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granQ

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Everything posted by granQ

  1. To eliminate different possibilites I use no textures and no rvmats in lod 0. My shadow lod is inverted, triangulated and closed. Seems to work well, no "leaking" or artifacts.. Thought it was related perhaps to view geo.. and here is from ingame, first I thought it was "reflection" from the env_land stage in the rvmat but then noticed it is the things on the other side, for example the guy. Since I also removed the rvmat that ruled out that.
  2. thanks for the headsup.. i forgot I changed host and just changed the name in the post. Its been fixed now, its also 50% of the download size so much better than last release.
  3. answer is no, it uses custom objects and for it we made custom units that use our weapons and so on.. thats what a mod is :) However we aim to add more non-swedish stuff too, so to really make it worth the download.
  4. granQ

    Why no SAM sites?

    yeah, i think he is on to something.. if BIS stop releasing games they will receive zero complaints! Excellent way of handling it!
  5. i packed the chopper without the textures.. still transparent, but i noticed if the sun shines on the side i can't see through it, but if I stand on the "shadow" side, i can see shapes through it.
  6. granQ

    Why no SAM sites?

    you missing the point of why having a SAM site in a infantry simulator/game, its a highvalue target, perfect for sneak attacks. "You need to infiltrate the base and shutdown two rusty old 81 mm mortars" isn't that exciting as blowing up a SAM site.
  7. granQ

    Why no SAM sites?

    I agree, its like the basic static object and always found the "Stinger on a tripod" so silly.. and we shouldn't need addons for this but.. there is hope in addons ;) Sa-2 and Hawk launchers so both sides covered. We will add more stuff like radars and functionality. But its very leathal so it works great for CTI to "protect the base" and in coop to make for mission which scuba divers need to blow up the SAM sites before the invasion and stuff like that.
  8. SFP Updated to 0.2.3 This is a "boring" update, but something went wrong with the last package and Wamako so this release aims to fix that. Before SFP was 1.6 gb and now its 1 gb. There was also a lot of floating trees which have been corrected. The update also include some fixes but we aim for a release sometimes after the full release to put out more vehicles (choppers, tanks and such). Hopefully we will also get proper tools but if not, we will still release new vehicles ;) Link is in the first post.
  9. well, now I am making the mod, so perhaps a bit fair. but I would like to say Swedish Forces Pack.. why? well, its basicly the only one thats released with new proper content.... So SFP + acre, thats the way to go for me :)
  10. granQ

    No women at all

    last time I checked, women normally had two legs, two arms, one head and walk like normal men.. sure if they want to be fancy and move their hips, or men want to be "macho" and walk like cowboys its a bit different... but normally. Its just the same..
  11. I can upload our car later I guess, but physx works great with just everything defined in memory lod and no extra geolods. however, not confirmed, but it seems our custom physx vehicles works great in singelplayer but in big coops (30+ players) it might cause a lot of crashes, we haven't be able to confirm but my god bis, give us the tools already.
  12. sounds like you don't have a proper "view pilot", regarding the viewpoint. Also, at this stage i recommend changing: simulation = "airplanex"; to: simulation = "airplane"; That will disable physx, which help you get airbone and going on with your projects. You can later (when you got more understanding of how it works) add physx back in.
  13. it looks good but you should post this in "addons and discussions", this part of the forum is not for talking about addons like this but for specific problems.
  14. haven't had time to check, but noticed many things (floating trees) occured in the last release. So wamako is a bit unplayable in the current release. Planning a release "soon", with the hkp9 and some wamako updates.. so sorry, guess its out of order but it will be back and improved.
  15. Havent had time to do our custom models yet, but we are working on that. Speaking of helikopters.... Misty, doubt we do that one.. But drones will come for sure. Perhaps the skeldar (small helicopter drone) and some sort if armed stealth jet (like neuron)
  16. We are aware but not really sure how to code the sub so it will work :/
  17. biggest change was update to wamako textures.. it now uses a higher resolution and works better (visible when you zoomed out in the map and it got all weird.. ) however, I am aware of Wamako not being so awesome so doesn't really justify that type of size. I will make sure to "downgrade" it to like 400 mb instead of 800 mb. Nobody will be able to tell, its just bad use of diskspace/memory.. sorry, didn't keep track on the size just noticed I fixed the problem with the map.. (didn't see at which cost). Anyway, SFP will take a break now to let everyone enjoy Altis and drones.. no need for fresh content right now, but we will continue to work hard as always. Just not releasing for a while. So, enjoy Altis and when we return we will bring you the Bo105 helicopter. Known in Sweden as Hkp 9 (Helicopter 9).
  18. It does 75 km/h (40+ knots) so speed is correct, designed to say close to island and ran out. Fire a few missiles on invading soviet forces then hurry back into cover.
  19. Yeah, and many other bugs.. but, wait! what is that. SFP been patched to 0.2.2 ?! Awesome ;) Includes mostly bug fixes now and should be working very good with both the dev and stable branch but is untested on dedicated servers with keys.. Anyway, one major improvement is the big city in wamako.. check it out. Soon we got Altis, until then I hope Wamako can be fresh enough (at least some parts) but the team is learning how to use the arma2 tools, 3d editor and so on but its getting there. This might be the last release for some time since everyone will be busy with the arma3 full release and as a team we want to start with our biggest project. The Swedish island, including all new objects and so on. Check first post for the new version.
  20. will you release an update with altis objects? :) This is very powerful and I think I already thanked you in this thread but never hurts to point out. Its awesome :) Really cuts the developing time of islands with like half when it comes to object placements.
  21. ah so maybe its related to my config somehow? cause it works in buldozer.. EDIT, on the 3rd (or is it forth day) of importing and packing over and over again. Its working, thanks all for taking your time :)
  22. In the SFP mod we trying to do a new island but been having a lot of problems when we tried to scale up from testing to "real". So, just to confirm. Should this work: Heightmap: 4096x4096, 16 bit with 3.75 satelite grid. = 15 360 meters Textures: Satelite and mask, 15 360 pixlar, 24 bit. What normally happens, it looks good in visitor. Start buldozer and it loads nicely with textures perfectly. Start arma3.exe "as buldozer" to save it as WRP, goes very well. When I try to pbo the island (got code, textures and the .wrp in three different pbos) the .wrp takes extremly long time to pack. So tried with 2048x7 in height map (in case it didn't like the 3.75 grid size) and again, looks nice but wrp takes long time to pack. in the end it crashes when I try to load the island in arma3. Wamako works perfectly.
  23. thanks, just tried 1024* 15 grid, worked perfectly. Wish could do 7.5 tho..
  24. http://granq.se/tmp/sfp_roso.zip <- 170 mb.. maybe have to find some other solution to all this :/
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