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ebud

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Everything posted by ebud

  1. reply is in the quote
  2. While I haven't looked at what he is doing, I think it's pretty amazing that people are able to get working islands already. That being said, he hasn't had to spend the last few months making 12800x12800 6 gig layered photoshop files trying to create hires fictional satellite images and terrain masks from scratch and work of other aspects as well. We'll see how fast islands get made in the future once people need to make all the files that are actually required for islands
  3. ebud

    How create new formation

    This is one of the first google hits, but thought I'd post it here. FSM Info
  4. ebud

    DMA TOYOTA WARS

    I think the models may have been binarized so texswap path wouldn't work anyway, only a hexeditor would do the trick, but I'm glad you got it working even if it's a temp fix.
  5. ebud

    DMA TOYOTA WARS

    I think one or two DMA ME Res units may still use a tshirt from the DMA Chad pbo. They were made to be used together so I'm not going to fix that if that IS the issue. The tshirt for the ME Res units is in the Pbo. dma_me_res\tshirt.pac So you could edit the path so you don't get a white tshirt on one or two units if the DMA Chad units are not installed.
  6. old maybe, but I don't think how I work on this stuff could ever be described as lazy. Inefficient and old fashioned, but never lazy. FFS, I'm old enough to feasibly be your daddy... son.
  7. Has it really been that long? Wow. It is progressing even if you don't see anything posted here. Also ARMA editing requires way more time and effort than anything I ever did in OFP, and tried almost everything you could editing OFP other than scripting. If something took 2 weeks to do in OFP, for me it's taking 2 months.
  8. ebud

    Official patch 1.07

    Damn you for a misleading topic title. You got me excited for a whole 2 seconds. I want those 2 seconds back.
  9. ebud

    Ask a moderator about the forum and the rules

    There is the answer right there. The easiest solution is the one being used. It's easy to know right off the bat which topics need babysitting and which don't. Not sure why I'm even bothering with this as I highly doubt my opinion would sway anyone, but I've been here seemingly forever and never felt the need to post the comments I've been posting lately, my previous post here included. I'm not saying anyone is doing a bad job, but the logic to some of the moderating decisions still don't make sense to me. I also can't believe the "ban stick" isn't used liberally enough for people who are clearly trolls or agitators, but then again if it were up to me half the persistent "bitch and moaners" here would have been gone ages ago. Fostering a level of discontent is one thing, allowing it to ruin people's experience here is another. Recently I couldn't go into ONE thread without seeing one to two people bring up the same "complaints" over and over in almost every single topic. Didn't matter what it was about, it would get twisted to these people's singular agenda to bitch and moan. I'm as easygoing as you can get, but I may as well just skip this place for another 6 months until it calms down. Right now it's an exercise in frustration trying to maintain composure. It's like they just opened the asylum and gave them all a computer, ARMA and this link.
  10. ebud

    Ask a moderator about the forum and the rules

    ok, I've never posted in here and never really look in here either as I never really cared about how moderators run this place, but this post just dumbfounded me. from here Stuff you are working on? "Ok now... If the next post in here isn't about a WIP project (with ANY kind of image) I will close this thread." Now why would anyone close a topic and ruin the whole thing for everyone rather than just delete the stupid posts, punish the offender and carry on? I'll ask this as a general question. Why aren't stupid, silly, pointless posts just deleted? Or are they? I only frequent a few other boards, mostly sports related, and I've never seen any board ran the way this one is. If this were real life I would be talking to some guy, he or another person would punch me, I shove him and I get arrested. I can't see the logic behind the above thead closure threat, nor how 90% of trolls/flamebaiters are coddled here.
  11. ebud

