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122 ExcellentAbout ArmaFiend
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No ignorance, I agree with you. I have have a script that can sink most all static Arma 3 ships. I have sunk USS Liberty, Nimitz, My Own and the CUP WASP. They all have their parts that can be changed slowly over time to be lower in the ocean. It looks weird. Also, Detecting the types of missiles.... if they are anti-ship munitions, damage calculations on a large scale ship is hard. We also need better anti-ship missile scripting with arma... or I am ignorant of some anti-ship missile tech and how o implement.
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Flattery will get you everywhere in life. Did it work well for all? The most I played with is 5. Workable for them. I have a version with floor markings and interior I may need to post the mission file or on steam now that templates are at hand. I don't have it done yet. I am the slowest Arma mod dev. There is still an arostat I am working on. =
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Cargo Ship Project (Static)
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The room above the engine room can be made into a control room/mechanics room. I have done that in some of my mission. Hence the room sizes. Access under the main deck is for player to player CQB fun mostly, not complete accuracy. They are are to cover the movements of people on ships, in real life with containers and decks with cover over them, the lower deck is to replicate that, in an Arma/Ship Variations, friendly style. -
Cargo Ship Project (Static)
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I tried to capture the diesel-electric "spirit" with the engines not running to the props but to a generator unit. I put in 2 engines looking at the size of what I had and wanting the engine to span 2 levels(with the cat walk). This was to have an interesting fighting space for CQB that was engine room "like" and not restrictive with Arma. I am working on a ship 2 so consider this me letting you know. The ship will be about half this size to get better detail. If you have photos of just a generic section on metal paint that would help. From my research "rust kills ships" and "paint everything" means there are multiple layers of the "same" paint. That would give me an idea of a texture I am looking for on parts of the ship. -
Cargo Ship Project (Static)
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Haha, I know! I find it funny because when I started this project I thought "Its a ship, just one ship that doesn't have to/can't move. What a great idea" I had never scripted, written a config, or built anything of significance before I started it. No mods even close. 3 years later, here I am. I have people saying it has bad textures, your right! I can make better textures now, but this is not just an HD texture of a helmet, it's a giant ship with more texture space to fill than 1 person to make perfect. I taught myself while building this so... it's all F'd up. UVs have been done so many times I can't keep my head strait. The model is organized in the least efficient and concluded way, even to me. It's basicly scratches of a mad man who just wanted a ship to shoot pirates on/from. It does have things that no other cargo ship has in Arma, for good reason, it was a bich. example: Getting hatches over ladders to work took weeks of messing with things, because ladders will let you climb through things. Thankfully I found the Ace assault ladder and got ahold of how it worked for my answer, the answer was animate the top ladder memory point with the hatch so you cant climb high enough. TLDR - Right! -
Cargo Ship Project (Static)
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If you would like to make one for me, I am up for it. -
Can't the crew just be really good at cleaning and repainting? I do need to learn painting in blender, but the hull structure UV's are messed up and needcleaned. I should split UVs to more images to get better resolution in painting for rvmat. The textures are just open source tilable and the modeling is very simple yet complex some how.
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The hot fix has been out. Engine parts and tanks are now spawnable objects and do not spawn with the ship anymore. Ladder scripts have been updated to work better on dedicated server. I have been working on a PVP dedicated server mission to ensure everything works server-side with the mod.
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Hot fix is on its way today for the engines and railings. I will look through the doors again. The doors are in 3 different models because of number of animations restriction, top, middle, and bottom. I am guessing one had a mapping slip up. What level of the tower were the see through doors?
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Did some one say update time? No, no one.... Okay then, I'm saying UPDATE TIME! Release 1.1 Fixed: See through Doors fixed - Unable to Reproduce but new textures were created and mapping updated Actions for doors and windows set to allow AI control Color of all models darkened - Changed ambient[]= from 1.0 to 0.8 Ship Spawning Delay fixed - Mod was Binarized Class names updated to follow community standard. THIS WILL BREAK ALL MISSIONS WITH SHIP! Will not change again. Cargo version model updated with hull memory points for conex spawning and some normals fixed Added: More detailed engine model added Signature added - for all you server people Conex container spawner in attributes added. Only first layer will open. Suggested all items you place inside a conex have simulation disabled https://steamcommunity.com/sharedfiles/filedetails/?id=1685039592
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Cargo Ship Project (Static)
ArmaFiend replied to ArmaFiend's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Copied from steam comments: Hi Friends, Yup, no .bisign files. for explanation please see first line of the MOD's Description on steam "Work in Progress Release" If you have wanted this on your server you should look back at the issues found by commentators here. This iteration is NOT a full and finished mod... yet. To say that I figured out all parts before release is over estimating a self taught, first mod release, and still learning creator. IE: see through doors. That said - I have started to go though all issues you have noted here. I am working on the next iteration. Most issues I hope to have fixed, though not textures. I currently use opensource free tillable textures, because, well, they are free! and easy! Someday they may change. TeTeTe3 has gave great feed back, Thanks! I know I have talked to you on the BI forums years ago though I have used your knowledge to add to mine. GO NIMITZ! HaroldTheNorse has informed me on unwritten rules for funzies and done great job at testing. You can half blame him for changes to object classes coming. (THESE WILL BREAK MISSIONS) You can blame the other half on me for innocent ignorance and perhaps not nailing down how much this first release was a "WORK IN PROGRESS RELEASE" edition. The next release will be less of work in progress and more of a first release of a mod. Cleaned up, proper object naming, and conex box eden spawning with memory points. I am working on the next release and will have more info as it comes together. P.S. Reminder- I released this because I was tired of being the only one testing it out. I said F-it lets see what people think before I do more work, and not just to keep this for myself. Thank-you all for your help and feedback. I have more of you than the above 2 users on my issues log and will respond to you more as I go. -
The negative feed back has been expected so far but steam comments so far, are are on point. The textures are basic. These are all open/free textures I have used to decrease my large workload on this project. Anything else is welcome and I will be updating as I learn.
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Frank_Jordan started following ArmaFiend
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Thanks! Let me know if I have an annoying voice. I will let my twin brother know and shit on him when every he uses his genetically alike voice.
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Thankyou! You have all made my weekend! Nope, no building positions... kind of.. yet. My understanding is that building positions come from the path LOD. The path LOD gives AI direction when inside a structure. I have a path LOD on the first level of the Tower but no building positions defined. This is something I would like to implement but for those positions and AI but have found that AI walk through the walls and act unexpectedly. This is not only with my ship, but add a building over water and add AI, they will act the same. This has happened in the bits of testing I have done with it. Half of AI walked through walls and into the water and the other half bunched up on one path axis. It worked better with a pier underneath a building but I have been able to define what is or will happen. I will be working on that. In the mean time I have set AI on the ship and set a dostop on them to stop them from walking around. This works in you want them shooting back but they will not move. I am working on a demo mission where I have a shit ton of AI on the ship with a random presence set on them all so all CQB is random on the ship. This works for now but I will be working on other options. If anyone have more data on AI behavior for water objects, let me know. I have yet over the past few years to find an Arma way to get AI to fiction normally on a ship.
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I have noticed that as a large issue, but need to learn more about texturing to fix. This does look better with cloud cover. I am unsure what I am missing to get the rvmat to be "less bright". Its not shinny at all just seems to washout in the sun. The ship is more functional than pretty. Texture maybe something I work on sloooooowwwwly as I add better assets, and learn. Just look at the shitty textures on the engines and control consoles. What kind of eye sight created those things... me... I did🤡