Yurichenco 107 Posted June 20, 2018 Hello IFA3 community, I am working on trying to "improve" a bit the uniform textures and equipment of IFA3 that does not bring the GEIST addon with my almost non-existent skills in photoshop so I could use the help in a couple of points of someone. For now I show you: Jacket M43: Recolored Added satin fabric texture Recoloured vests and backpacks Place buttons on the uniform Aspirations: Create variant M42 Create variant M41 Add variants of uniforms with different badges of Divisions My knowledge of creation of addon is scarce. Right now I need help to be able to take my textures to an addon dependent on IFA3. What I want is: Take existing uniforms and equipment in IFA3 and add new variants with the new textures and a name that fits the new model If it is possible to change the emblem of the divinity shown in each new uniform version Finally create two new factions called something like "US Army (Post-Normandy)" and "US Airborne" which have the same soldiers of their original IFA3 homologous only with the difference that they use the news models of uniforms ) For those willing to help me convert this into an addon. Spoiler I have the textures, and I know how to create an addons that can be loaded in ArmA 3, but I have no idea how to configure the Config.bin to be able to define all these things. If anyone could create a Config.bin template with a couple of notes so that each area or line works, I could fill in the lines with my own data and addresses, as long as they were as explanatory as possible and left the template as elaborate as possible. If I manage to create this proto addon I will upload it for free use, it will even be without signature because I do not have the tools for it so it is free to be modified at will by whoever wants it, even IFA3 Team can have these configurations and textures if they wish. My only goal is to be able to carry these things in ArmA 3 without having to modify the original IFA3 textures. Example: Textures = "WW2_Characters \ M43 \ M43.paa"; // this is the direction of the uniform pattern texture or */ Textures = "WW2_Characters \ M43 \ M43.paa"; (In this area you configure the direction of the texture of the model) /* 5 2 Share this post Link to post Share on other sites
khaosmatical 237 Posted June 23, 2018 A bit on an odd question I have is for the people building the US webbing sets. Did you find reference images for the BC-611/Handie Talkie being attached to webbing? On my set in real life I've been trying to figure out a way to carry my radio on a webbing set in a similar way to the ones in the mod but cant figure out for the life of me a good method nor any clear reference photos. Share this post Link to post Share on other sites
Jaki 762 Posted June 28, 2018 Another week, another update about Desert Rats & Red Devils Like previous week, this week is also mostly focused around sound improvements. LAxemann has been working restlessly to bring realistic and immersive sounds to WW2 and IFA3 community. Quote DONE Rifles MP44 Kar 98 Springfield MG 42 MG 34 (incl. interior sounds) Sten Garand Nagant M1919 (incl. interior sounds) G43 Lee Enfield PPSH M3 "Grease Gun" Flamethrower SVT40 MP40/38 DP/DT (incl. interior sounds) Cannons KWK 36 - 88mm Flak 36 - 88mm KWK 43 - 88mm KWK 40 - 75mm KWK 42 - 75mm Pak40 - 75mm M3 - 75mm (Sherman) M1A2 - 77mm (Sherman) QF17L55 - 76.2mm (Sherman Firefly) F34 - 76.2mm ZIS S53 - 85mm D5 S - 85mm K51 - 75mm Pistols Colt 1911 Tokarev Luger Walther P38 C 96 Mauser Webley Mk6 Revolver Walther PPK Nagant M1895 Other than weapon sounds, he has also been working on vehicle sounds: Panzer V, aka Panther Sd. Kfz. 251 BM-13 or better known as Katyusha Note: sounds presented are still WIP On the frontline, No.4 Commando unit had an opportunity to test out new terrains as part of their African campaign: Tobruk, 1942 As a conclusion we are happy to announce that one of our main developers, El Tyranos, is once again ready to put hours of work towards IFA3 and its future projects. 32 5 Share this post Link to post Share on other sites
Strike_NOR 898 Posted June 28, 2018 Speechless! Really got some sexy sounds on that Panzer V! Almost bringz out ze german panzerkampfwagen in mich. Sehr Wunderbar! Feels to me like you really nailed the correct volume/sound at distance too. This fits into my idea of realism at least :) Love that acceleration roar coupled with black smoke. Katyusha sounds so good even Putin would give it a 10/10 would fire again rating. Fantastic sounds, even for WiP. Can't wait to try it out for myself in the future! Cheers! 1 3 Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted June 28, 2018 Why remove again the screaming sound of the BM-13 ? 1 Share this post Link to post Share on other sites
.kju 3245 Posted June 29, 2018 @laxemann please comment on this Share this post Link to post Share on other sites
Digger James 133 Posted June 29, 2018 Hopefully, with the British, we'll see the 20mm Polsten & 40mm Bofors Ack-Ack guns. ah~, such famous guns to be added gives me the willies! speaking of mid-range calibres like the 40mm; is it possible for the 3,7cm FLaK 18/36/37/43 bigger punch than the 20mm, obviously, but slower fire rate. I'm not saying "GIMME NOW!!!" Heck, if you guys ever bang out a DLC with Old BIS with extra's like all these artillery pieces, I'd just say, "Devs!!! hold my case of beer and my fat wallet of cash, Imma ride off into the sunset with this beauty you made! no, no, Keep the wallet... you earned it!" 1 Share this post Link to post Share on other sites
