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lordfrith

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Everything posted by lordfrith

  1. hi folks, managed to get some time in over the summer so i think im ready(ish) to make a first release. theres a download link below, go try it out! at this time there are variations on about 4-5 uniforms, variations on the independent vest (lite, standard and gl) and helmet and a new base body. https://www.dropbox.com/s/6hgz96daibfkilm/frithsruin.rar?dl=0 now... heres the most important bit KNOWN ISSUES this won't be everyone's cup of tea the rvmats work and don't work sporadically. I go into virtual arsenal and scroll through modded content sooner or later an rvmat will fail to load. its driving me crazy! i've never made an arma mod before so i genuinely have no idea if this will make your computer explode and all your cows run round in circles. this release is my idiot check! let me know if anythings broken the... FUTURE! assuming we survive this initial test unscathed i shall continue to add items to the mod. A MP key will come as soon as i've figured out why my 'add bikey' button is grey my next targets to work on are the basic equipment texture which will allow me to add bandoliers, belts, backpacks, and the nato and opfor vests. '@lordFrith : I hope everything is all right for you mate; looking forward to see this beauty released! ;)' everything is funky dory thanks for asking :)
  2. ok i'll risk another suggestion. have you seen 'applegate community map'? another life mod map i think http://www.armaholic.com/page.php?id=26898 the source files are posted here too so there might be various versions available elsewhere, ask uncle google. i've only seen this map in video so am not sure of its size and how finished it is. ;)
  3. hi, are you aware of armaholic? http://www.armaholic.com have a trawl through the terrain section if you haven't already, i found Alaska: http://www.armaholic.com/page.php?id=29331 Governers island in New York http://www.armaholic.com/page.php?id=31092 and a generic American city map (which i believe is used for life mods?) http://www.armaholic.com/page.php?id=23869 as to whether or not they're good; i've only tried the Alaska map a while ago and it was pretty beta, might have improved a lot since then though was good for mountainous terrain (run to the hills etc). the minihatten mod might be closest to what you're after, it has a few custom buildings (sky scrapers!) happy hunting
  4. lordfrith

    What games are you playing at?

    'mass effect 2' - i like the story and design style of those games, trying my best to shack up with jack the bald psychopath 'space engineers' - had it for a while, got fairly hooked once the planets update came out as they're done really well. cyber wolves can f*** right off though :angry: 'Take On Mars' - mellowest game ever until that bloody oxygen alarm starts 'fallout4' - on my mates PS4. as disappointing as it is in many ways (loading screens EVERYWHERE, basically same old game engine) im still really enjoying it
  5. lordfrith

    BI unannounced game (VR)

    wow thats pretty cool, i love the hardcore sim elements of most BI games so an upcoming space title could be freaking awesome, one of my favourite things about TOM is that, like other BI titles, it doesn't slavishly pander to quick gameplay at the expense of realism. i like my games boringly realistic! so let the wild and unfounded speculation commence! as its 'original IP' its maybe not going to be 'take on mars 2' but i'd love to see them take what they've built in TOM and make a larger more immersive space exploration game. i think there is also a gap in the market here, hard science fiction is enjoying a bit of a resurgence in the media (see gravity, europa report, the martian etc) but there hasn't quite been a matching title in games, although the likes of space engineers, KSP and take on mars come close. i'd love to see BI fill this void: in an ideal world i'd hope for the bastard lovechild of KSP, space engineers and arma 3! that said i'd play pretty much anything if its subject to the same standards as most BI titles, don't mean to sound like a shameless fanboy but BI love a good simulator. so even if its not the vast freeform sandbox solar system i'm already kinda hoping it will be, any kind of well made VR space simulator is gonna be amazing. Oh well, even though we don't know anything about the game we at least know there could be another good reason to start saving for a VR headset, and the rig to go with it!
  6. lordfrith

