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da12thMonkey

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Everything posted by da12thMonkey

  1. Some of you have probably already seen that I made a bunch of quick retextures for the "Standalone Series" aircraft addons made by the talented chap that is Firewill, and released them at various places on the forums in the past. Recently Firewill updated all the aircraft with a new system that allows 3rd parties to configure retextures in a way where they are selectable from the AirWeaponSystem arming dialog for the respective aircraft. As such, I've needed to update the configs for all those projects to the latest standard. Updating all the addons at the same time provided a good opportunity to create a centralised thread for all those various retextures I did, instead of spamming all of the individual threads with updated links and information and making a mess of them. Plus I got to do a couple of extra changes that I've been meaning to do. So lets get down to business... F-15 Eagle: (requires F-15 Eagle standalone) Eagles of the Middle-East Pack: (updated 17/02/2017) I did previously release an initial version of the Royal Saudi Arabian Air Force F-15s, and have shown off a little work on the Israeli Air Force ones. I've subsequently elected to release them both together as a pack depicting Eagles of the Middle-East. Contains textures for: Israel F-15C "Baz" - 133 Squadron IAF F-15D "Baz" - 106 Squadron IAF F-15I "Ra'am" - 69 Squadron IAF Saudi Arabia F-15C - 13th Squadron RSAF F-15S - 55th Squadron RSAF http://imgur.com/a/VZkVH I owe thanks to SasiExpLosioN for spotting that I had the arabic for RSAF (القوات الجوية الملكية الـسعودية) written back-to-front - Was photoshop's fault, not mine; but it should be fixed now. Download v1.1: Mirror 1 - @DropBox Mirror 2 - @Steam Workshop Republic of Singapore Air Force F-15SG: (updated 23/02/2017) A single retexture for the F-15E, representing the F-15SG as flown by 142 Squadron "Gryphon" and 149 Squadron "Shikra" RSAF. http://imgur.com/a/0tLwK Download v1.2: Mirror 1 - @DropBox Mirror 2 - @Steam Workshop F-16 Fighting Falcon: (requires F-16C Fighting Falcon standalone) NATO F-16 Pack: (updated 25/06/2017) Contains textures for: Belgium (F-16AM) Denmark (F-16AM) Netherlands (F-16AM) 312 Sqn. RNLAF 313 Sqn. RNLAF 322 Sqn RNLAF Norway (F-16AM) Portugal (F-16AM) Romania (F-16AM) Greece 340 Mira HAF (F-16C Block 52+, inc. CFT) 341 Mira HAF (F-16C Block 50) 343 Mira HAF (F-16C Block 52+, inc. CFT) 347 Mira HAF (F-16C Block 50) Turkey 141 Filo TuAF (F-16C Block 50) 142 Filo TuAF (F-16C Block 50) 161 Filo TuAF (F-16C Block 50+, inc. CFT) 181 Filo TuAF (F-16C Block 50+, inc. CFT) Dutch, Greek and Turkish squadrons are selectable from from the arming menu on F-16s that come with or without CFTs. The default textures for each variant from the mission editor are as shown below: http://imgur.com/a/BF6MY Download v1.5: Mirror 1 - @DropBox Mirror 2 - @Steam Workshop Falcons of the Middle-East Pack: (updated 25/06/2017) Contains textures for: Bahrain (F-16C) Egypt High-Visibility (F-16C Block 52+, inc. CFT) Low-Visibility (F-16C Block 52+, inc. CFT) High-Visibility (F-16C Block 40) Iraq (F-16IQ) Israel (F-16C "Barak") Jordan (F-16AM) Oman (F-16C Block 50+ w/CFT) Unlike the Greek & Turkish F-16s I did, the CFT and non-CFT textures for the Omani and Egyptian F-16s are the same since these airforces don't have distinctive squadron markings (not worth making a different texture just to change the airframe numbers). http://imgur.com/a/ViAy1 Downloads v1.3: Mirror 1 - @DropBox Mirror 2 - @Steam Workshop Fictional Stuff! These below projects were done for fun more than anything. They're not meant to form packs or include any of the things like mod.cpp and other presentable things I added for the main addons above. These generally will not be kept up to date as much as the 'realistic' addons above. F-14 Tomcat: (requires F-14D Tomcat Standalone) My fictional F-14F Aéronavale and F-14K Fleet Air Arm Tomcats were updated. They depict the F-14 in foreign service throughout the 70s, 80s and 90s. French, Marine Nationale (Aéronavale) Gull Grey and White underside. Crusaders were delivered with the same basic paint scheme as those in US Navy service, so this is reminiscent of the USN Tomcat scheme too. Carries the arms of Flottille 12F All-over Gull Grey. Generally similar to the original paint scheme. Aéronavale's whole F-8E(FN) fleet was repainted without the white underside and control surfaces by mid-1979. Carries the arms of Flottille 14F All-over blue-grey. Worn from 1986 onwards, until the upgraded F-8P variant was replaced by Rafale in 1999. Carries the arms of Flottille 12F again British, Royal Navy (Fleet Air Arm) High-vis Extra Dark Sea Grey with White underside - scheme used by the RN on various aircraft from the 60s until the early 1980s. Tail markings for 893 Naval Air Squadron Low-vis Dark Sea Grey - scheme used by the RN's Sea Harrier FRS1 throughout the 1980s and early 90s. Tail markings of 899 Naval Air Squadron Low-vis Medium Sea Grey - scheme used by the RN's Sea Harrier FA2 from 1993 until they retired in 2006. Tail markings for 800 Naval Air Squadron https://imgur.com/a/BfSHl Downloads v1.1: F-14F Mirror 1 - @DropBox F-14F Mirror 2 - @Armaholic F-14F Mirror 3 - @Arma3.de F-14K Mirror 1 - @DropBox F-14K Mirror 2 - @Armaholic F-14K Mirror 3 - @Arma3.de And finally for some brand new randomness: F-16 Fighting Falcon: (requires F-16C Fighting Falcon standalone) I made these ages ago, but they're unreleased previously. German, Luftwaffe JG 71 "Richtofen" - Inspired by German F-4 Phantoms and MiG-29s of the 90s British, Royal Air Force No.IX Squadron - Inspired by RAF Tornados and Jaguars https://imgur.com/a/neVuW Downloads v1.0: Luftwaffe Mirror 1 - @DropBox Luftwaffe Mirror 2 - @Armaholic Luftwaffe Mirror 3 - @Arma3.de RAF Mirror 1 - @DropBox RAF Mirror 2 - @Armaholic RAF Mirror 3 - @Arma3.de Have fun with them! Once again, huge thanks goes to Firewill for including .psd templates to make these so easy and enjoyable to create. I probably wouldn't bother otherwise!
  2. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Arma's loadouts system is rather limited in that the launcher loaded on the station/pylon proxy is defined by the magazine, and magazines can only have a single ammo type loaded or weighted probability that the next round fired will be one of a listed type. You can't really do any mixing of munitions on the same pylon/station without hard locking that station to a particular launcher per vehicle class
  3. da12thMonkey