laxemann 1673 Posted June 29, 2018 12 hours ago, 1212PDMCDMPPM said: Why remove again the screaming sound of the BM-13 ? *breathes in* Not foremost, but first: We have no clue where the recording you're speaking of came from. Yes, many games used it (e.g. Company of Heroes) most likely without a license as well, but I like to play it safe on the license side. :D Also: I've been searching around for other sources on that specific "screaming sound" and came to the conclusion that it's simply not representative. You know how nowadays you sometimes hear the same out-of-the-box explosion or gun sounds in documentaries and movies? I'm very sure it's the same with this sound. Throughout modern videos and, more important, old news clips etc., that sound was used for pretty much any rocket/missile launcher thinkable. BM-13, Nebelwerfer, you name it. Example: And In both cases you can clearly hear that the audio was embedded afterwards and doesn't even match what's happening on the screen. Based on that and (kinda) knowing how a rocket works/sounds, I decided to do something more "authentic" from my personal perspective, even though people that only know it from YouTube videos and games might be upset :D (I still edited a bit of a "screaming" in though ;) ) Edit: Before someone writes "but LAxe, it's been called "Stalin's Organ" for a reason".... yes, because of the way it looks, not the sound :D 4 4 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted June 29, 2018 Sound is so immensely dynamic and extremely relative to the observer (or listener rather). I've spent my fair time on the firing range with guns and explosives to tell you that even the weather affects the result. Recreating sounds in games that play loops of audio triggered at given points with fadein's/fadeout's and transitions between RMP's, distances etc just "mimics" the real world. Sometime in the future, we may be lucky enough to witness a true sound simulation (that uses calculations and algorithms rather than sound files) and supercomputers to run it, but for now let's just appreciate the work of art the likes of Laxemann and LordJarhead manage to create with the tools that are available to them. To me personally, I can be completely put off by the soundscape of a game. If everything else looks realistic and beautiful, and plays great, a bad soundscape will just wreck the experience completely. From first hand experience I have witnessed the static test fire of an AIM-9 rocket motor, and it is just a deafening "SHHHHHHHHHHHHHHHHHHH" sound. It's like recording the noise of two pieces of paper sliding against eachother, and cranking the volume up x100. There is a little bit of rumble, but not that much, as most of the pressure was released upwards in my case. The most terrifying thing I have heard so far was probably a CV9030 (IFV) firing on the other side of a sand hill next to us (no line of sight), about 150 meters away. It was so dang loud and the shock/soundwaves went through my bone and marrow. I instantly decided I was never going to find myself anywhere near the opposite side of that cannon. Remember guys, sound kills! (Overpressure ;) ) On a completely unrelated note: I have been having a small break from the ArmA community so forgive me if this is "old news", but the Halftracks are behaving super silly (at least the M3). Probably Vehicle PhysX related due to tanks DLC update, but it was doing pirouettes like a ballerina on the battlefield :D It actually took out half an infantry squad while it was being a Half-Tracknado. 2 1 Share this post Link to post Share on other sites
Jaki 762 Posted June 29, 2018 2 hours ago, Strike_NOR said: but the Halftracks are behaving super silly (at least the M3). Probably Vehicle PhysX related due to tanks DLC update, but it was doing pirouettes like a ballerina on the battlefield :D It actually took out half an infantry squad while it was being a Half-Tracknado. Yessir. Not only half-track, but some other vehicles too have to be updated to Tanks DLC physx standards. Will be fixed for the next bigger update or even sooner. 4 1 Share this post Link to post Share on other sites
k4ble 71 Posted June 29, 2018 But but, @laxemann why did they call nebelwerfers ''screaming mimi's'' ? After reading your post is started listening to a lot of videos, and you are completely correct. But after a lot of video's I stumbled unto something els, The IRAM ''Elephant rocket''. its an improvised rocket, that uses a very basic propulsion, A tube, somekind of propulsion fuel, and a hole in the bottom where the presure gets out. Kinda similar to that of the nebelwerfer rocket. Video1 (not youtube) @0:20 video 2 at the beginning obviously it isnt proof for anything, but i thought it was an insteresting observation. Anyways I love your work so ill take anyway it comes. Love the Katyusha sound. 2 2 Share this post Link to post Share on other sites
.kju 3245 Posted June 29, 2018 by laxemann no words 13 1 Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted June 29, 2018 10 hours ago, laxemann said: Based on that and (kinda) knowing how a rocket works/sounds, I decided to do something more "authentic" from my personal perspective, even though people that only know it from YouTube videos and games might be upset :D Your mod, your sound. I still find it weird that despiste not finding a single evidence that it doesn't have a screaming sound, this peculiar sound is removed. 1 Share this post Link to post Share on other sites