    Extreme shadow bug in Arma 3

    hmm, im a nvidia 750 ti user and i get these weird shadow glitches as well, i've only really noticed them being really bad recently though that could just be my imagination, i've done no research on this! the GPU is probebly the most modern peice of hardware in my aging computer and i kinda struggle to run arma3 anyway so i'd always put this down to general aging computer gremlins. <_< so the consensus is the problem is the card in particular or driver updates? im fairly sure the have been some issues with new nvidia updates recently. its kind of a cheat though because if, for example, im clearing a village i can see where all the ai/players are from their glitchy shadows glitching through the walls! all you pvp players be warned! specs: Operating System Windows 7 Home Premium 64-bit SP1 CPU Intel Core 2 Duo E7500 @ 2.93GHz 31 °C Wolfdale 45nm Technology RAM 8.00GB Dual-Channel DDR3 @ 533MHz (8-8-8-20) Motherboard ASUSTeK Computer INC. P5P43TD PRO (LGA775) 23 °C Graphics VX2336 SERIES (1920x1080@60Hz) 2047MB NVIDIA GeForce GTX 750 Ti (MSI) 19 °C
  7. thanks for the feedback again folks! @Ma77h3hac83r one step ahead of you my friend, already scoped your youtube channel :) the tutorials on all the fiddly stuff like ui labels etc will be very helpful. oh and i found the time lapse texture creation strangely relaxing, apart from when the text flashes up saying 'photoshop crashes so i have to create the texture again', i think i had a mild heart murmur! :blink:
  8. lordfrith

