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Housesparrow

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Everything posted by Housesparrow

  1. When you drop your primary weapon, your char stand up from a prone position, how about fixing that. When you are looking at an item like weapon on the ground, you can't intuitively pick it up, how about fixing that. Never change BIS. Your game is a joke.
  2. Add some export version of the UH1D helicopter (it has to be the D version). Prefereably something other than some boring camo. Gray is ok (dark sea gray), or some funky coloring. Licencing issues? I think most helis are so boring to fly, except for the UH1-D and the MH-6 Little Bird.
  3. Make the non-satellite-view of the map (m key) viewer friendly. It is such a glaring pos thing on screen when gaming at night time. The map without the satellite photo, shows more clearly the hills and height levels of the terrain, but the super bright background color burns the eyes. The non satellite map ought to have a "50%" gray background with a brighter colored lines for the map lines showing the elevation.
  4. Housesparrow

    Why do small fences completely destroy vehicles?

    I am pretty sure Arma is not a mil sim, it just is marketed that way. I find it awkward reading about Bioware who label their upcoming game as "science fantasy". A bunch of marketing bs.
  5. Btw, I run 2x8 GB G.skill Flare-X (3200) ram, at these settings, which is also stable for me (using newer 1401 bios): At present time, I am not sure if running my ram like this at 3333 Mhz is performing better in Arma 3, than some improved 3200MHz settings I also have been using (also stable). Update: Apparently, I have a cold boot issue with running 3333MHz with 1401 bios.
  6. I wonder, how does am AMD Ryzen eight core 1800x cpu, fare with Arma 3? Anyone willing to take an educated guess?
  7. This is what it looks like in task manager after having played Arma 3 Sa-Matra's Wasteland: (Btw I am using a 250GB Samsung 960 evo M.2 SSD on the mobo, I have no other storage devices installed atm)
  8. Running my 2x8GB Flare X ram sticks at 3200MHz and 14-14-14-34 (previoulsy 2400MHz and 15-15-15-38 or so), my fps dropped from 38 to 37 with a couple of runs of YAAB with Arma 3 video settings set to "standard". :| Playing Sa-Matra's Wasteland, I seem to get decent fps, though I wouldn't know if it is an improvement with 3200MHz memory speed, over the old 2400MHz setting, and related latency settings.
  9. @St. Jimmy I had some crazy (and apparently somewhat unstable I found out the other day) ram overclock on my old "intel" computer (2000+MHz), and when I lowered it and retested it the other day, I had my four DDR3 ram sticks at 1600MHz, CL10 (iirc) (stock ram speed). There wasn't much of a change when testing YAAB between the two. I don't remember anymore which ram speed had the best fps, though I never tested YAAB much, so the fps might be a little random given how few times I tested it. Btw, lowering MSAA down to x2 really helps on the fps when playing Wasteland. I have a 290x on an intel machine, with 2560x1440 screen. I had to RMA my Ryzen computer's PSU, so that computer won't be running any time soon.
  10. I have built a Ryzen computer, however it isn't finished, and who knows what the temps are. A bit confusing. Anyway I did a little bit of testing. At the moment, the "Ryzen" ram is just running at defautl 2400MHz and with CL15. 2560 x 1440 i7 2700k @ 4.6 GHz Win 7 Sapphire 290x SATA SSD = 37.2 fps (standard) = 34.1 (very high) = 32.1 (ultra) --------------------------- 2560 x 1440 Ryzen 1800x @ 3.6 GHz Win 10 Asus Rog Rx480 Strix 8GB oc M.2 SSD 2x8 GB G.skill Flare X 3200Mhz, CL14 (running at 2400MHz and CL15) = 38 fps (standard) = 32,5 (very high) = 29,5 (ultra)
  11. I am still waiting for my G.Skill Flare X, CL14 3200MHz ramsticks to even ship. Estimated time to it shipping being 14+ days. :( Looking forward to test with YAAB now that I found YAAB on Steam. Below, my incomplete Ryzen build: • 1800x cpu • Nofan CR-95C passive cpu cooler (AM3) • G.Skill Flare X 2x8GB, CL14, 3200MHz ram • Asus Rog Crosshair VI Hero board (AM4/AM3) • Asus Rog Rx480 Strix 8GB OC gfx card • Samsung 960 Evo SSD (M.2 socket) • Win 10 pro on a usb stick (only to be used for gaming) • Seasonic fanless psu 520W • Cablemod's white basic cable pack for Seasonic FL2 psu • Fractal Design Define S w. window
  12. Housesparrow

    Zoom doesn't work?

