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 [IV]M1A2 Abrams

 with and without TUSK
 
SkylineGTRFreak  
Posted: Saturday, Jul 14 2012, 10:00
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So, since I have recently started modding IV, I noticed that there are almost 0 military mods, so I started porting some of my San Andreas mods over to IV.

Now I tried to do the M1A2 Abrams, since it's one of the mods that took me pretty long to make and looks nice. In San Andreas it has working tracks and all wheels working thanks to a script, but I can't do this for IV. At the moment I have 10 wheels/rollers working. If it's possible to epm the rest of them and someone is able to do it, just pm me. About the tracks... I have no clue, at first I thought about something like UV Animation, but I'm not sure how to do this either, so I guess they will remain static confused.gif

3 extras included:
Extra_1: Reactive Body Armor
Extra_2: Extra parts on turret (some bags, wheels and parts of the track)
Extra_3: Protecting Armor for the turret MG and a remote controlled Caliber 50.

And if someone knows a mod which changes the explosion of the APC to a stronger one, let me know, please.

http://www.youtube.com/watch?v=gRt5IWpQ1AI
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Triple Penetration  
Posted: Saturday, Jul 14 2012, 10:11
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Box ♡ Out
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Wow, that interior looks so damn good.

Did you put any normals and speculars on this beau? If you did, then the video convinced me to think that there aren't any.
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SkylineGTRFreak  
Posted: Saturday, Jul 14 2012, 10:17
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no, i didn't, currently for the simple reason that the .wtd file would be too heavy. I did a M1126 Stryker with normal maps and the .wtd file is around 7 mb big. I did add specular, but it's so small you can barely even notice it, did you ever see a shinig tank rolling through the desert? smile.gif
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XTREME0235  
Posted: Saturday, Jul 14 2012, 10:23
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You can generate a bigger explosion by changing what explosion is loaded within the Weapons file.
In the TBoGT WeaponInfo look for the APC cannon and change the explosion type to something like Episodic_6. Episodic_6 is the explosions used for the Yacht in one of the missions when blowing it up.

Or even better you could change it to SHIP_DESTROY which is a much larger one with better smoke effects.
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[Delta ēk5]  
Posted: Saturday, Jul 14 2012, 10:57
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QUOTE (SkylineGTRFreak @ Saturday, Jul 14 2012, 11:00)
And if someone knows a mod which changes the explosion of the APC to a stronger one, let me know, please.

greate one! smile.gif

I know a way...: EFLC/TBoGT/common/data/WeaponInfo.xml

try to change some values, I'll try for you too wink.gif

EDIT: Damn, too slow biggrin.gif
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SkylineGTRFreak  
Posted: Saturday, Jul 14 2012, 11:42
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haha, thanks guys, I just figured it out and then saw you wrote the same thing xD I increased the reload time using weaponinfo.xml and the damage using explosionFX.dat, looks pretty good now smile.gif
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