laxemann 1673 Posted June 29, 2018 33 minutes ago, 1212PDMCDMPPM said: Your mod, your sound. I still find it weird that despiste not finding a single evidence that it doesn't have a screaming sound, this peculiar sound is removed. I feel you dude, but then there still is the copyright thing and the fact that it was a super low-quality mono sound without any treble and distorted af :D 1 Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted June 29, 2018 1 minute ago, laxemann said: I feel you dude, but then there still is the copyright thing and the fact that it was a super low-quality mono sound without any treble and distorted af :D Yes, the lack of proper material to work with is a real issue. 1 Share this post Link to post Share on other sites
madrussian 347 Posted July 1, 2018 Anyone else having spinning (or otherwise glitching) view on IFA3 assembled weapons? (With machine guns like "LIB_MG42_Lafette_low_Deployed", mortars like "LIB_GrWr34", etc) Fortunately, I have some insight and a temporary workaround. So this problem was happening in my dynamic mission, where these weapons come as the parts (tripod and weapon) in crates, to be assembled by the players. Upon assembling the weapons and mounting them, players would always get spinning view. Disembarking weapon and getting back on unfortunately does NOT clear the problem, resulting in the same issue. After a bunch of testing, I learned the following: The issue seems to only occur with spawned vehicles (created via createVehicle, which is exactly what happens when the player assembles them). When placed in the Editor, the vehicles are fine. The issue occurs with only the first instance of the vehicle. So the workaround is to simply create a dummy instance of the vehicle (out in the middle of nowhere) and then immediately delete it first. Then allow the player to assemble it or spawn it whole (per your particular mission design). When players then mount up, the "spinning view" issue has already been eliminated. It's not quite that simple, as some of these weapons may be raised or lowered, and so you must account for both vehicle types, as the spinning view will occur on the first instance of each type. So for example, to remedy spinning view on Wehrmacht MG42, you must create dummy instances of both "LIB_MG42_Lafette_Deployed" and "LIB_MG42_Lafette_low_Deployed". And then do the same for any other weapon platforms you intend to spawn (or for which you provide the required parts for players to assemble). Hope that helps someone with eliminating this "spinning view" problem, which vexed me for ages. 1 1 Share this post Link to post Share on other sites
.kju 3245 Posted July 2, 2018 @madrussian as always much thanks for your detailed report! we can confirm the issue and are looking into solving it 1 Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted July 2, 2018 I dont understand why you guys are making tank sounds for the mod when you have RPAlan's Realpanzer https://steamcommunity.com/sharedfiles/filedetails/?id=839956406 You could just ask him for permissions to add what he built and put into the mod. Share this post Link to post Share on other sites
.kju 3245 Posted July 2, 2018 @Gunter Severloh 1. copyright/license situation - we can't just take sounds from other games/movies/sources 2. quality - of the sources, sound design and processing 1 1 Share this post Link to post Share on other sites
jeza 5416 Posted July 2, 2018 Urgh your guys stuff is so awesome over the years I've been viewing, after today I'm just going to buy myself a gameserver and just play ifa3 over the summer with a few budds constantly, you've driven me to it! 2 2 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted July 2, 2018 The urge to play more IFA is increasing with these updates :D Amazing audio for the Panther. It's truly beautiful! Not only the engine, but tracks and all. Sounds very authentic! Regarding the rocket sounds. Well, of course the rocket nozzle, and combustion chamber pressure both play a vital role here. Some rockets may indeed produce something closer to the "elephant" version, "nebelwerfer" or "katyusha". Then again, how on earth are we ever going to prove what the Katyusha sounds like, without firing a 40's Katyusha with modern recording equipment nearby? And how many % of the playerbase are going to be hanging around an artillery camp next to the Katyushas while they fire, so they can hit their audio satisfaction climax? :) Forgive me, but rocket fire, while very awesome, does not produce music :P It only creates tinnitus! We all have our most precious parts of the game that we love and want accurately represented, I can relate to that. But the Katyusha replacement sound (WIP) sounds very good to me as it is, and is a worthy compromise of "what it may actually have sounded like" :) This also seems to produce a "SHWOOOO" sound more than a simple "SHHHHHH", but then again, it could be the microphone picking it up weird, or the rockets being home made, dunno. I assume a lower-pressure rocket motor (poorly manufactured) will have a lower frequency sound (leading to more of a "SHWOO" sound). 2 1 Share this post Link to post Share on other sites
El Tyranos 1264 Posted July 5, 2018 Don't forget you can now follow the development in real time since most of our discord dev. channels are now read only to everyone. 1 Share this post Link to post Share on other sites
General Yudenich 114 Posted July 5, 2018 4 hours ago, El Tyranos said: Don't forget you can now follow the development in real time since most of our discord dev. channels are now read only to everyone. Link to your discord pls? Share this post Link to post Share on other sites
General Yudenich 114 Posted July 5, 2018 So, guys, regarding the new Desert Rat update, I saw a Crusader AA MK 2 tank in it? As far as I know he's armed with a 40mm anti-aircraft gun Bofors, does that mean we're going to see this gun as a static weapon for Britain? 2 Share this post Link to post Share on other sites