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Posts posted by Benno101
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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...
____________________________________________________________
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
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Yeah, that's exactly what I meant.
Simply did not now if it was public yet ;)
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@jonpas Im sorry but I cant tell / promise anything about it as im not in the action of this feature. :)
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14 hours ago, EllaElectro said:Well it is 2017 already
Thats a point, I agree April 2018. :)
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No, April 2017...next year.
Thanks alot ;)
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/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.
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Thanks for the report, i´ll try to release a hotfix tomorrow. ;)
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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?
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/Update 0.7
added
- revetment_wall_types, camo variants
- stair_wood, size variants
- ladder_metal_types
- wood_wall_types, camo variants
- beam_wood_4m
- camo_net, size variants
fixed
- performance issues for revetment_wall_types
- missing zeus objects
- deleted unsupported UV Sets- 2
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Please note:
Updated legal license above!
QuoteLICENSE
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. -
@KoalaGM
I think you were looking for this this one: http://www.armaholic.com/page.php?id=30624
@Victruso. a real time building mechanic by joko is already in the pipeline ;)
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Updated to Version 0.6 (Hotfix) (24.08.2017)
ADDED
Zeus integration
8x EFM_wood_wall types
"Simple object" possibility in EdenEditor
Fixed
EFM_revetment_wall types fixed Alpha texture + Geo / PhysX / Fire LOD
Server key issues
Thanks @Joko for tracking and solving the server key + zeus problems!- 2
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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. :)
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@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. :)
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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
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
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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
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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_wetCONTENT
DOWNLOAD
Included Files
EFM_basic_textures.pbo
EFM_modular_base.pbo
EFM_road_barrier_items.pbo
EFM_road_barrier_static.pboLICENSE
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.- 23
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No poorly doesnt work for me...Thanks anyways :)
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Sorry for asking but what´s done there to achieve bullet holes?
Im having materials like wood or metal applied, im also getting the particle effects ingame,
just curious about the bullet holes. :)
Thanks!
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Yeah, i mean those black dots appearing on Vanilla objects... :)
see: http://de.tinypic.com/view.php?pic=212s6qw&s=8#.WRmfA1kvwgE
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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
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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
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So it ain´t possible to create your own model and export it?
I´ve looked into the A3 helipad.p3d file with some magic and made
the exact same on my own in Blender
Edit: I´ll try it out with a land contact LOD.
Thanks man!
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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
Spoilerambient[] = {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
Spoilerclass 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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Extended Fortifications Mod
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
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