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Benno101

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Posts posted by Benno101


  1. Hey @Vandeanson

     

    Im happy to hear someone is putting effort into a base building mod which

    was a long time goal for myself I had never achieved.

    Feel free to use my shared content as stated in the license above,

    I can give you access to the GitLab project for the published content if you send me your

    Account Name via PM.

     

    Benno

    • Like 1

  2. Just a small info update, I´m alive, the mod...well not very much.

     

    I have simply lost any motivation and time for investing hundreds of hours

    into Gimp and Blender for ArmA, a game I haven´t touched in a year or so.

     

    As there´s some unfinished projects left on my computer, too much for leaving

    it in the dust, i have decided to publish all of my un-binarized content for others to

    learn or to finish up some of the models. Except for the license restrictions listed,

    publish finished models and don´t keep it for yourself / your clan.

     

    With best regards,

    Benno

     

    Some pictures of the unreleased / unfinished models...

     

    oryqfpeg.png4ipmmzuh.pnghv2q9k8v.pngc9ygd9h3.pngnpru5tlw.png

     

    ____________________________________________________________

     

    By downloading and using my work,

    you hereby agree to the following license agreement.

     

    Creative Commons Attribution by nc-nd-4.0 International Public License
    -Attribution-NonCommercial-NoDerivatives

    For more info, see
    https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode

    Additionally to this license, I prohibit the use of this software or parts
    of it in any "pay-to-play" monetization scheme and / or server.

    This addon is provided for Bohemia Interactives Arma 3 series only.

    Please report any infringement of the license above directly.

     

    Download: https://www.dropbox.com/s/r1v63v38o1his0v/Modelle.rar?dl=0

     

     

    • Like 2
    • Thanks 3
    • Sad 4

  3. /Hotfix 0.7.1

     

    - removed open_door action (wood_wall types)

     

    I would have really loved to add some new assets, poorly simply didn´t have the time to do so.

     

    Info: No more mod support / updates until about April 2018, as im going to be absent from tomorrow on.

    I´ll try to answer questions as soon as possible or as soon as I get my hand on a functioning internet connection. ;)

     

    Well see when the ACE support is added, probably with outsourced files, not from me.

    • Like 1

  4. Would it be possible to create  "modular" pathway LODs (only), as example a straight line, a posXX and inXX as single objects?

    Thinking about it I guess the AI will be having issues with finding from one to another...

    Also, if the first one would be working, is there any way of adding a visual LOD which is only visible in 3D Editor, maybe even Zeus?


  5. Please note:

    Updated legal license above!

     

    Quote

    LICENSE

    By downloading and using my work, you hereby agree to the following license agreement.

    Creative Commons Attribution by nc-nd-4.0 International Public License
    -Attribution-NonCommercial-NoDerivatives

    For more info, see

    https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode

    Additionally to this license, I prohibit the use of this software or parts
    of it in any "pay-to-play" monetization scheme and / or server.

    This addon is provided for Bohemia Interactives Arma 3 series only.

    Please report any infringement of the license above directly.

     

    xy383qed.jpg


  6. Summing up the feedback ill be working on the following items

    for the next update. Feel free to add suggestions for more objects.

     

    - Stair (Height variants)

    - Rev. Wall (Geometry LOD fix)

    - Rev. Wall (Camo variants)

    - Ladder

    - Wall Panel

    - Wood Coverage (Footprint variants)

    - Concrete Wall (Top segment)

    - Concrete Wall (Doorway)

    - Camo Coverage (Size variants)

     

    Unknown release, hopefully the next one...

    - Ace Integration

    - Sliding Gate

    - Metal Gate

    - Bar Gate

     

    Also feel free to post pictures of your custom bases. :)

     

    2808-c1-jpg2809-c2-jpg

    2810-c3-jpg2811-c4-jpg

    • Like 10

  7. @Rich_R Thanks for the feedback, ill try to fix / add the most during the next 2 weeks, will be off next week though...

     

    @mondkalb Well id really like to add ACE support for allowing some Squad like real time building mechanics. Also having loads of more ideas for other useful objects aswell as unfinished models. Poorly currently aint got the time to do so...Will still try to kick through a lot before September. :)

    • Like 2

  8. 2938

    Extended Fortifications Mod

    Sustainable security solutions for your safety.

