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PuFu

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Everything posted by PuFu

  1. PuFu

    RHS Escalation (AFRF and USAF)

    all RHS addons are using the default skeleton anyways, but it is impossible to get it to work with all uniforms because of the way the weighting system works and different mesh sizes we are considering Steam Workshop for future updates for a number of reasons we will talk about soonish it was stated that every member (active and former) that has content in current release would need to agree with that SW EULA in order to legally upload it
  2. PuFu

    RHS Escalation (AFRF and USAF)

    as always, if you have an issue with a mod besides RHS, do report it to their respective threads/feedback trackers etc, and not here, they might be able to help you out
  3. No one forces people to download anything, people do it voluntarily. Don't wanna download RHS because it is 3GB big, you can easily choose not to. But because it is optional and free doesn't mean it doesn't have a license, or that the tens of thousands of hours put into it are worth dicking with. It is about people taking credit, monetizing it, ripping parts and modifying it and so on and so forth. Again, some other groups might be a lot more forgiving about it, and might have different licenses, RHS is pretty strict and i am the one who enforce the license...So far i have hundreds of DMCA and C&D put into effect. In any case, do read licenses, do contact authors and ask for permissions. If the answer is no, then think about making your own mod, from scratch.
  4. it depends on the license most of the time: for instance, where RHS is concerned 1. deleting some p3ds out locally from your own download/installation location it is up to you of course, but do expect issues. (i can only comment on RHS here as previously said, where things are tied together in different p3ds, so deleting some is guaranteed to break something, this is not just a collection of 3d models) 2. redistributing only parts of RHS is NOT allowed in according with the EULA 3. pulling out individual p3d files, repacking and redistributing them is even worse, and you'll most likely (at least where RHS is concerned), at the very least end up with a Cease & Desists, and the very worse a lawsuit. 4. any upload of ANY mod you have no ownership over is against Steam Subscriber Agreement, (and where RHS is concerned, explicitly forbiden by the EULA) TL;DR: do seek permission before you mess with other people's files and always read licenses
  5. PuFu

    Refined Vehicles

    what game version are you using?
  6. PuFu

    UK leaves Europe

    while this particular referendum is not legally binding, imagine what is gonna happen if the house fails to follow through... surely, there were some guys like this idiot here: http://www.independent.co.uk/voices/i-bregrexit-i-voted-for-brexit-and-now-i-realise-what-a-terrible-mistake-i-made-a7104181.htmlthat thinks voting is a prank in itself, but i doubt these made the difference of 1+ mil ppl
  7. i would if i would know it. terrain making is not really my thing, but, as i said, there was a discussion about it being possible or not. I of course might be 100% wrong of course, and read it completely the other way around (via discord)
  8. PuFu

    UK leaves Europe

    very different opinions about the Brexit, worth a read: http://www.politico.com/magazine/story/2016/06/brexit-change-europe-britain-us-politics-213990
  9. PuFu

    RHS Escalation (AFRF and USAF)

    different yura
  10. I am not 100% sure how terrain packing works, but reading on discord there might be workaround around ebos, so one could actually use them even before ebo encryption is up. Of course, the dependency to Apex and Tanoa will still remain they will most likely stay encrypted for quite a bit of time if one was to judge it based on DLCs released so far
  11. PuFu

    RHS Escalation (AFRF and USAF)

    To celebrate 2000 followers on our VK page (https://vk.com/redhammerstudios), we posted some early WIP images of the amazing work that is being done on by our newest member Yura. While you shouldn't expect in the next updates, we wanted to let you know that it is indeed in the works and progress is steady. More images here: https://www.facebook.com/redhammerstudios/posts/1231147636898227
  12. Of course you need to own apex, if you haven't already you'll need to purchase it
  13. PuFu

    Permissions problem

    in case no license is specified, worst case scenario applies: which would most likely be similar to https://creativecommons.org/licenses/by-nc-nd/4.0/
  14. press F5 to recalculate normals
  15. they were considering it, not working on it. there is a difference. same with the dx12. thet said they are "gonna look into it".
  16. PuFu

