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ArmaFiend

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About ArmaFiend

  • Rank
    Sergeant

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  • Gender
    Male
  • Location
    Iowa, USA

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  • Youtube
    https://www.youtube.com/channel/UCUkE6C7Qsam68tZVxw_yLnQ?app=desktop
  • Steam url id
    http://steamcommunity.com/id/ArmaFiend/

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  1. ArmaFiend

    AF Large Civilian Ship

    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.
  2. ArmaFiend

    AF Large Civilian Ship

    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.
  3. ArmaFiend

    AF Large Civilian Ship

    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?
  4. ArmaFiend

    AF Large Civilian Ship

    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
  5. ArmaFiend

    Cargo Ship Project (Static)

    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.
  6. ArmaFiend

    AF Large Civilian Ship

    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.
  7. ArmaFiend

    AF Large Civilian Ship

    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.
  8. ArmaFiend

    AF Large Civilian Ship

    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.
  9. ArmaFiend

    AF Large Civilian Ship

    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🤡
  10. AF Large Civilian Ship (Cargo Container, Bulk Cargo, Oil, Liquid Gas) https://steamcommunity.com/sharedfiles/filedetails/?id=1685039592 Release 1.1 Hi Everyone! I am putting out the first release of my first MOD!!!!!!!!!!!!!!!!!!!!!!!!!! I hear for your first project you should pick something huge that takes tons of time. I hope to still work on this, but after years of on and off working on this ship, and being currently unemployed, I am able to release a working ship. Please let me know what you think. What you would like to see and what issues did you find? I will be updating this with some layouts for the ship interior and hull storage. I will be updating the engine room models and the control room models, these should look like shit, they are there just to get something there. I will try to work on the life boat but flotation is a pain to config and test so... take that as it is. I am looking forward to some negative comments to help make this better, I will also take your praise and undying admiration. PayPal Donations Patreon Donations Short (>3 min) Ship Overview https://www.youtube.com/channel/UCUkE6C7Qsam68tZVxw_yLnQ? Picture Galore 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
  11. ArmaFiend

    Cargo Ship Project (Static)

    I have sent off a PBO to my brother to do some testing and I have been fixing issues I have found. Everything is working great so far and I am happy with how things are coming along. I have the tower config done, windows, doors, and curtains are working as expected. The Eden attributes are working great but I may need to do some type of Dialog for window and door Eden animation control. Still working on boarding ladder spawning around the ship edge. You can climb the anchor chain if its down and go prone climb to the deck through the hole for the chain. Tried some static AI in the tower, they shot through the walls 😩 . Check out some progress pics below! First ladder created(for testing) Upgraded Ladder! Inital Spawn State Current Eden Attributes Set Eden Attributes View of Selections
  12. ArmaFiend

    Cargo Ship Project (Static)

    I have been implementing the windows and currtains. These will have the glass.rvmat and cloth applied. I will test to see if AI can see through them. Currently glass is working as expected and shadders correctly. The path LOD in the tower has been tested just in the first floor and half the AI used it with the ship place in a vr envirment, the other half walk through the walls and fell. With the amount of separate peices I think AI in the tower may be hard to do. I may work on that after I have something to put out and you can use static AI unit while I test.
  13. ArmaFiend

    Cargo Ship Project (Static)

    Thank's Mankyle! I needed something to reference door and window locations while I work. For you all, that means you get to see the towers floor plan. Floor Plans
  14. ArmaFiend

    Cargo Ship Project (Static)

    Thanks!! I am looking forward to playing with this too. The hardest part is the size. I am currently at 23 objects just for the basic ship and that will go up now that I know there is an animation bone limit on objects. Plus all the add on parts such as bridge computers, escape boats, assault ladders, and gally objects.
  15. ArmaFiend

    Cargo Ship Project (Static)

    A reason I created this was also to note things to the public while I worked. Example: The ships spawn height is at the minimum draft. So the ship will not have water visible at normal wave height. With giant waves or to show a higher draft due to an empty ship, you should move the ship higher. The boarding ladder with the mod will adjust to sea level height(currently implementing).
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