     

    More than 1 year after announcing and hundreds of working hours, im happy to release the third public version 0.7 of the Extended Fortifications Mod.

    It contains a variety of 94 modular base elements aiming at the extension of vanilla fortifications by adding the possibility of creating contorted military

    outposts on small areas, mountain bases, checkpoints aswell as the refining of big sized, military bases.

     

    As Im going to be absent for 6 month from September on, please submit suggestions or bugs before that time.

     

    Benno

     

     

    2939-2-checkpoint-v0-5-jpg2940-1-tetrapod-v0-5-jpg362ok9tl.jpgxy383qed.jpg
     

     

    FEATURES

    - 94 single models
    - Up to 6 range LODs

    - "Simple object" option in Editor
    - Editor preview pictures
    - Server key (.bikey) included

    - Zeus integration

     

    PLANNED FEATURES

     

    - Ace integration

    - More assets

     

    KNOWN ISSUES

     

    -

     

    CHANGELOG

    Version 0.7 (02.09.2017)
    ADDED
    Note: Updated license!
    EFM_revetment_wall_0_80x0_60x0_90m_soil_c_blufor
    EFM_revetment_wall_0_80x0_60x0_90m_soil_c_opfor
    EFM_revetment_wall_0_80x0_60x0_90m_soil_double_c_blufor
    EFM_revetment_wall_0_80x0_60x0_90m_soil_double_c_opfor
    EFM_revetment_wall_1_60x0_60x0_90m_soil_c_blufor
    EFM_revetment_wall_1_60x0_60x0_90m_soil_c_opfor
    EFM_revetment_wall_1_60x0_60x0_90m_soil_double_c_blufor
    EFM_revetment_wall_1_60x0_60x0_90m_soil_double_c_opfor
    EFM_wood_wall_2m_half_beam_single
    EFM_wood_wall_2m_half_beam_single_c_blufor
    EFM_wood_wall_2m_half_beam_single_c_opfor
    EFM_wood_wall_2m_half_beam_single_filled
    EFM_wood_wall_2m_half_beam_single_filled_c_blufor
    EFM_wood_wall_2m_half_beam_single_filled_c_opfor
    EFM_wood_wall_2m_door
    EFM_beam_wood_h_4m
    EFM_beam_wood_h_4m_railing
    EFM_coverage_camo_net_2x2m_blufor
    EFM_coverage_camo_net_2x2m_opfor
    EFM_coverage_camo_net_2_8x2m_blufor
    EFM_coverage_camo_net_2_8x2m_opfor
    EFM_stair_wood_1m
    EFM_stair_wood_1_7m
    EFM_stair_wood_2_7m
    EFM_ladder_metal_1_7m
    EFM_ladder_metal_2_7m
    EFM_ladder_metal_3_7m

    Fixed
    fixed performance issues for revetment_wall_types
    missing zeus objects
    deleted unsupported UV Sets

    _______________________

    Version 0.6 (24.08.2017)
    ADDED
    Zeus integration
    EFM_wood_wall_2m_beam
    EFM_wood_wall_2m_door
    EFM_wood_wall_2m_half_single
    EFM_wood_wall_2m_half_beam_single
    EFM_wood_wall_2m_half_single_filled
    EFM_wood_wall_2m_half_beam_single_filled
    EFM_wood_wall_2m_single
    EFM_wood_wall_2m_single_filled
    EFM_wood_wall_2m_support

    FIXED
    Added "simple object" possibility in EdenEditor
    Server key now working properly
    EFM_coverage_plywood_2_7m - changed _as for top side
    EFM_coverage_plywood_2_7m_beam - changed _as for top side
    EFM_coverage_plywood_2_7m_fortified_A - changed _as for top side
    EFM_coverage_plywood_2m - changed _as for top side
    EFM_coverage_plywood_2m_beam - changed _as for top side
    EFM_coverage_plywood_2m_fortified_A - changed _as for top side
    EFM_revetment_wall_1_60x0_60x0_90m - fixed alpha texture
    EFM_revetment_wall_0_80x0_60x0_90m - fixed geometry / fire / physX LOD
    EFM_revetment_wall_0_80x0_60x0_90m_soil - fixed geometry / fire / physX LOD
    EFM_revetment_wall_0_80x0_60x0_90m_soil_double - fixed geometry / fire / physX LOD
    EFM_revetment_wall_1_60x0_60x0_90m - fixed geometry / fire / physX LOD
    EFM_revetment_wall_1_60x0_60x0_90m_soil - fixed geometry / fire / physX LOD
    EFM_revetment_wall_1_60x0_60x0_90m_soil_double - fixed geometry / fire / physX LOD