    Whats happened to this community

    er, really what is happening to this community? we have all the milsim mods for all the factions we might ever need most of which ported or scratch built to a high standard. we have a large amount of milsim communities and groups to join. and there are plenty more to come... steam is what it is, its just a shop, so i think it stands to reason if you want to go find like minded individuals go to the places where they have always been found, online communities created for like minded individuals, namely BI forums and armaholic and the like. as arma becomes more popular the need to use specialised forums to find buddies will increase, thats just how it goes. there are SO MANY forum posts all saying basically, 'when i were a lad arma was a real mans game, and all this was nought but fields'. well i am a reasonably new to the arma community and have had a pretty good experiance so far. in fact the only real rudeness and hostility i have met is from the steady stream of forum posts by people who claim to be arma stalwarts perpetually accusing anyone who's joined the arma franchise after ofp as being some kind of 14 year old delinquent KOS maniac. seriously its starting to feel personal! ;) no offence intended to aformentioned OFP stalwarts but c'mon guys, its never easy to watch something small and intimate spiral into a huge community but i'd say the pro's are both immediately obvious and by far outweigh the cons. of all the games i own there is none which can even come close to arma3 when it comes to modding and gaming communities. so... is that whats wrong with the arma community? :459: there should be a medal for being able to ask that question!
  9. wow romzet this is looking so cool, i love the depth your going into, especially the anomolies and monsters. any thoughts on the emmisions from 'call of pripyat'? i think these could be done pretty well in arma3 engine. @rawner also wow! nice job on that pda, you guys are mod ninja's good luck
  10. dammit i just wrote nearly a whole update post and then casually closed the window... duh :wacko: first off let me apologise to all you lovely humans for claiming i'd update in a week and then sheepishly rolling back a month or so later, its not like i got a deadline or anything but, y'know, a mans only as good as his word etc... to be honest not a huge amount has been done since i was last here because i've been, well, busy doin other stuff IRL and when i've been on arma i've either been breaking my brain trying to learn a bit more scripting or being a combat life saver on 77th jsoc server :). there is an early draft of the officers uniform on the go now, due to some slight texture mapping glitches on the original model its not possible to add much detail to alot of areas on this one, the pockets and chest of the officers jacket has some unusual stretching which isn't really noticable till you try to add detail and after about 3 redraws i stomped off in a huff. now i look at it again it doesn't look so bad and with some finishing touch's should be looking good pretty soon. i'm also having a rethink about end goals. Its takes me roughly 36hours per texture i think which is alot when its coming out of evenings and weekends. Realistically i'm not likely to have the time to do a one-man total-conversion of arma, so instead i've been looking into how to make my new textures sit a little better with existing modded and vanilla assets so my stuff which can be used alongside other assets and not stand out too much. i think i already said my drawing style was a bit comic book but i'm gonna need to photo-realism it up a bit if this is gonna work. it looks ok in the screens i've posted above but close up and with other assets it looks a bit weird i think. any input on this would be appreciated as i'm pretty noob at photo-realism yeah my edges need work, i'm a long way off the nice crisp lines on them vanilla assets. so thats about it, sorry theres not much to show you just now. ;)
  11. @ Freshstick it already does work as advertised, we're bodging it for our own ends! ;) in the init.sqf you have 3 different options for calling the script, 2 of which are commented out (//). theres an explanation of each one at the end of the line, have a look over these and you should see whats going on. the important command in the unit defines is 'forEach', have a look on the wiki and forums for that one as it would be getting off topic to go into that here, but if you wanted to call it for all units it would just be {blah blah blah} forEach allUnits. i suspect this would impact your FPS a bit, especially for more populated missions. Keep in mind though 'allUnits' still won't work for units spawned after mission start as for multiple modes you'd have to be very careful not to call the script twice for some units, e.g. i think forEach (units group player) and forEach (playableUnits) would call it twice for the player. somebody correct me if i'm wrong... hmm test that one i think, i know very little about MP scripting, theres only 1 playable unit in my MP mission so i wouldn't know how this works with other players
  12. @ freshstrick strange i've been reading through a very old thread to find an answer and found someone posting today with the same problem! ;) heres two things to check, firstly "{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits}); // execute for every playable unit" will only execute for playable units so if your units aren't marked as playable then it won't apply the script to them. i'm running A3WS 'forEach (units group player)'. second, i see you're using bon recruit script, thats been my problem today as A3wounding system is called with 'preprocessfile' which, unless im much mistaken, will not effect units spawned after mission start. to counter this i added the line '[_unit] execVM "ais_injury\init_ais.sqf";' to the end of 'bonrecruitunits\init_newunit.sqf' this starts the script for the units i recruit in mission. oh and if your using MCC make sure the medical system is disabled or it will conflict with this script, units are healed but stay in wounded position and can't move! hope that helps
  13. Hi Zukov is that the press vest on 'ig_guerrilla3_1_co'? in 'characters_f/civil/data/hunter_bushman_co.paa' its the same, i think some sections of textures are unused, maybe they were for earlier and/or abandoned models. you maybe know this already but there are also some textures (i.e. 'characters_f/civil/data/c_cloth4_co.paa') which are for models which are hidden in game and can be viewed by writing a small config addon, i've found a few unused uniforms but in most cases they have clipping issues with vests and look very sci-fi which is probably why they were abandoned in the first place. i've never found a comprehensive list of the unused items, i had to use the config view in arma3 editor to pick through the entries and "https://community.bistudio.com/wiki/Template:Arma_3_Assets" if you want configs for the unused uniforms i can post them here hope this helps ;)
  14. lordfrith

    Texturing

    hmm, the video you've posted is pretty much excactly what i've said, are you able to put a link in for this other video? as far as i know there is no way to do this without existing camo being on a seperate layer already (i.e. on camo layer in texture template) so i am also keen to find out if this is possible, however, i doubt it; if the camo and the texture detail are on the same layer they will both be visible on anything you try to overlay on them
  15. hi ma77etc the rvmats are called just after the textures with 'hiddenSelectionsMaterials' hiddenSelectionsMaterials[] = {"mod_folder\Data\texture_name.rvmat"};
  16. lordfrith

    Pete's Texture Templates

    wow, big hearty thanks for releasing this, this is a majorly useful asset to the modding community, i doff my cap at thee sir! there are many good templates out there already but its cool to have a good, complete set all in one place
  17. lordfrith

    2017mod - full conversion mod

    loving the war bucket! so you will be able to build custom vehicles in game? this all loks very cool guys, keep it up!
  18. lordfrith