    Ebud's SF's

    I kept these generic for a few reasons. Custom units for each branch and specific units within that branch greatly increase the size of the addon. This addon by itself is over 90 megs. Now add in all the extra stuff your asking about. Not that many people would like to download a 400 meg addon even if it covers a broad range of units. I did this already with VTE. I had Seals, Force Recon, LRRPS, SF, SOG, the list goes on. And from what I could tell it got very very little use even from Nam era players. The models were to me, the best done in OFP, same for the textures, but it was to me, a case of too many options and too big of a DL, or so it seemed to me. Also what if someone JUST wanted say, PJs. Should they have to DL a 400meg addon just to play with them? Then I wanted to create sample missions for each type of unit. Now multiply those by the number of extra units. Thats more work than I'm willing to do. It also took a couple of months to make them, and by the end I just wanted them out as fast as I could get them out the door. Then, lastly, all the source texture files are gone from a case of a botched late night backup disaster. So, as much as I like the idea, I'm not going to be the one doing them. Just wait. Once the tools eventually come out I bet you'll see a whole bunch of Seals, PJs, CCTs, etc. edit: Also, right now, to add all of the things your asking, they would just be reskins and it just wouldn't be quite right. Your better off waiting for units with custom modeling.
  12. ebud

    how do i adjust.......

    no, if you export a 3ds file you lose all your selections unless you use a workaround such as temporarily applying an individual texture to each selection, converting to 3ds with p3ms, doing your editing and importing back in. Now each selection you had before you can still retag since you just need to select the polys for the textures and retag them as the selections you want. Or you can separate the model into various separate models and export each one and edit that way, then re-import them all back in and reassemble. It's just a lot of workarounds, but I've been doing it that way for several years and it works, just not easily. Better than nothing though.
  13. ebud

    3rd Infantry Division DCU

    It's really only the seams as the colors look ok. I'm sorry to chime it, but one of my pet peeves is incorrect uniform textures or nicely done textures but the camo patterns are not cut and shifted where in RL they would be where the seams meet. Minor flaw to most, but a glaring OCD one for me I miss a few things on some of my own addons, so I don't criticize too much. Really for these models it's only the details of the uniforms that is missing and maybe the scale of the camo pattern. I'm not criticizing your work as I remember where those came from, and I know you have some of those in your closet so you know what they should look like. I'm just trying to keep the comments honest
  14. ebud

    3rd Infantry Division DCU

    Nice work, but I personally think it just looks like a dcu pattern just pasted into the uniform areas without any thought to the actual uniform itself. It's a dcu pattern, but it's a bit off and there is nothing done to it to make it a BDU. Nice work to get the addon done, and I know the textures were done by Zerg and not yourself, but they need a lot of work to make them look like a set of DCUs rather than a camo pattern under a normal map.
  15. ebud

    1st Infantry Division

    Fair enough, I was just pointing out that fact. I don't care who did it, they're in there regardless. Also, I don't care if they are used, go ahead if you like, I was just stating an observation.
  16. ebud

    1st Infantry Division

    Cameron, I have an addon with only the new SF in it with a mix of things from my SF units and your ACU units if you'd like a copy to play around with. Don't mind the 22SAS comments Cameron, there are a lot of my SF textures in their pbo, so it's not as if their units are completely their own.
  17. Sorry, I didn't intend to go offtopic. As much as I enjoy seeing Vilas's work progress and appreciate his enthusiasm in creating content to share, I couldn't stand to read another long winded tirade of his. My apologies to 5133p39 for getting the discussion offtrack and to Vilas for flamebaiting, but it was a long time coming and not unwarranted.
  18. Vilas your comments have nothing to do with stripping out or modifying content to make ARMA run better. All your doing is saying the same crap day after day after day after day. Your venting in many many threads does nothing to further the topic and are a soapbox for you to sit there and bitch and moan, nothing more. We all know your pain and frustration, we've known about it for months as we see it here over and over and over and over and over. Complain in your own thread or in the many other complaint threads but give us all a damn break and quit turning every thread into your own personal pity party.
  19. Vilas your "woe is me" attitude and constant thread hijacking to complain endlessly is getting old and quite frankly a bit boring. It was old after the first week you got ARMA. I respect your work and your generosity in making addons, but ffs enough is enough. I'd rather discuss the topic at hand, possibly stripping down ARMA to get better performance. I agree with a previous post about the island and plants being the culprit. It really might be worth taking a look at making a mod folder for lores arma addons, then scale the island textures and plant textures back to see if it helps. It would HAVE to have a positive effect on FPS.
  20. I think to try this out you could create one small "blank" normal map and a small "blank" shadow map and use it to replace all of the *_nohq and *_as files in one of the pbos and see how it works. May just be the same as putting shadows to very low and whatever texture setting applies to normal map detail. Also if you wanted to get really lores you could create a batch process in Photoshop to open all the textures from a pbo and scale them down by 1/2 or so, that way even the *_co textures get scaled back. Then edit the islands so the grass is gone. More performance boost. I would think if you replace all the shadow and normal maps and even the diffuse textures with a very lores copy you could gain quite a bit performance wise, but I honestly don't know. Just a thought. It would look like crap though.
  21. ebud

