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Everything posted by PuFu
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funny thing (check his previous jobs): https://au.linkedin.com/in/david-lagettie-b55a8426
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RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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"game within a game" for me as well
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RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
about MTLB - it's zeelex pet project, all i can is the first version will most likely be an AA station on the LMTV i cannot comment because i actually have no idea. The first thing to do on the HMVs is to get them uparmored, the type of weapon mounts will come later, and are low prio- 16577 replies
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ARMA 3 - official mod, ADR-97 weapon pack
PuFu replied to Jakub BXBX Horyna's topic in ARMA 3 - ADDONS & MODS: COMPLETE
via reyhard: Warning Message: No entry 'bin\config.bin/CfgWeapons/StandardSound.scope'. Warning Message: '/' is not a value Warning Message: Error: creating weapon StandardSound with scope=private class CfgWeapons { class Rifle_Base_F; class BaseSoundModeType; class StandardSound: BaseSoundModeType { soundSetShot[]= { "ADR_97_Shot_SoundSet", "ADR_97_Tail_SoundSet", "ADR_97_InteriorTail_SoundSet" }; }; class SilencedSound: BaseSoundModeType { soundsetshot[]= { "ADR_97_silencerShot_SoundSet", "ADR_97_silencerTail_SoundSet", "ADR_97_silencerInteriorTail_SoundSet" }; }; }; -
RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://feedback.rhsmods.org/- 16577 replies
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RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
here's your chance to ask the questions you all wanted to ask (requests are still not considered questions btw ;) ) clicky image above ^^- 16577 replies
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RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
m16A3? no nope, you can never satisfy these... this particular image of a m16 3d model gives me the creeps, well done finding it ...refrain from requesting stuff- 16577 replies
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precisely, but you do as you wish ;)
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no it's alright, don't worry about it, i was genuinely curious if you guys are starting to build a team or you already started work on some stuff. Usually you gather a lot more interest if you actually show some stuff that is done or at least WIP rather than just make a list of plans.
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do you guys have anything done so far worth showing, even if WIP... because this definitely looks ambitious, maybe a bit too much so (not that it is a problem though)
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dayz is the test-bed for BI's upcoming engine (enfusion). Test-bed means continuous changes etc etc
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it doesn't look that way since you keep on posting
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interesting read there, especially considering it coming from that guy who got butt-hurt for not affording to commission a 3d model...but it is offtopic to this thread
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model import scrambles uv map - any ideas?
PuFu replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
heard it was fixed and the error was due to a few verts were waaaay outside in the UV 0-1 space. wanted to leave it here if any other have issues with it. props to ianbanks for finding the error. -
model import scrambles uv map - any ideas?
PuFu replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
no one seems to be having any sort of idea so far (asked internally in RHS where the collective knowledge base is not too shabby if i can say so, and on discord modelling channel). What i would do is copy paste the UV coordinates to a secondary UV set and then back to primary UV set. I have tested after posting the exports between multiple software, including marmoset and all seems fine, bar buldozer...i am to be honest 100% puzzled -
1. yes it was 2. donation is voluntary and it happens across the modding communities, this bloke wants to be able to sell a mod. 3. nope. hey can simply prohibit (and they do via EULA) the sell of .p3d and. paa files, if these files are created using BI tools. that isn't a mod, is a toolset. it's not the same thing and please post in english, and edit your posts rather than posting 2-3 times in row. Also might wanna change that "i'm right you're wrong" tone if you want this to be a discussion rather than a monologue - and not want it to get locked. Otherwise, just post on your own blog or social media or whatever
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model import scrambles uv map - any ideas?
PuFu replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
nope, i didn't even assign a rvmat. i have assigned as texture the nohq, it is still the same. the textures are fine they are 8bit/chnl 2048x2048px. i'll ask internally maybe someone seen this before, because i haven't -
Custom Buildings too Bright on Certain Maps
PuFu replied to opteryx's topic in ARMA 3 - MODELLING - (O2)
yeah i have seen your OP. do you mind comparing your RGB values of your white exterior texture with a structure that seems to be fine? i would say it is exclusively due to brightness. i think what happened is that they changed how game is handled by the engine (and yes, they changed a lot of the existing textures as well with that update). this might be of help (linear vs exponential) - check the grey values and the curve (the color imput is exactly the same btw, the one displayed isn't) http://nofilmschool.com/2011/05/what-is-a-look-up-table-lut-anyway -
model import scrambles uv map - any ideas?
PuFu replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
yeah well, i have tried everything i could think of. i even opened max file provided, collapsed, reset xform, exported as bitxt as well, same result (tried with .3ds, .obj and .fbx provided, as well as with self generated .3ds, .fbx and .bitxt) the weird thing is it displays correctly in the DX viewport, so UVs work correctly, but it screws over in buldozer, something i have never seen before checked the .paa auto converted as well, no issues there either i have no clue, have never seen this shit before...(just when i though i have seen it all) -
model import scrambles uv map - any ideas?
PuFu replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
nope. have a look over his viewport before posting. both obj and FBX supports quads. FBX i think supports ngons as well. O2 doesn't support ngons, so that would turn into an error by itself. O2 doesn't allow _co/_ca to be mapped to any other uvset but UVSet0 anyways -
Custom Buildings too Bright on Certain Maps
PuFu replied to opteryx's topic in ARMA 3 - MODELLING - (O2)
fair enough. I don't know if it is shader related or not, never used anything but super shader and multi shader on buildings, i do know i had the same issue with "too bright" before, and it was due to the visual update thing. That said, i never tested anything outside official islands. -
model import scrambles uv map - any ideas?
PuFu replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
it has nothing to do with that, that can be fixed later on. I cannot debug it like that, i could have a look over the .p3d, in that case send it to me in PM. PS: always triangulate the mesh before export -
RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
please use feedback tracker instead of forums, make sure you mention the version used.- 16577 replies
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RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
is that with 1.66 RC? does it emit green with 1.64?- 16577 replies
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