    Afaik, zoom, has been buggy for years. I think I saw a twitter post recently that they are working on it. Unsure if your issue is a reference to the issues I've seen, over the last few years, where vehicle weapons have the zoom becoming stuck. Similar with infantry.
  13. I wish the grass extended further out.
  14. Housesparrow

    1.68 with lower FPS

    Is there a way I can benchmark this update to x64 client in a meanginful way? i7 2700k @4.6 GHz 32 GB, four sticks of DDR3 ram (2166MHz, 10-10-10-27) Maximus IV Extreme P67 mobo SSD Samsung 850 pro, 512 GB Win 7 Btw, playing Wasteland this morning with the new update, with few people on the server, it looked like the game client took up about 4+ GB of ram in task manager.
  15. Housesparrow

    Where would BIS have to go next, to top the Tanoa map?

    An all land terrain map, like Vietnam jungle all over, with some more open spots around, but not just a jungle in the center, or with patches of jungle, full jungle map, Chernarus size: • Multiple hilltops, not too small. • Rivers, running and trickling, deep and shallow. • More wooden structures, and no concrete stuff. • Sensible creation of new vehicle assets. STOL aircraft and helicopters, non futuristic. • Non-self-propelled artillery • A more refined jungle, and not like Tanoa, with either "passable" or "non passable" jungle, for vehicles. A little more variation to the density of the jungle. • Traceable tracks on the ground, from passed players and vehicles. Not necessarily a 100% whole trace, but across trace'able ground, like mud, sand, etc. • Having pre-built defensive positions already fixed to locations around the entire map, here and there. • Birds going quiet by players making noise nearby. I never experienced that on the Tanoa map. • Make an effort creating environmental sounds, that are mixed, and having variations (not just some damn and same tweet-tweet-tweet sound). • Multiple variations of the map, to offer different types of gameplay. I.e a variant with razed mountain tops (among other things), maybe more crop fields in an area, etc. • Destructible base objects, that look nice. Making destruction of things more meaningful for gameplay (like razing an area beyond repair), not just to make it pretty.
  16. I've always wanted to create 3D models for Arma 3, as I play a lot of Wasteland and if anyone at some point could use my stuff that would be be great fun I think. However, although I am an expert modeler, the non artistic technical challenges would be a show stopper for me, so I want to here solicit for some information that could help me maybe consider working with mods some day. Q1: Presumably, every model consist of several LOD's (level of detail) objects. How many LOD's would there be, and what would the allowed polycount be typically for various types of objects? Q2: How are animations handled at all, with regard to any custom animations on any one model? Q3: Is there a particular software used for putting together 3d objects, animations, sound, textures and effects into a whole? Q4: What types of animations are allowed? What about blendshapes? Q5: Are there real issues with licensing and/or trademark re. 3d models of real life objects said to be belonging to certain corporations? Q6: Presumably, no in-game performance for any 3D model is linked to the shape or implied mass of the 3D model, true? Everything relating to an objects performance in game is just based on code right? Q7: Are textures layered? E.g unique diffuse + repeating dirt texture Q8: Are repeating textures used on models? Q9: Can/will 3D models of vehicles be scaled to the normal/proper scale in the game world? Q10: Is there a workflow for easily testing how LOD's work for a finished model? Q11: What um shader effects are used for Arma 3? How about ambient occlusion? Q12: How to work with heli rotor blades, that bend down with gravity when at rest, but straighten out (or perhaps bend upwards) when the heli engine is on? Q13: Is it feasible to create a working seaplane for Arma 3? What would the challenges be? Q14: Must open boat models "take on water" when used on the ocean in Arma 3? (Because there presumably is no effect for hiding the "displaced" water on a boat model on the ocean.) Q15: What lighting effects can be used with a model? E.g blinking lights, spot light, gimbal search light, interior lighting, exterior lighting. Q16: Is damage states something that is included in Arma 3 models? I.e vehicle model shown as being damaged in part or in hole. Q17: Does Arma 3 make use of any special shader effects, for say rounding off hard edges? --- Q18: How are flight characteristics designed for say any one type of helicopter in Arma 3? Q19: How reliant are 3D models on having details baked into the texture with normal maps? Q20: How does one model a glass window on a vehicle? What is required to make that work in game? Q21: What are normal maps used for? Parallax mapping? Q22: Does Arma 3 make use of mapped displacement for vehicle models? Q23: Is not always the best LOD being used by the game when playing in game and being close to a vehicle model? (Something I think I read on this forum somewhere, not sure I understood it correctly) Q24: Can/will/may normal maps be used on all the different LOD's objects, for a particular vehicle model? Or just one or two? Q25: Wow difficult would it be to animate a tall antenna that is wiggly if the vehicle is accelerating in either direction? Q26: If Arma 3 uses parallax occlusion mapping, are there limitations to using this for a vehicle model? Q27: How many 2k x 2k textures can be used for texturing your vehicle model? Q28: If I wanted to inspect an official Arma 3 helicopter poly model, to look at it in wireframe and to look at all the LOD's, how do I do that? There are a bunch of stuff I would like to model nicely: Pilatus Turbo Porter, UH-1N, some seaplane, Super Tucano, Bell 222, Super Puma, Hind, Mirage 2000, King Air B200. Presuambly it would make sense to start with something more simple. Edit: Hah, I found an old modeling file just now. This is for me perhaps the most fun part. Assembling the reference photos and drawings, to try get a good start without having to eyeball proportions, assuming ofc the reference material is ok. :) (This is not the UH-1N though) Wow, turns out I have more of this stuff lying around. This image below should show the Bell 412, which is the civilian version of the UH-1N I suspect, or something very similar: The reference material for this as seen in the image is really good I remember.
  17. I have zero experience in creating normal maps so any help is appreciated.
  18. Anyone having experience with Nvidia's NormalMap photoshop Filter for use with modding Arma 3? I tried it out and it seems I can perhaps make some nice looking rivets this way, with 2D only (without baking 3D geometry into some 2D map texture). With some gaussian blur over the paint tools, I can easily create something like this: 1) Paint 66% white dot onto "50%" gray 2) Paint 100% black dot onto center 3) Use gaussian filter x4 to smooth it 4) use the Nvidia filter I suppose the rivets would have to be a little smaller I suspect. For resizing photos, to better control the end result, I like using Fusion 8 (free software, with some limitations for 4K stuff iirc) that has a rescale node with several different filters. Works great when making images/logos for web. I am thinking that using Fusion 8 could *perhaps* also be beneficial for when making normal maps somehow, though exactly how is unclear to me.
  19. Is it possible to use a second UV map for the bump mapping with the current Arma 3 engine? And, are animated vehicle doors necessarily considered to be a separate "section" each? Afaik, Arma 3 vehicles shouldn't have too many 'sections', though I have no idea what impact that number have and what number is acceptable.
  20. Are you suggesting that it would be ok to have say four 1024 x 1024 textures for a helicopter model, instead of one 4K texture? Edit: Oops, I added up things wrong here. :o Four 2K textures would cover the same area as one 4K, my bad.
  21. Ok, it seems now that creating assets for Arma3 isn't as difficult as I thought. I found this informative tutorial for creating a simple building, exporting it as .obj and eventually having it show up in Arma 3: (images must be viewed in reversed order) https://www.flickr.com/photos/94653768@N02/sets/72157633164874638/ Assuming that image texture files are limited to being 4096 x 4096 px large: Could you have a 4k image texture for a helicopter, AND, a 2048 x 2048, or, 1024 x 1024 px texture map for additional parts (weapons) to that helicopter?
  22. Housesparrow