    What's The Obsession With Coop?

    I'm far from a regular mp player, but when I have played it was mainly coop. I tried DM etc years ago with OFP and didn't enjoy it. CTF was just horrible on the public servers I tried out. It just felt "wrong". The reason I advocate coop even though I rarely play is because when and if I do play, I want to play and treat it as if it's the real thing. I want to have an objective that can relate to RL situations. Other than paintball what good is CTF in RL? If you could get 30 or so players to act out a mission with objectives as if it were RL, then I would play PVP every chance I get, but only in coop can you usually get people to act this way. I love the idea above about no respawn or looooong respawn times. What I hated about the CTF or other gameplay was that no one really cared about getting shot as they would just respawn and rush forward again anyway. Why care? There is no incentive to try and save yourself or your teammates when you know you or they will just respawn right away. It takes away all the tension. With the other game modes it's just like a sport or virtual paintball, not a simulated combat environment. If your into competitive online league play, then I can understand why you would gravitate to the competitive gameplay types though and have no problem with them, but not many games out there have good coop while you can play the more "gamey" modes in all other FPS games.
  22. ebud

    AI = joke

    I love manifestos like this. It truly shows how narrow your focus is on the things this sim can't do well rather than on the things it can do, and do very well. There are still quite a few bugs and features not implemented that I would love to see in the game, but for reasons were not. If you want to let it gather dust because of things you perceive as deal-breakers, then that's your loss. This game still can do more on the macro scale than any other milsim on the market. It doesn't do the micro level things as well as other such as the ai shooting around corners, or perfect ai pathing finding in cities, etc, etc, blah blah bah, but name ONE other shooter that attempts to be realistic, has a sandbox mission builder with as many features as this one, has open scripting, gives you the ability to rather easily add anything you want as far as addons, etc etc. You can't because there aren't any yet. It's far from prefect, and if you try and force it to do things it doesn't do well and wasn't made for, then why bother playing, especially if you are frustrated every time you play? Sounds like it will never live up to your expectations.
  23. ebud

    AI = joke

    If anyone expects Vegas/Graw/Swat4/RVS etc type CQB to ever be in this game/engine I think they're fooling themselves. Again, if you play or design missions that play to the games strengths then you'll likely to very rarely be dissapointed by the AI, but if you try to make complex urban missions and expect the game to play out like any one of the the above CQB games you will be disappointed. Then again I can't fly a helo 10km and drop of a sniper team on a mountain to provide cover for a combined arms assault in the above games either. Nor can I command a platoon of M1's in a desert against T72s either. I think complaining about the faults of the AI in CQB situations is TOTALLY overlooking what this game is about.
  24. ebud

    AI = joke

    The only thing you can really say about the infantry ai is that they react as if they are in a open or woodland environment in every situation. If you are in a slightly hilly wooded to open area the ai is superb. In a dense urban environment it has some issues, but since this game has ALWAYS been about open outdoor RURAL combined arms combat, the way the ai acts in urban combat doesn't bother me as much as most. Seeing how the ai in this game can and HAS to do sooooo many different tasks I can live with the good and the bad and try to limit my experience with the bad by NOT creating or playing missions that try to make the ai does things it was never intended to do. If I want great urban combat there are several other games that can do it well. They on the the hand cannot do large scale combined arms missions in an open environment.
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