scubaman3D
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Everything posted by scubaman3D
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75th Ranger Regiment ACU Units (WIP of course xD)
scubaman3D replied to Binkowski's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
MARSOC is trained on SCAR, since they're part of SOCOM now. But you're right, USMC regulars definitely do not. -
Modding Community becoming exclusive Club?
scubaman3D replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is the same boat I think a lot of us who would like to help are in. I have a 9-5 job and in my "free time", I do freelance work (as you know). Then, in my free time from my "free time" I do addon making, in between juggling a social life and a marriage. Thank God there's no kids yet :eek: -
3rd party unwrapping tools are the way to go. Check out Ultimate Unwrap 3D - served me well as I was learning how to model/texture. And like modEmMaik said, Wings3D is another good one. You can model in that program as well. It isn't as advanced as 3DS Max, but its a hell of a lot more flexible than O2.
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Red dot sights - how they should look like
scubaman3D replied to DiFool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm not really sure where the problem lies, but I'm inclined to blame the ArmA engine and how it calculates alpha % vs how your video card calculates it. We can theoretically eliminate the problem for all users by increasing the % alpha of the invisible cone (or plane's) texture. This, however, results in a separate annoying bug, where the so-called 'alpha-cone' is oh-so-slightly visible to the player for some video cards. Hm, I suppose the alpha window method (a large plane structure with a hole for the optic) *could* be used in conjunction with an increased alpha% texture. This would darken the entire view of the player slightly, but at least it would be uniform... -
BIS will have to release MLOD-formated p3ds for you to do this. They did so for A1, but I'm not holding my breath for the same in A2.
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I may be able to help when the time comes...
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Modding Community becoming exclusive Club?
scubaman3D replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I definitely do not agree with you Myke. If you have any addon-making skills, you will be a welcome addition to any team. From my point of view, everybody is self-made in the addon-making community and were all in the same boat at some time. There are people who will absolutely help, IF they see an effort on your part to learn and some potential in your abilities. On the other hand, if you want to join a team for the sole purpose of having somebody teach you "how to...", this won't work out. -
Red dot sights - how they should look like
scubaman3D replied to DiFool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I tested this on my A1 SCARs in A2 and I didn't experience a problem. Still, I think A2 will suffer from the same problem as A1 for some individuals. The only thing changed is that instead of using an alpha "cone", his method uses an alpha "plane" - which will result in the same exact alpha bugs for some individuals (i.e., they will see the EOTech ret floating in space, out in front of the weapon). -
Rifle mods from Arma for Arma II - M110
scubaman3D replied to p75's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You're thinking of ACE. Yes, ACE is coming to A2. -
ARMA2 updated rvmat for vehicles
scubaman3D replied to soul_assassin's topic in ARMA 2 & OA : MODELLING - (O2)
weapons uses the same shader -
Red dot sights - how they should look like
scubaman3D replied to DiFool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sk3pt, the point is that the alpha cone creates show-stopper bugs for a significant group of people. This is why I removed it from ACE weapons. I don't have the problem either (ATI 4850), and yes, I'd love to have a pseudo-parallax effect in ArmA since I have TrackIR but no, I'm not selfish enough to keep this bugged method. I've not seen somebody come up with a solution that works for everybody, so I'd prefer err on the side of caution, since the utility of parallax in ArmA is minimal and most useful for those with TIR. -
modularSoundTemplate (mST) initial release
scubaman3D replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
cool idea kju -
Red dot sights - how they should look like
scubaman3D replied to DiFool's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
yep...the everpresent "alpha bug" is a showstopper - though I have not yet tried the concept in A2, I have a feeling its going to be the same. -
Porting ArmA1 addons to ArmA2
scubaman3D replied to bugkill's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
great - now you need soldiers for those Army vehicles... Seeing Marines load into strykers gives me the creeps. :) -
Max Polycount in ArmA 2
scubaman3D replied to Takko's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes, thats fine. This isn't OFP anymore :p I have stated elsewhere that some of the models I made for ArmA1 were nearly 13k tris and I've never had a single person complain about it and its never been an issue for me. However, a good rule of thumb/guideline is to stick around 10k tris. Some of the BIS weaps approach 9k tris, I believe. -
Someone up for creating a MICRO UAV?
scubaman3D replied to Helmut_AUT's topic in ARMA 2 & OA - SUGGESTIONS
There's a couple micro UAVs already created...floating around - waiting to be implemented ;) -
WIP: Stuff you are working on 2!
scubaman3D replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I do alot of my modeling in O2 (unfortunately) though I'm learning Modo. -
nah - I'd give you a Basra and half of a Haditha :p
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WIP: Stuff you are working on 2!
scubaman3D replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
10k tris is more like a guideline than a rule. I've gone over that number many times for weapon models and haven't had any trouble, nor complaints from end users. Daman1, just try to keep the base weapon model all on 1 UV map (i.e. 1 section/draw call). If you have lots of accessories - try to get them all on 1 texture too. My hard rule is less than 13k tris and minimal sections. ---------- Post added at 12:39 AM ---------- Previous post was Yesterday at 10:44 PM ---------- Here's something else I'm working on. Anybody want to pick it up from here? I'd be happy to donate the model. ---------- Post added at 01:30 AM ---------- Previous post was at 12:39 AM ---------- Here's another that I'll donate: Lee Enfield. (As you can see...I have a tendency to start, but not finish projects :) ) ---------- Post added at 01:36 AM ---------- Previous post was at 01:30 AM ---------- Valdada 3x scope also up for grabs: -
Official ArmA to ArmA2 mod/program
scubaman3D replied to norsu's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'll help however I can. You know where to find me :) -
Official ArmA to ArmA2 mod/program
scubaman3D replied to norsu's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think he means to import all the MLODs that were released for A1 into A2? -
WIP: Stuff you are working on 2!
scubaman3D replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sure I'll texture it and yes, A2 has destructible buildings, so theoretically, its possible that somebody will design a building with destructible doors which allow breaching charges or breaching by shotgun...HINT HINT :) -
WIP: Stuff you are working on 2!
scubaman3D replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'll go first. The destructible building in A2 gave me an idea a la: -
DevHeaven official launch
scubaman3D replied to Spooner's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Congrats on the launch...see you over there :) -
SDP Shilka and Tunguska cannon fix
scubaman3D replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It was in OFP as well, but its not a bug. It was designed that way.