    How to animate Rocket flames

    For most of our missiles and rockets in RHS _fly is a variant of the model that is the projectile seen when fired (cfgAmmo model). And the other version is the model seen when the rocket is in the pod (cfgAmmo proxyShape) - it disappears once fired and switches to the model. _fly is the one that will typically have a model.cfg and animations for rotating the flames, fins etc. where the other model is usually static and has no model.cfg and may have some parts missing if the full rocket is not visible when inside the launcher But in the case of the grad rocket model we use _fly for the submunitionAmmo created when the artillery simulation type reaches its terminal phase So we have the rhs_r_m21OF_in model for the rocket as displayed in the GRAD barrel, the rhs_r_m21OF model with exhaust flames modelled for the firing phase, and the rhs_r_m21OF_fly model for the terminal phase with no exhaust flames (rocket motor should have burned out by then so no point modelling it) IIRC projectile models always use the lowest LOD, so those model tend to only have one. But proxyshape might want several to aid performance when displayed on the carrier vehicle m21OF_in has 3 resLODs, m21OF and m21OF_fly just have the one They do have a very basic shadowLOD but IIRC the game doesn't render the shadow for the projectile so they're probably optional. We might just have one for the sake of firmly establishing that the game should not attempt to use the complex resLOD mesh for shadow generation by forcing it to use a simple svLOD instead if it ever does cast a shadow. However I guess a shadow can be useful if someone is spawning the model for display in a mission using createSimpleObject etc. Obviously the flame part is not in the shadow meshes - just the body of the rocket Rocket flame model is a sort of cone-shaped 3D mesh on our grad rocket rather than just 2D planes, but on a lot of other things like R-77 missiles etc. it's a series of 2D planes. I'm not sure where the flame model originated for the grad (and other rockets like S-24, S-13) but it's probably based on something we found in Arma 2 data
  4. initSpeed, is as the name suggests, the speed the bullet has when it is initialised. It does not accelerate to its muzzle velocity, it is created with a velocity defined by initSpeed internal ballistics are not something that BI bothered with simulating in Arma's projectiles. Any delay between mouse press and the bullet's initialisation at initSpeed will be the result of user/hardware specific factors like input lag, frame rate etc. Bear in mind that the base magazine initSpeed can be overridden or modified by the initSpeed parameter in the weapon
  5. Arma's ballistics is extremely generalised. Deceleration is determined per ammo type by looking at velocity and time of flight data from comparable real-world ammunition. Just look at some data and pick a time span (i.e. particular range/distance and the round's time of flight and velocity for that range), and work out the change in velocity over that span of time - that's the generalised deceleration. Then BI just plug that value in to the formula and come up with the airfriction value
  6. da12thMonkey