    Tanoa discussion (Dev-Branch)

    I wonder if BIS is aware of how a player experience the shallow water. This pertains to the depth at the shore. I think if they can avoid having uneven shallow areas, for which the game will force you to either swim, AND walk slowly, avoiding that would be good, so that you would either have to swim, OR, wade slowly, not a mix. A complication here would be the tide, changing the level of the water around the coast line.
  23. What are normal maps used for, and what parts of a helicopter model would require creating normal maps? Unless, there is some parallax mapping going (fairly reasonable) or, or some displacment (unlikely), I can only imagine that normal maps are used for bump mapping. So, for a helicopter model, I can imagine that normal mapping could be useful for mainly protruding rivets, panel lines, fake grill and vent openings and imitation of wrinkled fabrics. With parallax mapping I imagine one could create some detailed bump mapping that also create the illusion of occluding with itself.
  24. Housesparrow

    General Discussion (dev branch)

    This sounds like what it works like in Arma 3 now, and it is imo very annoying, not realistic at all, because the animation is over the top repeating itself, constantly without pause, ever, forever. One would think it could be cool sitting crouched by a bush with the weapons lowered, however, the implementation of the animations are so badly done that the animations keep repeating without pause, *making it impossible to SIT STILL* with weapons lowered. I am not 100% sure what the two of you are discussing. It sounds to me, like you like raising the weapon to avoid having the weapons-lowered-animations playing. Am I right? This sounds backwards to me. I don't want to sound overly negative here, but this weapons-lowered-idle-animations in Arma 3 is something that has been bothering me for a very long time. Having re-read the posts, I think the three of us actually agree (me, R3vo, somesanghili), the idle animations are annoying. One nice thing about lowering your weapon, when you are trying to stay in cover next to a bush, is that your rifle won't stick out forwards from the bush as much as when you have lowered the weapon, but ofc, after lowering the weapon, the character goes spastic with idle animation, being anything BUT idle. :|
  25. Housesparrow

    LOD Discussion

    Afaik the devs have said something along the lines, that they have simply replaced the small foliage with larger ones, and voila they got Tanoa, with no more foliage than usual. I don't believe for a second that my gpu has an issue with rendering geometry, and certainly not foliage. I'd like to see a dev post about that particular issue.
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