    ____________________
    Version 0.5 (03.08.2017)
    ADDED
    EFM_beam_wood_angular_bearer_01
    EFM_beam_wood_h_1_5m
    EFM_beam_wood_h_1_5m_railing
    EFM_beam_wood_h_1m
    EFM_beam_wood_h_1m_railing
    EFM_beam_wood_h_2m
    EFM_beam_wood_h_2m_railing
    EFM_beam_wood_h_3m
    EFM_beam_wood_h_3m_railing
    EFM_beam_wood_v_0_5m
    EFM_beam_wood_v_1_5m
    EFM_beam_wood_v_2_75m
    EFM_beam_wood_v_2m
    EFM_concrete_barrier_new
    EFM_concrete_wall_big_half_new
    EFM_concrete_wall_big_new
    EFM_concrete_wall_big_new_camo_blufor
    EFM_concrete_wall_big_new_camo_opfor
    EFM_concrete_wall_big_pillar_new
    EFM_concrete_wall_half_new
    EFM_concrete_wall_new
    EFM_concrete_wall_new_camo_blufor
    EFM_concrete_wall_new_camo_opfor
    EFM_concrete_wall_pillar_new
    EFM_coverage_camo_net_1_5m_blufor
    EFM_coverage_camo_net_1_5m_opfor
    EFM_coverage_camo_net_2m_blufor
    EFM_coverage_camo_net_2m_opfor
    EFM_coverage_concrete_2_7m
    EFM_coverage_concrete_2m
    EFM_coverage_plywood_2_7m
    EFM_coverage_plywood_2_7m_beam
    EFM_coverage_plywood_2_7m_fortified_A
    EFM_coverage_plywood_2m
    EFM_coverage_plywood_2m_beam
    EFM_coverage_plywood_2m_fortified_A
    EFM_ground_surface_2x2m_dirt
    EFM_ground_surface_2x2m_soil
    EFM_ground_surface_4x4m_dirt
    EFM_ground_surface_4x4m_soil
    EFM_ground_surface_8x4m_dirt
    EFM_ground_surface_8x4m_soil
    EFM_rack_wood_big_new
    EFM_revetment_wall_0_80x0_60x0_90m
    EFM_revetment_wall_0_80x0_60x0_90m_soil
    EFM_revetment_wall_0_80x0_60x0_90m_soil_double
    EFM_revetment_wall_1_60x0_60x0_90m
    EFM_revetment_wall_1_60x0_60x0_90m_soil
    EFM_revetment_wall_1_60x0_60x0_90m_soil_double
    EFM_stair_wood_3_5m
    EFM_support_hole_dirt
    EFM_support_hole_soil

    EFM_mobile_barrier_A
    EFM_mobile_barrier_B

    EFM_mobile_dragons_teeth_small
    EFM_mobile_dragons_teeth_small_orange
    EFM_pole_B_01_yellow
    EFM_pole_B_02_black
    EFM_pole_B_03_black_white
    EFM_slide_gate_small
    EFM_tetrapod_line
    EFM_tetrapod_line_wet
    EFM_tetrapod_pile_big
    EFM_tetrapod_pile_big_wet
    EFM_tetrapod_single
    EFM_tetrapod_single_wet

     

     

    CONTENT

     

    294729482946

    DOWNLOAD

     

    steam_workshop.jpg cs_armaholic.jpg

     

    Steam Workshop                      Armaholic

     

    Included Files


    EFM_basic_textures.pbo
    EFM_modular_base.pbo
    EFM_road_barrier_items.pbo
    EFM_road_barrier_static.pbo

     

    LICENSE

    By downloading and using my work, you hereby agree to the following license agreement.

    Creative Commons Attribution by nc-nd-4.0 International Public License
    -Attribution-NonCommercial-NoDerivatives

    For more info, see

    https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode

    Additionally to this license, I prohibit the use of this software or parts
    of it in any "pay-to-play" monetization scheme and / or server.

