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Everything posted by PuFu
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so i assume you have a subscription for the pirateship.co.uk then, don't you?
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i hope i'm gonna still be around to get to drink one when Arma turns legal of age ;)
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check known issues: https://forums.bistudio.com/topic/140837-development-branch-changelog/?p=3045719 if you check the following changelogs, you'll see there is no mention of a fix for it
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Tanoa Lite - a possibility or a total No-Go?
PuFu replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
BI already explained the reason why they do NOT want to go with lower textures, lower meshes approach anymore: very few actually get that this is done on purpose, most will say: ohh fuck this, why would i spend money on something that is in such a poor quality. It has happened before mind you. I for one, as a 3d artist who spends a lot of time tweaking and making sure that my textures are realistic, that my meshes are accurate and that my shaders are correctly depicting the item i created, would consider a heresy to fuck that all up so some cheap "friend" of anothe bloke can get to dick about without buying a product... would you buy a ferrari after a test drive if the car provided for test drive would be an uglier version, powered by a fiat 500 engine? wouldn't you simply say: fuck that shit, i'm gonna go with a lambo instead? that cannot be done, engine side -
Tanoa Lite - a possibility or a total No-Go?
PuFu replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
i still don't get it: 1. what would be the reason for such a 'free' version? any other than "splitting community" which is a moot point 2. define "lite" as you see it being done of course it is optional. every game out there is, and so are the mods. I don't think BI wants it being played more just for the sake of played it, i think they wanna get payed for all the work they put into it -
https://forums.bistudio.com/forum/200-arma-3-find-or-offer-editing/
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90% of the use "copy" in this channel is actually wrong. Richie got it right. You cannot really copy stuff just by looking at some images, hence "inspired" is much more adequate. somewhat related: http://everythingisaremix.info/watch-the-series/
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Tanoa Lite - a possibility or a total No-Go?
PuFu replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
just like OFP expansions worked. It is very similar to DLCs. OA was one of a kind since you could buy it and use it by itself. Tanoa works like and addon yes. i doubt that will happen anytime soon, due to ebo files -
no issue whatsoever
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i doubt it will happen on the dev branch
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OPX2/Middle Eastern Style Structures
PuFu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
wrong path, mass rename it if needed ( to opxbuildings2\data\1_co.paa) or just remove it from the p3d if it is not... -
Tanoa Lite - a possibility or a total No-Go?
PuFu replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
main reason being the fact that OA was standalone -
Tanoa Lite - a possibility or a total No-Go?
PuFu replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
good grief....unlike any of the games and developers you mentioned, A3 has a huge modding scene, which produces a lot of content, from weapons to islands. You don't want or cannot bear to ask your mommy some more cash for video games, no problem, use a community made one.. BI cannot limit it like Tripwire does it, because it doesn't control the missions and the gameplay. They have nothing to gain from releasing the island as "lite" version, quite the contrary, and they have explained why lite didn't actually worked (in short, because reducing the detail of textures and poly count makes the assets and developers of said assets look dull). Do understand than the vast majority of the resources available for Apex went into the island, the new tech because of the said island (vis improvements etc which everyone gets for free anyways) -
I actually run it by my office lawyer... while weird, from a legal pov (or so i have been told), this paragraph has no real legal value. They are self limiting themselves only after you grant them unlimited rights (again, for covering their asses - and i would do the same) in any case, you grant them license for the binarized content (as uploaded). Any sort of reverse engineering does not fall under "modify" clause btw. BI's own eula take priority here anyways. Don't get me wrong, i personally don't mind the EULA as it is (when A3 was released, before the size limit on SW was removed, the 6B self-imposed limits Valve put up was not there). But you can see that some might have an issue with it. And as i said, when it comes to content created by multiple people a single guy can actually stop everyone else from putting it up. That's why this thread is here for, to partially clarify some of the "legal mumbo jumbo" not really, because the part about making it compatible with Steam and the Workshop functionality or user interface is vague enough to allow them to do pretty much anything (see my comparison to orange versus blue). Of course, as i said above, reverse engineering is NOT "modify", because it is not modifiable in any case. And i wanna be just as clear that i don't argue against Steam. I understand their license and their position. The current Agreement is almost as forgiving as it can be without leaving them pants down. I wasn't talking about someone in particular when i said "people don't read EULAs", but as a general rule, very few actually do (i should know, no one actually reads the EULA that comes with RHS). Very few people actually say that Steam owns your mod (mostly the people who don't read eulas), but that you share your rights with them, which still stands.. I am sure just some very tinfoil hats do believe Steam is up to extorting people out of their free distributed mods (i know a couple myself). yeah it is pretty much the same, and i cannot comment on other people decisions, but it is easier to deal with a person than a company. Besides i am biased since i've known, talked and played quite a few games with Foxhound back in the day right at the start of Aholic, way before Steam was by any means the mod platform it is today. I also know he actually has no commercial gain out of all this, and he has paid a lot along the way from his very own pocket
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then say it like it is and don't make it a "fact" out of your "opinions" i never said that. I said you are posting out of your ass about stuff you have no idea about but make it sound like you do. I still believe that. Learn how LODs work in ALL the games out there, BI included, before you make yourself a fool the Nth time. it is already linked to distance from camera to object. It is NOT a set in value though )so LOD 1 is not for 1m distance, and LOD100 is not 100m distance from camera etc. Do get that through i don't need to point you to anything, you can open up your game and see for yourself. You already stated your opinion on that, so we can both agree to disagree. Besides, i wasn't the one to bring up this subject, you did...
