Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

4335 Excellent

About PuFu

  • Rank
    poly bully


  • Occupation
    professional poly bully

Contact Methods

  • Skype
  • Biography
  • Steam url id

Profile Information

  • Gender

Recent Profile Visitors

6208 profile views
  1. there is no such model made by BI and available in their data packages. so it seem you are trying to edits someone's mod, which is both not allowed and possible
  2. afaik 3CB wildcats are ported and improved, these can be found in the same link i posted above. T-14 in RHS in completely custom. while i understand the point you are making, BI is in the business of selling a game, and its DLC. Since said 3d game assets, in the current modding environment, can be distributed via various platforms without needing base content, it's a bit weird for that to happen. TF2 is a free to play game to begin with, and selling modded hats has been, for some, a pretty profitable side business, including Valve. HL2 game assets were released much much later than the game itself, similar to how BI did that. Pretty sure that is sort of planned, but in some foreseeable future, possibly after or just before the next installment release.
  3. no you actually haven't....we indeed have some ports from A2 that have been improved and upgraded in various ways, but these can be freely be accessed here - https://www.bohemia.net/community/licenses/licensed-data-packages I wouldn't hold my hopes high, but i would love to have ways to add to existing assets without actually having to touch the existing assets, similar to how weapon proxies work for instance. i know of no such modding scenes where this happens legitimately, the ones i know of are a plagued with IP breaching, ripped stuff and thefts (to some degree, so is A3 modding scene, but to a much lesser extent).
  4. PuFu

    RHS Escalation (AFRF and USAF)

    ince there are no gloves as facewear items in RHS, nor in vanilla, it most likely is a lack of proxy in viewpilot lod. That being said, most headgear/facewear items shouldn't have any sort of mesh present in viewpilot lod, although i've seen some that do, so having such a proxy is usually not mandatory to begin with. Please post a ticket on feedback tracker anyways, should be pretty easy to fix. By the end of 2020, Russian ground forces should be 100% Ratnik. VDV, not so much. false. there is no year being aimed for (2015 or any else). sure, some premade factions are 2008-2013 or alike, but that's about it. we add stuff based on personal preference, and we also sort of wait for stuff to be implemented/fielded at larger scale before we even consider it a possibility / priority. That being said, it does take quite a bit of time to create/weight/adjust/inject uniforms/armor etc, and the person(s) that were more into organics stuff moved on from A3 modding. Also, there is 100% impossible to keep all mods and factions up to date with the latest tech /accessories etc that's being fielded across. There is no current active development regarding any of the gear in the Ratnik program we were waiting for someone to volunteer to do that. feel free to create the pretty wide variation of gloves used in deployment yourself, and make a mod out of it using the same system Delta Hawk used (various clipping might occur since that's a mesh on top of a mesh).
  5. PuFu

    RHS Escalation (AFRF and USAF)

    id you feel that’s a bug of sorts, and you haven’t used any other mods, please fill a bug ticket on feedback.rhsmods.org
  6. PuFu

    RHS Escalation (AFRF and USAF)

    maybe...one never knows was a merge rather than a gift, some of the RHS developers + others had a ww2 mod in development, when that development shut down, some of the assets that were already done found a new home @GREF. GREF is also sort of the place for toys we feel like doing but have nothing to do with US, RU or SERB, or are simply too old for the timeframe depicted
  7. PuFu

    RHS Escalation (AFRF and USAF)

    not really sure why, since none of our factions depict ukrainian armed forces. pretty sure you've been told this before....
  8. PuFu

    RHS Escalation (AFRF and USAF)

    define "effects". if you talking about damage / penetration etc, nope
  9. PuFu

    RHS Escalation (AFRF and USAF)

    we don't really deal in "mostly accurate". for ACU in RHS, there is not OCP, just OEFP (OEF-CP) Crye developed MultiCam used in Afghanistan. The improved OCP weather uniform (IWHCU OCP) has less and smaller pockets to allow drying faster. That would obviously require a new uniform sculpt, or at the very least some modification to the existing one. https://www.joint-forces.com/features/kit-camo/27127-know-your-multicam-oefp-or-ocp https://ovinnovations.com/pages/scorpionmc EDIT - my bad, in fact it seems we have left in some OCP test camo on @clima_x ACU model, despite the OCP ACU being a bit different cut to the UCP one
  10. PuFu

    RHS Escalation (AFRF and USAF)

    no idea. but wouldn't it be easier to just test it out without any other mods but RHS, like we have always suggested when it comes to reporting any issues?
  11. PuFu

    RHS Escalation (AFRF and USAF)

    sure, thank you, although we were actually looking for people able and willing to work with us rather than provide content already done
  12. PuFu

    RHS Escalation (AFRF and USAF)

    ...on our feedback tracker
  13. PuFu

    Vehicle Modding Help

    besides A3 samples, there are also A2 un rappified mlods available, although for what you need, samples would most likely suffice. i wouldn't get my hopes high about getting such vehicle from anyone tbh
  14. It isn't anywhere related to A3 life span, which is not really close to end until BI announces a future title to replace it. It is in regards to the next point below for bullets etc, these are just config values. but things needs to be configured together with all the other systems in place. For vehicles, it's also about how you define individual LODs. some info has long been posted on biki, and these days things are easier post Tank DLC engine update https://community.bistudio.com/wiki/Arma_3_Damage_Description if anyone would want to make the changes, even though that means most modern tanks for instance stand little chance about vanilla (future) values, it could be done, but would most likely require a good part of configs to be adjusted / changed. for big mods like CUP, that would be a humongous amount of work, not impossible, but could only be done with access to mlods. so an external dude couldn't just do a config compatibility patch to get it to work. To be honest, most mods out there want to have their stuff compatible with vanilla, not some 3rd party again, for neither A1 or A2 such system was needed, because the base values were accurate enough for the purpose. A3 is different here. You don't need to have CBA dependency to use magwells. RHS works just right, and it doesn't require CBA to run, but it is compatible from the get go with CBA. again, the current big mods for A3 had, from the get go different scopes. and for RHS, we figured out that what we wanted to achieve couldn't be done with some of the systems and values in place along the line, not from the get go. again, JAM was what CBA is these days. with a very important difference - for A3, you need to do some changes to the model as well, not just the configs. hence 7 years after the game release, doing that is simply not viable. as you can see, i am not ignoring. I am simply pointing out that due to both values provided by the base game, and some engine limitations and work arounds required, things are as they are. i am just hoping that a future title will provide, from the get go, accurate real world values that could just be inherited from, and would contain most of the calibers used by various depicted and possible modded weapons.
  15. so do i, even though back in the OFP days i wasn't modding, and mods was something it took me an eternity to download. assumptions. there are actually little to no differences or conflicts between various modding members, under closed doors there is actually quite a lot of collaborations going on. I have known / worked / collaborated etc with most people that released custom stuff for well over a decade. It isn't about who is the bestest, it is about individual scope of mods, and these differ. Would have been better to get such a standardization going for mods say like 7 years ago? sure. it is worth doing now? nope. as i said, there isn't a multiplier (say 1.73 x real values = arma values) that would make things easier. 6 years ago when we figured out we had to create out own bullet values, things were buffed from A to Z. I don't recall if 7.62x51 was in that list or not, or if it was changed along the line, since we have custom values, we aren't affected, or had to adjust. That said, 7.62x39 wasn't even defined before APEX, since no weapon was using that caliber. so there's that you can use this if you wanna test out some things yourself https://www.armaholic.com/page.php?id=25287