    NIArms Release Thread

    AUG doesn't have a fire-selector IRL, it has a two-stage trigger. Pulling it to the first stage fires once, pulling it all the way to the second stage and holding it down fires full-auto. So the addon does single-fire by similarly just clicking your mouse button once instead of holding it down
  7. https://community.bistudio.com/wiki/Arma_3:_Targeting_config_reference#incomingMissileDetectionSystem
  8. da12thMonkey

    RHS Escalation (AFRF and USAF)

    It does. BMP-2 commander's position has two optics: First one is the 1PZ3 sight slaved to the main gun so the commander can see what the gunner is pointing at - Commander can override the gunner while holding the Alt key (I think it's Alt anyway) in the 1PZ3 viewmode. The other is a movable TKN3 periscope same as the BMP-1 (but with the cupola mounted on the turret rather than the hull). Cycling between the different optics is done with the NUM+ and NUM- keys used to zoom in and zoom out.
  9. da12thMonkey

    RHS Escalation (AFRF and USAF)

    In general, all the Hind and Hip camos draw from modern Mi-35M and Mi-8MTV-5/Mi-8AMTSh references as those were the "2014" scope envisaged for the mod, but models themselves are lacking such modernisation. Soviet era stuff wasn't so much within scope until more recent years of development. The camo4 is based on a modern Mi-8MTV-5. I've not seen the beige/gray shades used on Soviet era aircraft - closest I've seen is a beige/olive used around the Afghan war period. But fair enough it seems the Mi-8MTV-5 was in the midst of the transition to blue-edged stars and standardisation on the dark grey or modern green/tan/blue camo, and this scheme had an older red star. It's a similar situation with the orange/green MVD helos I mentioned before. Soot patterns are indeed inspired by aircraft from the Chechen war, but they're applied on the colourway of modern Russian helicopters rather than Chechen-war period ones. Green hinds were from a regiment that was equipped with Mi-24Ps in the 2010s IIRC, but I can't find the reference.
  10. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No plans to do that. Authentic historical Mi-8/Mi-24 liveries would warrant retexturing the aircraft entirely anyway. The Mi-8/Mi-24 livery colours are modern ones (or semi-fictional ones to match another aircraft in the mod or past BI games). AFAIK the all-green Mi-24 is the only authentic pre-2010s camo and IIRC already has the older red star. The Mi-8 MVD orange/green camo is probably the only livery where the aircraft has appeared with both kinds of star IRL.
  11. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Which ones? The red stars on the fuselage or the ВВС РОССИИ titles on the tail boom? Red stars are part of the vehicle texture. Titles use the tail_decals named selection (6th index in the hiddenSelections[] array) - AFAIK we haven't included any alternative insignia (e.g. МА ВМФ РОССИИ, ВКС РОССИИ etc.) for that so far
  12. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Accessory scripts only run for players. Otherwise they might be checking hundreds of AI throughout the mission and cause unnecessary overhead. Grips for AI units are done by assigning the corresponding weapon class for that handanim, as SterlingC says (the normal weapon classname with a _grip/_grip2/grip3 suffix). The grip attachment is not "baked in" to the weapon but the handanim is, so far as AI is concerned.
  13. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Using the RHS dev branch? IIRC when the PEQ script was rewritten for the new keybinding system and to add support for secondary and launcher weapons, the rhs_fnc_anpeq15_rail function call wasn't included yet. I've mentioned it to @reyhard so it'll probably be fixed at some point.
  14. da12thMonkey

    Secret Weapons Reloaded

    Engine cowling on the model seems to be the early Curtiss Model 81 "Tomahawk" (P-40 to P-40C) type on top, with the round carburettor intake scoop and nose-mounted machinegun ports either side. But the wrong radiator intake arrangement for an early P-40. Along with the two nose-mounted .50 cal MGs, they had four wing-mounted .30 cal MGs (or .303 for British ones) The enlarged radiator scoop below the engine was a feature of the later Curtiss Model 87 "Kittyhawk"/"Warhawk" series aircraft (P-40D onwards). As shown on the picture above, the Model 87s had a redesigned carburettor intake scoop and no nose-mounted MGs since the aircraft changed to have all armament as wing-mounted .50 cals (usually 6 of them, but the first production runs of P-40D and P-40Ns had only 4). Pic above is a P-40E or later, since the carburettor intake was a little further back from the prop spinner on the initial P-40D. Merlin-engined versions like the P-40F didn't have a scoop on top of the cowling at all.
  15. da12thMonkey

    Vilas addons in A3 w.i.p.

