tourist 617 Posted April 19, 2018 Ooh, the beauty of this meadow makes me dream of being a post-apoc sheperd/goat herder! This can be a great gaming experience for persistent gamemodes, e.g. build corral, build stables, guard against predators & AI opponents... And all this combined with the other systems you plan to implement ofc - keep going, man! This will be sooo Share this post Link to post Share on other sites
DL++ 397 Posted April 20, 2018 16 hours ago, tourist said: Ooh, the beauty of this meadow makes me dream of being a post-apoc sheperd/goat herder! Well !! this wont be a game feature how ever you will be able to somehow somewhere at some stage construct your own settlement and expand it as you go which will feature live stock housing that obvs will need protecting along with the rest of your camp.settlement. So yes it will feature to some extent but that's not really been designed yet. and thankssssssssss your support is always appreciated and important :) Share this post Link to post Share on other sites
DL++ 397 Posted May 24, 2018 Inventory Build 3, changed the layout somewhat. Still need to smooth the unit rotation out and re apply item description text since I managed to loose it. 6 1 Share this post Link to post Share on other sites
DL++ 397 Posted June 23, 2018 Inventory build 4. This build shows basic actions like eating integrated into the system. Along with some cleaning of the UI. 8 Share this post Link to post Share on other sites
thebuckfastwine 1230 Posted June 24, 2018 Good stuff @DL++ been watching for a while now. 1 Share this post Link to post Share on other sites
CrazyCorky 463 Posted August 23, 2018 A bit of an update on some things in the works. Apartment buildings that are WIP Spoiler Farm House Spoiler Fence Spoiler Ferns Spoiler Oak Tree Spoiler All of these done by @DL++ 9 3 Share this post Link to post Share on other sites
DL++ 397 Posted August 25, 2018 New trees completes with LODS 9 3 Share this post Link to post Share on other sites
DL++ 397 Posted September 13, 2018 Hi all, Some more work on trees. 2 different models here. Had some issue with the lods and texture but thats fixed now. Still need to re make the bark texture currrently their using A3 pine trees bark as a placeholder. Testing with different terrain lighting Altis Lighting And Ulak my own terrains lighting 7 1 Share this post Link to post Share on other sites
EO 11277 Posted September 13, 2018 Looking real good, I can imagine those trees will look epic amongst some mountain valley fog. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted September 13, 2018 It should be really great wandering and fighting , inside this forest ! This looks great DL++ ! 1 Share this post Link to post Share on other sites
DL++ 397 Posted September 14, 2018 Melee sword. Standard issue secondary melee weapon for the H.E.L (human extinction league ) Fighter units. Materials still to be tweaked. Animations still to be made for it. This will be built into my melee systrem seen here. 2 2 Share this post Link to post Share on other sites
jandrews 116 Posted October 30, 2018 such a tease. 1 Share this post Link to post Share on other sites
CrazyCorky 463 Posted November 23, 2018 A few small updates from @DL++! Little scene using my river water planes and my custom lighting, and @Arma3CUP trees. Trees are place holders until I have finished my own autumn trees.... one day Lillypads for my ponds. Few veriants to cover the different weather regions on the terrain. Sculpting River banks to test and use in game to break up the river edges a but and give some immersion. Leaf Clutter Patches 7 4 Share this post Link to post Share on other sites
tourist 617 Posted November 23, 2018 THX 4 sharing - a truly stunning level of detail you put in this map - and a truly titanic amount of work, too!!! 1 Share this post Link to post Share on other sites
thebuckfastwine 1230 Posted November 24, 2018 Excellent work, dropped a thread follow too. 1 Share this post Link to post Share on other sites
DL++ 397 Posted November 30, 2018 Testing improvments with rain particles. 4 1 Share this post Link to post Share on other sites
lv1234 75 Posted December 3, 2018 Is there some death penalty implemented into this sp scenario? I want something to motivate me from dying less and so that it won't be a simple save reload when i die...If its too complicated, then that is fine. Share this post Link to post Share on other sites
DL++ 397 Posted December 4, 2018 8 hours ago, lv1234 said: Is there some death penalty implemented into this sp scenario? I want something to motivate me from dying less and so that it won't be a simple save reload when i die...If its too complicated, then that is fine. Yes there it designed/planned Im building it in to difficulty settings so at the hardest difficulty you will loose everything on your charecter But it will also auto save at that moment to so you cannot go back again (subject to testing ). Lower difficulty levels will not auto save so youll be able to go back and re load the save file. Might also add a number of death counts wich might effect things in game such as the speed you heal and or something like that but I havent planned much beyond the difficutly area yet. If you have some ideas please hit me jup on discord all ideas are welcome. No Cure Discord in my signature below 1 Share this post Link to post Share on other sites
DL++ 397 Posted January 8, 2019 Some more test with rain this time on refraction. Still WIP 4 1 Share this post Link to post Share on other sites
DL++ 397 Posted October 6, 2019 small update on the interaction system. Adapted it to now handle ammo crates and vehicles, vehicles still needs work to allow for options. 2 Share this post Link to post Share on other sites
DL++ 397 Posted October 6, 2019 Character creation ui first build. Hopefully aiming to apply age variation with new faces. 2 Share this post Link to post Share on other sites
DL++ 397 Posted October 6, 2019 Latest shots from the terrain including new sat map and river tech. Sat map and clutter color blending Overcast lighting tweaks and custom rain 6 2 Share this post Link to post Share on other sites
.kju 3244 Posted October 6, 2019 The custom interaction seems promising and nicely done 👍 If you dont mind a few questions: Did you hardcode the memory positions or how do you handle the display and interaction with objects? Is the inventory mainly an interface adjustment or did you also script the container handling (object<->player) to some extent? Share this post Link to post Share on other sites