    This addon is provided for Bohemia Interactives Arma 3 series only.

    Please report any infringement of the license above directly.

     

    CREDITS

     

    Special thanks to Jay, Jokoho, Da12thMonkey and X3KJ aswell as
    the whole ArmaWorld and Discord Community for helping me out with bugs and scripting.

     

     

    DISCLAIMER

     

    One or more textures used on the models included have been created with images from http://www.textures.com/
    These images may not be redistributed by default. Please visit http://www.textures.com/for more information.
    _________________________________


    THE AUTHOR IS NOT RESPONSIBLE FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR
    CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION,
    DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR
    MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES.

     

     

     

    • Like 23
    • Thanks 1

  9. I have created many different assets over time, all of them have Geo, Geo PhysX and Geo Fire.

    The problem is that after shooting no bullet holes appear, the .rvmat particle effects

    (e.g. wood, concrete) are working just fine.

     

    Is it even possible (without endless effort)?

    I have tried multiple mods which all seem to have no bullet holes aswell...

    Would add some nice atmospheric realism though.

     

    Thanks

    Benno

     

     


  10. No, adding LandContact LOD poorly does not work for me.

    (If I did it right, simply adding vertices to the corner and grid)

     

    However, using the Helipad Model and setting the path to my

    own materials and textures somehow works...So the point

    MUST be in the .obj file (like youve said already).

     

    Simply annoying as i´ve had all the decal files finished

    already. Do you know an active BI Modeler in these forums? :)

     

    Also, youve used the helipad files as a base for your decals

    on the Australia Map aswell right? @Auss

     

     

    Thanks again.

    Benno


  11. Thanks @Auss! I´ve already had found the Arma 3 helipad files,

    everything works alright, except for the most important thing.

    The texture behaves like a normal model as you can change it´s

    hight. It should automatically allign to the terrain.

     

    Does anyone knows why? I have pretty much copied the A3 files...

     

    Thanks for helping! :)

     

    .rvmat

    Spoiler
    
    
    ambient[] = {1.0,1.0,1.0,1.0};
    diffuse[] = {0.2,0.2,0.2,1.0};
    forcedDiffuse[] = {0.0,0.0,0.0,0.0};
    emmisive[] = {0.0,0.0,0.0,1.0};
    specular[] = {0.0,0.0,0.0,0.0};
    specularPower = 0.0;
    renderFlags[] = {"NoZWrite"};
    PixelShaderID = "Normal";
    VertexShaderID = "Basic";
    //};

     

    config.cpp

    Spoiler
    
    
    class CfgEditorSubcategories
    {
    	class EdSubcat_EFM_Road_Decals
    	{
    		displayName = "Road Decals";
    	};
    };
    
    enum {
    	destructengine = 2,
    	destructdefault = 6,
    	destructwreck = 7,
    	destructtree = 3,
    	destructtent = 4,
    	stabilizedinaxisx = 1,
    	stabilizedinaxesxyz = 4,
    	stabilizedinaxisy = 2,
    	stabilizedinaxesboth = 3,
    	destructno = 0,
    	stabilizedinaxesnone = 0,
    	destructman = 5,
    	destructbuilding = 1
    };
    
    class CfgPatches
    {
    	class road_decals
    	{
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Structures_F_Mil"};
    		units[] = 
    		{
    			"white_road_marker_straight",
    			
    			"white_road_marker_keep_clear",
    			"white_road_marker_slow",
    			"white_road_marker_stop",
    		};
    
    	};
    };
    class cfgVehicles
    {
    	class NonStrategic;
    	class HeliH: NonStrategic{};
    	class white_road_marker_straight : HeliH
    	{
    		author = "BS";
    		_generalMacro = "road_decals";
    		mapSize = 1;
    		scope = 2;
    		scopeCurator = 2;
    		displayName = "Road Marker - Straight [EFM]";
    		model = "\EFM_road_decals\data\white_road_marker_straight_F.p3d";
    		icon = "iconObject_2x1";
    		vehicleClass = "Signs";
    		destrType = "DestructNo";
    		accuracy = 0.2;
    		animated = 0;
    		cost = 0;
    		editorCategory = "EdCat_Extended_Fortifications";
    		editorSubcategory = "EdSubcat_EFM_Road_Decals";
    	};
    };

     

     

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