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Dingmatt

DSF's Advanced Cloaking Field Completed

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We at DSF have finally completed our advanced cloaking field, were currently using it in our Unofficial StarGate Simulator as the puddle jumper cloak and Gate Effect.

With this cloak you can turn anything inside the field invisible, even partial parts of models, for example, half a tank.

Were currently asking anyone in the community if they might have some use for this addon?

Its a shame to waste it on one addon, cloaking troops and vehicles are now possible without all the texture changes...

Anyway if anyone wishes for more info then leave a message here.

Heres a few screenys of what happens when you combine the DSF cloak and gate tech?

You all might like this new effect.

one.jpg

two.jpg

three.jpg

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I reckon this could be of good use for the ArmA C&C Tiberian Sun mod...if there were Shadow Generators included.

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damn thats cool! thumbs-up.gif yeah c&c mod could probably need that thingy for the Nod stealth tanks i recon. biggrin_o.gif

really pwnage if you can simulate that effect from the game really smile_o.gif but then you would have to make something for At soldiers to be able to detect the stealthed vehicles and for fixed turrets and stuff biggrin_o.gif that stuff will probably be really sweet for arma inlove.gif

just i wonder if the stealthed units are detected by enemy units still? Cause i remember when i tested the predator addon and went into stealth mode with it and the enemy soldiers looked at me but they couldn't fire their weapons a funny feeling somehow biggrin_o.gif

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I'd love to get my hands on an addon like this...so in answer to your question, "yes" the community would like this addon. notworthy.gif

Abs

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Wooaahoowww wtf! crazy_o.gif

This is very cool! Haha awesome for some missions about future events. yay.gif

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Were currently asking anyone in the community if they might have some use for this addon?

Yea, quite a lot of people come to mind (if not everyone)...

Could you explain (if only briefly) the method you used, as I'm sure we're all dying to know how it works, and why we haven't been able to do it before. It could very well be put to good (and extensive) use.

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Idea1: Anyone remembers the jump gates from Spaceshooter FREESPACE ??

If this addon could be made up as some satellites in space they could be used as a jump portal for all kinds of future spacecraft. Planet bombardments initiated by the player would be awesome to watch. smile_o.gif

Idea2: Orbital Barrier Minefield

(see ALIENS/Colonial Marines Technical Manual Page 132)

Original text:

Quote[/b] ]An Orbital Minefield is dispensed out the rear and can be released in any number. When deployed, the organize themselves in a lattice fashion and actually construct their own defense network by connecting themselves with the other units. These lightweight nets, which can stretch tens of kilometers across, are held rigid by alloy framed and stabilized by tiny thrusters. If the mine is struck on its own, the damage is dealt normally. If the ship strikes the net, the front mines explode, but the outer ones can bend themselves in and strike the rear or midsection of the ship.

... if you would spawn multiple debris models when a ship hits this portal i'd look like the ship is breaking up slowly. smile_o.gif

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Dingmatt when are you guys gonna finish the DSF scud vehicles with variable payloads ?

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Were currently asking anyone in the community if they might have some use for this addon?

Yea, quite a lot of people come to mind (if not everyone)...

Could you explain (if only briefly) the method you used, as I'm sure we're all dying to know how it works, and why we haven't been able to do it before. It could very well be put to good (and extensive) use.

It uses 4 layers of a specialized texture and model geometry to create a localised graphic glitch within the game engine, this glitch stops the game from rendering any object held within the 4 layers, scripting commands and object properties stop the AI from seeing any objects in the field.

We don't know if it will work in ArmA but i'm willing to bet it will cos its still the same basic engine.

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Dingmatt when are you guys gonna finish the DSF scud vehicles with variable payloads ?

lol, we have just haven't had time to release it.... i'll make sure its working and release soon.

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Were currently asking anyone in the community if they might have some use for this addon?

Yea, quite a lot of people come to mind (if not everyone)...

Could you explain (if only briefly) the method you used, as I'm sure we're all dying to know how it works, and why we haven't been able to do it before. It could very well be put to good (and extensive) use.

It uses 4 layers of a specialized texture and model geometry to create a localised graphic glitch within the game engine, this glitch stops the game from rendering any object held within the 4 layers, scripting commands and object properties stop the AI from seeing any objects in the field.

We don't know if it will work in ArmA but i'm willing to bet it will cos its still the same basic engine.

Does it work for all models (including objects on the island)? Also, the model you used, is it just a big box or spherical shape or will it work with any shape (the screenshots appear to show a good deal of control over what is and what isn't hidden)?

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Were currently asking anyone in the community if they might have some use for this addon?

Yea, quite a lot of people come to mind (if not everyone)...

Could you explain (if only briefly) the method you used, as I'm sure we're all dying to know how it works, and why we haven't been able to do it before. It could very well be put to good (and extensive) use.

It uses 4 layers of a specialized texture and model geometry to create a localised graphic glitch within the game engine, this glitch stops the game from rendering any object held within the 4 layers, scripting commands and object properties stop the AI from seeing any objects in the field.

We don't know if it will work in ArmA but i'm willing to bet it will cos its still the same basic engine.

Does it work for all models (including objects on the island)? Also, the model you used, is it just a big box or spherical shape or will it work with any shape (the screenshots appear to show a good deal of control over what is and what isn't hidden)?

This version only works on placed models though we've been also developing one that works on the landscape.

We have complete control over what cloaks.

Its easiest to describe the model as a double multi faced sphere.

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utterly astonishing, even if the method appears to be extremely, and very cleverly simple... im very very impressed smile_o.gif

thumbs-up.gif

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I might sound stupid here, but what about moving objects? Can the "cloaking box" be atached to a moving unit so that the unit in question stays cloaked wherever it goes?

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I might sound stupid here, but what about moving objects? Can the "cloaking box" be atached to a moving unit so that the unit in question stays cloaked wherever it goes?

yes, we've attached it to a few units and even incoperated it into a few models to get the same effect.

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Great biggrin_o.gif

I'm interested! (I could use it for some scifi recon troops)

Maybe D@nte could use em too for some of his sci-fi units??

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Cool bananas! Could this be used to mutilate bodies welcome.gif ? Arms and legs disappear when hit by grenades and other explosive ordanance?

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Does it just make stuff disappear or can you vary the intensity to maybe have translucent/transparent objects?

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Does it just make stuff disappear or can you vary the intensity to maybe have translucent/transparent objects?

no, its disappear or not at the moment but i am looking into making ojects translucent.

Don't threat, DSF Productions have never had a challenge we can' beat.

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Perhaps this could be of use to the destructable buildings folks?

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can amyone tell me if this cloaking feild was released? if it was can someone post a link to download,

Thanks STEELE

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