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https://www.artstation.com/artwork/xdz5E
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the main difference is that they already have your explicit permission since you share their rights with them indefinitely on upload. They could, at least in theory, create derivatives on your work, rather than dependency ones. the main difference is that i can create my own config for SAF, creating a dependency and using their weapons models in a mod called FLUF, and that's ok since i won't be touching the original files Some people do like to read the EULAs before they agree with it. Of course steam created this agreement to cover all possible lawsuits and cover their asses. But you don't need evidence of malpractices in order NOT to agree with something in the first place. IE: if you'd be an artist and an art gallery that displays your art would have you sign a contract that the art on display belongs to them as much as it belongs to you as long as it is on display, and they reserve the right to do whatever they please with your art (from adjusting, painting on top because of lighting conditions favor blues over oranges, make pictures and sell them online etc), would you sign it? Even though so far they haven'd done anything of sort to any of the other artists that are on display in the gallery, although it would be well within their rights? And because on upload you share your IP with Valve for the content you uploaded (not for the sources of course), no one else that has no IP rights can upload it on SW either (and that's a good thing actually, although 80% of the SW content is uploaded by someone who either didn't read or doesn't give a fuck about EULAs in general). For bigger teams, from a legal POV, there needs to be an unanimity to upload file to SW. If one doesn't agree you either pull his content out or you simply don't upload
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lod changes are automatic, if the engine feels your performance is shit, is gonna try to go down a notch (lods, mipmaps etc)
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RHS Escalation (AFRF and USAF)
PuFu replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i assume this is yours http://feedback.rhsmods.org/view.php?id=2362 the only error i see there in your rpt is which is a stringtable entry in the AFRF that got copy pasted there and left in by mistake. In any case, it shouldn't boot you out. Could you try running AFRF as well, see if you get booted?- 16577 replies
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[Tutorial] - Importing ArmA2 vehicles to ArmA3
PuFu replied to Αplion's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
1. there will be no back porting\ 2. you are NOT allowed to mess with any of the RHS content without permission. do read the EULA: https://www.facebook.com/notes/red-hammer-studios/disclaimer-and-license/1147974055215586 3. you are NOT allowed to port 3rd party content (everything besides BI's) from A2 to A3 or A3 to A2 either without written permission from the original author -
yes, it get's baked into the ODOL .p3d file format during binarization, hence why the names needs to be the same. You can get away for stuff you don't have animations for or other special properties (say static props, casings, discarded magazine models etc)
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texture NEEDS to be 2^n format (256x256 512x512, 2048x2048, 2048x1024 etc) you image is a random 2045x1980
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that pastebin link leads to nowhere...FPDR use this http://pastebin.com/7V6tbZRnas model.cfg, make sure define the class right at the bottom (the class you define needs to be the same as your .p3d name) class your_class : ArmaMan {}; and the .p3d file name needs to be your_class.p3d - of course change the class with whatever you want, just making sure that was obvious i don't know what tuts you've been watching, but this has most if not all info you need: https://steamcommunity.com/workshop/filedetails/?id=340689844
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that's not the "truth", it's your own personal opinion it already is this is the nth time i see you post this sort of shit, and although i really want to avoid replying to you, this show precisely how much you know about game engines, draw calls, resource management, textures versus atlases etc
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how is your p3d file/ class defined in your model.cfg? edit: also instead of half melodramatic posts it might be better to write down (pastebin it) some basic stuff: model.cfg and config - no one around here can correctly guess what is wrong with it from 2 images (you have some weights issue near your character's right knee btw)