    LOD Discussion

    you got an answer using the same tone that you used" yes i agree, but pushing blame into a single direction without actually knowing how things work is not the best way to get your point across? so, your issue is color deviation or LOD changing too soon? - because if it is related to characters changing to a different color at a distance, it might simply be a matter of copy pasting the lower lods across different models and thus this needs to be reported individually, if it is about lod changing too fast, i have explained this for you bellow. Also, when talking about an unreleased product, it is wiser to refrain from attacking people just because. 1. there is no difference between making an asset while working for BI and making an asset for a mod. Same process, same limitations, same sort of LODs etc. There is a reason why BI chooses to work with 3d artists from this very own community, because they are already accustomed to how things works in this engine...and there are quite a few people in this game community that are actually doing this for a living... 2. of course it takes more time to explain, it also worth noting that explaining is done when a question is asked. In this case, there wasn't. Do check the editing parts of the forums and see for yourself who answers all the issues there..pretty sure not BI btw. see, this sort of ignorant reply gets me in a fit: so the game as a whole is "stagnating" because BI chooses to get additional force by working with external artists (just like 90% of the other game companies out there that prefer to outsource content creation)? really? what does one have to do with the other? it's like saying that the welder working for Mercedes is the one to blame for the design, lack of innovation etc etc while modding is a hobby (at least for arma), it does NOT mean that the work pushed out is not professionally made. One does NOT exclude the other. Some people fail to realize the amount of money this sort of work would cost if it would be "commisioned" at the industries rates.. This seems to be the issues of todays world> people need to be explained individually. In the case of LODs (generic) most engines out there handle it exactly the same (the main difference being in terms of distance to change and if or if not they are using any sort of procedural blending between these lods) Moreso, BI does provide samples for each sort of "class" so one can actually open it up and have a look itself how textures are handled, and how LODs are. In any case, for Arma, LODs change distance is based on the amount of draw calls, not fixed distance. The recent changes includes a different occlusion approach and tweaked LOD changes limits - as far as i could tell, lower draw calls. In short, there is gonna be a difference in how engine handles LODs based on the amount of objects and individual textures it needs to load in its buffers. The more objects the faster switch to a lower lod is gonna happen - it is called adaptive degradation, and is not a new tech. Changes based on fixed distance of the camera from object to a lower visual LOD is something that would not allow this sort of adaptivness. And while from an asset point of view, the visual LODs are more or less the same (silhouette being the main concern here), there are some classes where the change is a lore more obvious mainly due to the way both geometry and textures are set up (more specifically, the vegetation). to conclude, one cannot paint everything with the same brush when it comes down to LODs, so the best course of action would be to report it on individual basis per model on the feedback tracker (which is not the point of this thread) lodu explained in detail how vegetation is handled so i am not gonna go over it once more, especially since he surely knows more about the vegetation subject than i do.
  17. you mean the sun? because there are no light sources in "rooms"
  18. PuFu

    LOD Discussion

    because, unlike me, you actually worked on this game...right... ....with "the tools that we got" > really? surely i'm the clueless one...especially when you can actually check what i wrote above... are you actually trying to make a fool out of yourself with every simple post that you make?
  19. PuFu

    LOD Discussion

    you do realize that mip-mapping is auto-generated, and not manually done, don't you? you do realize that lower lods have the same textures and rvmats as the higher lods (maybe minus the last one who only has dissuse texture applied but no rvmat), don't you?
  20. https://forums.bistudio.com/forum/200-arma-3-find-or-offer-editing/
  21. PuFu

    ArmA3 Apex Giveaway

    seems everyone already ownes it then
  22. PuFu

    Tanoa Lite - a possibility or a total No-Go?

    so you just lost all the arguments but you still consider that that there should be a lite version nonetheless? pretty pointless, don't you think? Adding another split? really? so another drop into an ocean...the solution is not to give shit out for free, the solution is a better implementation between server side mods and client side, that would solve more than giving some half assed thing for free does any other game developer allows previewing the game before buying it? no one disallowed anyone anything. they just need to have the content. the content you get when you buy something. if i follow that logic, then why not allow other people that don't even either ArmA3 or Apex to create content...?i am sure that if BI would be less of a business and more of a charity of sorts, more people would put out content, not just the "rich kids" (rich kids, really? it's 25EUs for fucks sake...) I already told you BI will NOT go back to "lite" versions because it looks shit on them good grief...go back to school, can't be bothered to explain to you what a resolution is... very true, but that will still be possible (minus tanoa) using the Virtual Arsenal. in any case, the so called "lite version" is not just gonna be a version with a less powerfull engine and just the wrong color, it's gonna be (judging by A2 DLCs) similar to this: http://en.superbastardo.com/misc/superbastardo/img/f/35686-ferrari_wannabe1215690019.jpg an maybe that works for weapons and vehicles, but surely doesn't work on an island. to conclude: you just listed arguments that put the player in the center. I asked why would BI do that, since they have NOTHING to gain out of it (yes, some cheap or rock broke players might)
  23. I have always wondered why there is a minority that chooses to create custom structures (buildings, bridges, roads, props etc) opposed to units, vehicles and weapons, hence this particular thread. There are very few people (more than the usual in recent months, i agree) that get in game HQ buildings, and i have not seen anyone create vegetation since A2 days. Maybe there is simply no real need for any of that, from users to custom squads and terrain makers, so is not worth the (considerable) effort in the end. This topic has been on my mind for quite some time, wondering if it's worth getting into such a (long term) project or not - so yes, there is a pragmatic reason to it, besides my own curiosity Please be so kind and provide some feedback if possible. EDIT: There was suppose to be a poll as well with this thread, it seems something went the wrong way, and of course i cannot edit either title or add a poll after creation of the OP...pity EDIT2: before anyone asks, this has no relation whatsoever with RHS
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