    They can be that resolution if they are jpg. But you need to make sure that what ever tool you are packing the addon with copies .jpg directly, without trying to convert it to .paa. Else the images might not be in the compiled .pbo because they're not a valid resolution for conversion to .paa.
  16. Might not be the problem but get rid of the , (comma) at the end of the keybind array Mod_MyActionName[] = { 0x25, "256+0x25", "0x00010000 + 2" }; I know it was in the example on the biki, but it shouldn't be there because it creates an array with a missing 4th bind instead of a completed array with the 3 listed ones.
  17. da12thMonkey

    RHS Escalation (AFRF and USAF)

    removeMagazineTurret (or removeMagazinesTurret if you want all of them removed)
  18. da12thMonkey

    Veteran mod (VTN) - announcement and WIP

    Something like this happens from time to time when mods are updated on the workshop after Steam has changed the workshop TOS. Usually just requires the author to log in an accept an updated Steam Workshop agreement on the item's page.
  19. da12thMonkey

    RHS Escalation (AFRF and USAF)

    RHSAFRFDEV already has some redevelopment of soft-kill APS systems on Russian tanks
  20. da12thMonkey

    RHS Escalation (AFRF and USAF)

    We use these for testing and calibrating penetration Set of targets that use the game's "armor" material in different thicknesses, so one can work out how many mm of RHA steel an Arma 3 projectile penetrates I would have recommended them for your AFV ammunition tests since they're a bit easier to analyse than thick concrete blocks. However the download link there no longer seems to work. Perhaps @x3kj has mirror available
  21. da12thMonkey

    Import basic arma 3 head into Blender

    https://github.com/AlwarrenSidh/ArmAToolbox/releases Will allow you to open the "bust.p3d" head model in Arma 3 Samples\Addons\TemplateRTM, directly in Blender
  22. da12thMonkey

    RVMAT Clarifications (Hopefully)

    You don't really. Arma uses diffuse textures that are supposed to have some elements of pre-baked lighting to compensate. Not use just straight colour/albedo maps that are designed for PBR shaders. It's advisable to bake/generate curvature maps and ambient occlusion maps and apply them over the top of the albedo with an overlay (for curvature) and multiply (for ao). IIRC most PBR texturing aps like Substance and Quixel contain a "base" material that generates these overlays from input maps and applies them in albedo/colour, specular etc. maps for creating these kinds of stylised textures.
  23. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Thought it already had one, just not configured in the config.cpp for the RHS rifles to be honest since there was already a "cloth" selection in the model for those parts. Have added it to the model.cfg sections[] array now
  24. da12thMonkey

    Textures cause extreme FPS lagging

    How many "sections" does the model show for each LOD in object builder? Some parts of the model may be creating separate draw calls even though they use the same texture and material, because the texture is divided in different sections
  25. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Not entirely. reyhard's was already in the process of MASSIVELY overhauling the FCS and optics on Russian tanks, so it seems to be quite fortunate timing in some ways. As an observer it appears to have streamlined expanding the feature set a little - like being able to add actions to dump range or go to a battlesight zero on appropriate FCS, and not having to worry about how players should interact with it, where it fits in with the existing Arma 3 control scheme, or how it's tucked away in a menu somewhere. Everything can be there in one organised RHS - FCS Keybindings subset of controls specifically for interacting with the FCS. It's also motivated refinements to the weapon/attachment interaction scripts. For a start they work equally on secondary and pistol slot weapons as well as primaries now. reyhard doing that has in turn allowed me to config the picatinny rail slots on the SMAW, MAAWS and M72A7 to be open to more attachments (in fact can use the same universal joint-rails type slots we have on rifles), instead of having a limited "whitelist" of optics and lasers masking things that were obviously not functioning the same as they could on a rifle. Simplified additional binds offered room for expansion of the system to have both previous and next states in attachment cycling. So it's a bit smoother to cycle directly between states on attachments that have more than two modes: Like the AN/PEQ-16 or AN/PEQ-15+M952V combo now that they have an additional IR illuminator setting on top of the existing IR laser and white light (that's another thing BI have added on the A3 dev branch in recent months: IR flashlight/spotlights). Again, all this is in its own little RHS - Weapon Keybindings nest in the keybinds menu, so folks hopefully have a better idea of where to look to tweak it to their liking.
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