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Posts posted by infrareddimming
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On 26-12-2016 at 1:46 PM, ineptaphid said:Very interesting. I would be curious to see the results of the survey when it is finished.
Yeah I'll share the findings when the research is finished. Getting some great responses so far, really appreciating it. One more thing I would ask you modders (and especially those part of a team) is to share the survey within your modteams/communities. It would help me out a lot!
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Hi Arma modders,
I am a master student with the University of Groningen currently writing my thesis on PC modding. My goal is to investigate the effects of modding tools in mod making. In order to collect the necessary data, I have designed a survey that is being distributed among a variety of modders who were active for games that were released with a set of official modding tools. The Arma series thus qualifies I believe. Some of you might have already been notified of the study through a fellow modder. If you've already filled in the survey you have my thanks. This thread was created with permission from the forum staff.
Who am I looking for?
I'm looking for anyone who has used the official mod tools at least once to create a mod. The actual game and content of the mod is not important. In other words, if you modded for a game other than the Arma series your input is still welcome (so long as that game had an official set of mod tools which you used).
Filling out the survey will take approximately 5 to 10 minutes of your time, depending on your answers. As a token of my gratitude I will randomly award a number of steam credit gift certificates among the respondents.
If you have any questions regarding the survey, please feel free message me.
I would really appreciate your help!
(survey was created with google forms).
Happy holidays!
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Guess what I forgot to do!?
sign them!
expect an update soon with signed PBOs and a key :)
steam upload will run alongside this update.
I've been told I can integrate it into RHS as and when I please, however it will just be the black and AOR1 A1 and NSW, fifty shades will have all popular colours people request. :)
If you do integrate it into RHS, perhaps reyhard (I think) could be persuaded to make it compatible with the peq15/wmx 200 combo?
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In my experience, 4k diffuse maps are fine, but other maps like the normal map and smdi need to be in 2k or less
I see. I'm not well versed in the technical aspects of modding so when I spotted this beauty at your artstation account I assumed it wasn't for arma due to the 4k textures (especially since I vaguely remember RHS not wanting to use 4k textures).
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Well that was a fast release :P One question though, I thought 4k textures were troublesome for arma to handle, causing all kinds of issues regardless of the user's hardware. Gorgeous model and textures though. As for camos, have you considered snakeskin?
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Amazing, I always like to see more novel addons like this. OFP was full of them, but unfortunately as the franchise progressed we got to see fewer and fewer of them.
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Hey zee, I was snooping around your artstation and found a sexy mp7a1 in aor1. Will it see a release in Arma 3 one day? I'm assuming it's not specifically meant for arma due to the 4k textures (or atleast in its current form).
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Nice! These also work well for peshmerga inspired units.
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Quality release, thank you for making this available!
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Any chance you're willing to enlist other members in the community for help in developing assets (i.e. more complex vegetation) or do you wish to keep the project inhouse?
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What an earth is that thing above this post? Suppose I am showing my age here, but is it from Thunderbirds?
aesthetic is all wrong for thunderbirds :P
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Santa Chila will probably set a benchmark for custom islands, all of your assets look great. Have you considered doing custom vegetation or will you make use of the default (and apex) flora? Most of the custom vegetaton released so far either looks a bit off or suffers from performance issues, so it might not be worth the time.
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Those ak's dont look so scratchy as many people say.... Nice photos, thanks.
Probably because it's airsoft.
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Looking good. Easiest way to break up the tiling is to add woodwork on the rouded part of the facade or have one of them broken (i.e. missing a couple of stones). The tower on the left needs some windows though, otherwise it wouldn't make much sense structurally. Just some simple stuff like this perhaps?
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It would have to be scripted to in such a way as work only during free fall, and then becomes a hidden selection once on the ground, There's an awesome A2 addon that does this, and has the masks.
You could make the mask as a "glasses" selection, but then you're limited to swapping these out, unless you do a bit of kit swapping in the editor, and place other glasses inside your assault packs.
Honestly a cosmetic item would suffice for me. But if scripting is involved, why not just use the diving mechanics. Blurry vision to simulate lack of oxygen at high altitudes. Back in Arma II, rocket (the guy from Dayz) ported some commercially available HALO gear. It would be awesome to see that in Arma III, but I'm not sure about the legalities of that. I think he had to purchase the assets.
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Very impressive. Wet textures are really something that shouldve been included in the base game.
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Seriously impressive. BIS should consider hiring you ;) Dont know how common it is for those types of buildings, but perhaps some flowerboxes underneath the windows to give it some color and add some depth to the first floor?
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Gah, looks like next is going to be the FN SCARs instead of the SMLEs. Not that I have a problem with SCARs (I don't; in fact, I love them), but they seem to be the less interesting pack of the two - the only real intricacy that they have to offer is the MK16/MK17 common receiver. Cool nonetheless, but IMO less than what the Enfield pack would have, which is more distinct guns and variants.
SCARs have the MK16, MK17, and MK20 + maybe the MK16 PDW and HAMR IAR if those count as separate to the MK16 (and are planned.) Meanwhile, the LE pack is already confirmed to have the No.1, No.4, and No.5 rifles, as well as the Ishapore 7.62 conversions, and the De Lisle and L42. Add in the No.1 & No.4 sniper variants, and maybe even the sawn-off trench raider SMLE and Howell Automatic Rifle and you've got quite the pack.
That just seems more interesting, in my opinion. Especially considering that two other modern-ish AR packs; the ACRs and SIG 550s, are already going to happen first. Sorry if this is a bit off topic.
Oohhhh, De Lisle...
NOLF intensifies
As someone who's dying to see what Toadie can do with shotguns I understand your position, but remember that the mg42 is already something very different from a 'generic' assault rifle, so in that regard he's certainly keeping a balance between the modern stuff and the more exotic weapon systems. Plus, there's that sig pistol that war_lord commisioned which is in the works.
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A standalone oxygen mask for H.A.L.O/H.A.H.O jump :
Hah, I was about to make this request :lol:
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I was doing some HALO setups in the editor the other day and found that the proper freefall animation now triggers for AI. Happy to see that has been fixed! On a related note however, the terminal velocity for freefalling seems a bit high (when not manipulating the controls). Perhaps this could be reduced somewhat? Im not sure how accurate the physics have been modeled, but I assume drag is considered a constant in the Arma engine (regardless of altitude)?
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It would easily be vehicles for me... if the mechanics concerning vehicular gameplay were solid. Unfortunately they're a bit of a mess right now, which makes for a less than optimal gaming experience. I recently played OFP again and found myself amazed at how immersive vehicle interiors were. I understand the tremendous workload involved with designing them, but scrapping them (for tanks atleast) was big mistake. Especially now with PiP tech we could have truly immersive interiors (although the lighting would need some serious work). Hopefully for Arma IV BIS will reconsider their stance on vehicle interiors. I'd love to fluidly transition from being unbuttoned to being in a dimly lit armored shell surrounded by MFDs and other instruments.
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RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Congrats on the release guys and gals! I've only been able to take a brief look at the update, but from what Ive seen so far myself (not to mention the stuff in the changelogs) it's fantastic. One of my favorite new features is the interior lighting. It adds so much atmosphere to the game.