    Texturing

    hi texpoly, i've faced similar problems retexturing uniforms, the way i solved it was to take the normal map (nohq.paa) turn it grayscale and tweak the contrast/brightness till i've got something like a base shadow map i can overlay camos/colours onto. the problem is this approach often doesn't work so well for vehicles or weapons which have alot more flat surfaces and subsequently often less detail on the normal map. you could also ask uncle google for BDRM templates as some kind soul might already have done it for you! hope this is in some way helpful!
  19. lordfrith

    Retexturing Underwear?

    hi alex150201 the underwear texture is in 'characters_f\common\data' and is called 'basicbody_grey_co', theres other colours also. If you create your new texture using this as a template you would be able to test it using 'setobjecttexture'. i'm not sure if setobjecttexture would be enough to properly replace the default underwear texture though, it may have to be reapplied everytime you respawned etc as the underwear is defined in unit configs. i'm not very good at scripting so maybe somebody else should comment more on this
  20. hi all, Thanks for the kind words folks that was an encouraging reception, @haleks icewindo is one of these modders where his mods always have good examples of how to do interesting things, he's on my mod credit list! and you actually because ravage pretty much kickstarted this idea into motion for me so... thanks dude :- ) i've had some time off this last couple of days so i made a start on the AAF modular helmet and vests. actually the vests i started a while back but they're quite hard textures to draw as they have so many small sections its easy to become disorientated and took alot of redrawing to get as far as it has. there are two varieties for the awesome aaf gl vest (the one with the shoulder and groin pads), one with pabric patchs and one with metal plates lashed on. and yes tartan armour, just try and stop me. metal plate armour on left and the modular helmet: the top row has a fabric cover, middle left are bare metal and the next 4 are with leather covers. so hopefully you can see the idea is the various kit can be combined with some kind of colour/camo consistancy for factions and also mixed up for a more mismatched scavenged look. i'll also have to edit the configs to reduce the damage resistances to account for the age and reconstruction from non standard materials. that probebly all the time i've got this week for modding but pretty sure i'll be back next weekish with another update as always ideas, criticisms, comments, requests and blank cheques for a million pounds are welcome.
  21. lordfrith

    Star Trek: Evolution

    wow, sir i salute the scope of this project, good luck! when i first saw the models of these i got thinking about all the cool mission design possibilities these could add; multiplayer ship crews, captain overseeing away team missions from bridge, etc. Maybe even using something like 'cosmos engine' (a spaceflight mod for arma 3 from a while back, pretty sure its still on armaholic under 'modules') to have some actual spacetime. 'join captain Kirk on his increasingly desperate mission to find some kind of female in the armaverse' something like that anyway ;-)
  22. lordfrith

    Star Trek: Evolution

    Hi Ranwer135 these are looking good, its interesting that you're modelling these huge vessels for arma, are these just going to be static objects or do you have some terrifyingly ambitous plan for walkable interiors, working teleporters and actually flying the things about? ;-)
  23. lordfrith

    WarfareThai EX Mod

    thanks for that lordbooka, i'm not sure if its the update or just waiting before i select side in the editor but it seems a lot more stable. i've still had a couple of crashes but its fine to work with just now. there seems to have been a few problems with the last A3 update (my pet goat doesn't move anymore) so i'll be patient. your speedy response is much appreciated!
  24. lordfrith

    WarfareThai EX Mod

    hi lordbooka I'm having some issues with the new release (0.13 with or without patch): i start arma 3 with just your mod loaded, started a new mission on the editor, place any player unit, then if i go to place another unit and click between the 'SIDE' options on the drop down menu i get a game freeze and have to open task manager and shut it down so it would seem trying to select 'SIDE' in the mission editor is causing a crash. i'm pretty sure its this mod as i have no problems testing with either vanilla arma or any other mod, anyone else noticed an issue? also in my eagerness to upgrade i stupidly deleted version 0.12 so i can't even roll back and check the previous version again (i never had this problem before) hope its an easy fix cos i use your awesome mod for pretty much everything these days, weapons pack, vehicles, uniforms and usable fridge! keep up the good work
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