.15;
scaleMin = 3;
scaleMax = 4;
};


mekong-
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.15;
swLighting = 1;
scaleMin = 2;
scaleMax = 3;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.15;
scaleMin = 2;
scaleMax = 2.8;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.15;
scaleMin = 2.5;
scaleMax = 3;
};



poleikleng-
class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.15;
swLighting = 1;
scaleMin = 3;
scaleMax = 4;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.15;
scaleMin = 2;
scaleMax = 3;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_Long.p3d";
affectedByWind = 0.15;
scaleMin = 3;
scaleMax = 4;
};
};


VinhThanh-

class clutter
{
class GrassGeneralFix : DefaultClutter
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.15;
swLighting = 1;
scaleMin = 1.5;
scaleMax = 3.5;
};

class GrassLongFix : GrassGeneralFix
{
model = "ca\plants\clutter_forest_fern.p3d";
affectedByWind = 0.17;
scaleMin = 1.7;
scaleMax = 3;
};

class GrassveryLong : GrassGeneralFix
{
model = "ca\hotfix\ClutterFix_Grass_General.p3d";
affectedByWind = 0.15;
swLighting = 1;
scaleMin = 2;
scaleMax = 4;
};




environment sounds-
class CfgEnvSounds {
class Default {
name = $STR_CFG_ENVSOUNDS_DEFAULT;
sound[] = {$DEFAULT$, 0, 1};
soundNight[] = {$DEFAULT$, 0, 1};
};

class Rain {
name = "NAM rain";
sound[] = {"\VTE_sounds\Environment\JungleRain2.wss", 0.0006, 1};
volume = "rain";
};

class Sea {
name = "NAM sea";
sound[] = {"\VTE_sounds\Environment\JungleOcean3.wss", 0.0006, 1};
volume = "sea";
};

class Meadows {
name = "NAM meadows";
sound[] = {"\VTE_sounds\Environment\JungleAmbience2.wss", 0.0006, 1};
volume = "meadow*(1-rain)*(1-night)";
};

class Trees {
name = "NAM trees";
sound[] = {"\VTE_sounds\Environment\JungleHill2.wss", 0.0006, 1};
volume = "trees*(1-rain)*(1-night)";
};

class MeadowsNight {
name = "NAM meadows night";
sound[] = {"\VTE_sounds\Environment\JungleNight3.wss", 0.0006, 1};
volume = "meadow*(1-rain)*night";
};

class TreesNight {
name = "NAM trees night";
sound[] = {"\VTE_sounds\Environment\JungleNight2.wss", 0.0006, 1};
volume = "trees*(1-rain)*night";
};

class Hills {
name = "NAM hills";
sound[] = {"\VTE_sounds\Environment\JungleHill3.wss", 0.0006, 1};
volume = "hills";
};

Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

Post by Snake Man » 2008-08-11 13:02:11

Thanks for the values. I'll open new topic for the recoils right now so you can post there if you had some ideas for new tweaks.
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anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2008-08-11 13:13:47

Here is a link to some new quality sounds correctly made from the start to finish.

http://www.mediafire.com/?tu4s1xmr5et


- Note everyone these sounds are for personal use only .Do not redistribute them without my permission.

here's the new cfg values-
P.S. These use default audible values

ah1-
soundengine[]={"\VTE_sounds\ah1",29,1};

uh1-
soundengine[]={"\VTE_sounds\uh1",29,1};

ch34-
soundengine[]={"\VTE_sounds\ch34",29,1};

ch47-
soundengine[]={"\VTE_sounds\ch47",29,1.1};

birdog-
soundengine[]={"\VTE_sounds\cessna",15,1};

P.S

If you intend on using these sounds they are to have these values only.
Do not edit values or samples.

Also the ch-34 sound is from the movie Full metal Jacket,I extracted it myself.

anzacsas
Major
Posts: 241
Joined: 2007-09-28 11:38:55
Location: Down Under

Post by anzacsas » 2008-08-11 13:47:23

Asection for the clutter i forgot to add in-

class VTE_IaDrang : CAWorld {

class Lighting : DefaultLighting {};
clutterGrid = 3;
clutterDist = 500;
noDetailDist = 0;
fullDetailDist = 0;
clutterRadius = 0.5;

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