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ArmaFiend

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Everything posted by ArmaFiend

  1. 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
  2. ArmaFiend

    AF Large Civilian Ship

    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.
  3. ArmaFiend

    AF Large Civilian Ship

    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. =
  4. Is that something you might be interested in? In game pictures In Progress Pictures Ship Types = Bulk Cargo, Container Cargo, Oil, Liquid Gas Current Functionality Big f$%king Ship Deck with lower level throughout (Nothing underwater) Ladders between ship decks with working hatches Height Adjustable Boarding ramps, port and starboard in eden Ship Tower with many rooms(CQB hell) Multiple ship types adjustable in Eden Working on Functionality(To do before any test release) Bulk Cargo hull doors need animating and new texture baked Container cargo has scripting needed and export from blender Oil Tanker needs LODs and exported from blender 60+ doors needs animating and config done (Learning hit points and glass animation for widows) ps. also doors have window curtains I would like open/closeable. We will see Windows and window curtains need config and animating done(Trial and error learning will continue) Texture tweaking and rebakes will be needed Escape lifeboat on rear of ship, texture needs work. Either sits on top of water like a balloon or sinks like a rock. Anyone good with boats, I have not had fun getting this to work. May start other thread when I to focus on this more Control room assets needed Hull piece 7 is my hate, my devil, and the death of all things good in my life(see below) I will try to update this now that I feel comfortable enough to tease you all. I have been working on this for 2 years (no really, started around Jan, 2017). I haven't been religious at working on it but I also have had to teach myself how to do all this. I am getting to the point where I can see an end and being able to release this so I am working more and want to know the communities thoughts. I hope to get more and more motivation from you all and release this over the next month or such.
  5. ArmaFiend

    Cargo Ship Project (Static)

    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.
  6. ArmaFiend

    Cargo Ship Project (Static)

    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.
  7. Good News everyone, I would like to show the work for the first mod I would like to release and share. So far the outline of the trailer and blimp complete with more detailed added as I go. This is my learning model. I have not made a mod for Arma before but have read up. So don't expect fast development as I am a self taught 3d artist and learned from a laptop in iraq and am not just relearning blender from those pre 2.5 version days. I plan a realistic goals. Hopes for the future V1: A model in game and working with Zeus.(Add your own camera/whatever with memory points listed on release) V2: Sensors and cameras added (Basic functions/still researching as some of these blimps fly quite height for Arma cameras I believe) V3: Working lower and raise (I have never seen anyone successfully do a lighter than air ship yet in Arma 3, that being said I foresee rope coming in handy for the tether. If anyone has seen negative mass LOD before let me know.) V4: Attachment for blimp(I would like to learn this correctly with some nice Virtual Garage options) V5: Different versions (Naval/Truck mounted/Smaller/Larger/WW2) http://imgur.com/ras4Llm
  8. ArmaFiend

    Cargo Ship Project (Static)

    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!
  9. ArmaFiend

    Cargo Ship Project (Static)

    If you would like to make one for me, I am up for it.
  10. 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.
  11. 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.
  12. 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?
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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🤡
  19. 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
  20. 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.
  21. 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
  22. 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.
  23. 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).
  24. ArmaFiend

    Cargo Ship Project (Static)

    I had to change ladder positions with an animation. In order to get the ladders for the hull to work with a hatch the ladder end position moves with the hatch. When the hatch is closed there is no ladder only from the top, when the hatch is open the ladder extends to where the hatch is. ACE assault ladder taught me that config and I dissected that to get my model config is what you will see. Shadow LOD is where I am lacking but, I get the concept and will work on that when I have a few drinks and can handle the monotony I will have ladders for assault and with those Ladder animations I can experimenting with variable sea level assault ladders The ramps have their roadway LOD extended past the view to facilitate water on boarding and variable entrance locations. I am working on multiple ship assault options. I am only working on this as a static object which makes ship boarding easy.
  25. ArmaFiend

    Cargo Ship Project (Static)

    In progress pictures this evening
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