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Everything posted by Sigma-6
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Having a weird problem where a custom building is spawning in the editor conformal to the terrain, as in, on a hill, it spawns on an angle. I know I've seen this before somewhere... anyone know how to stop a building from doing that?
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Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well, I'm not going to leave it unfinished, so obviously. ;) -
Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Bizarre. That's pretty much exactly what I have. -
Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No landcontact LOD. IMHO, that'd be the first culprit if, for some obscure reason, one were there. -
Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Unfortunately, it's something I've already done. :blink: Whatever it is, it's going to be one of those 'how did you overlook that?' things. :banghead: -
Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No luck. :( -
Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I inherited from House_F. I'll add that parameter and see how it goes, though... -
Building Terrain Conformal
Sigma-6 replied to Sigma-6's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey, yeah. :) Well, I worked for the company for a few years, actually, at BISim. Lots of travel. Trying to get back into things after kind of a hiatus. The named selections aren't the problem, for sure. I have them all as required. I've seen this before, and I remember it breaking my head last time I encountered it. It's, as usual, something simple and obvious I've overlooked... ;) I don't want to script it. The building is finished and ready to go... this is the only real issue. I just want it to show up in the editor without it thinking it's flying nap of the earth or something... :( -
(unfinished, but released because I have little time [pursuing a History/Political Science degree] to work on them at the moment) '89 civic Dodge Challenger Concept '68 Monaco Updated Mack R Model (graphics update, working dampers) School Bus Bulk Carrier 'Isolda' From ArmA.info: "The well known Sigma-6 has send us his Sigma-6 Vehiclepack. The addons are still unfinished and Sigma-6 would like to see his work finished by the community. So if you are interested in completing one of these vehicles please write him an e-mail (you can find his e-mail address in the included readme file)." "The land vehicles will be found under 'civilian/Sigma Wheeled'." "Known Bugs:" "Lights are not fully functional. Gauges do not work. Driver and Passenger animations are much less than ideal. The ship has even more bugs." "All of these issues are slated for future versions, but if anyone skilled in these areas wants to go ahead and update for these issues, do not hesitate to contact me." DOWNLOAD - Sigma6 Vehicles (v 1.0 ) - [145m] Armed Assault Info Link for latest completed version
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Hey Enforcer; your criticisms are seen and understood, but of course, when we're hobbyists, we have to settle for what we're given. I'd do a lot more LOD work, and reduce filesize, but after all, it's just me (and sometimes Gnat) doing this, and I'm also a full-time University student. As they are, they're absolutely the way I wanted them to be. For me, they are about their appearance, and I make them available because I'd like to think others might like to enjoy them. If you would like to have something, perhaps, more suitable to your tastes, feel free to reduce the main bitmaps (which are 2048x2048) to 1024x1024, and maybe do some more LODs yourself. I would not object.
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Haha. . . Â the Sigma-6 sign on the doors is in place of the 'Dodge City Police' badge on the prototype car, because I'm using an adapted version of Dodge's livery from that vehicle, which sort of looks like a generic cop car. Â I thought it was clever. . . Â If you didn't like that, you'll hate what the police motto is on the rear quarter; it's the one from the South Park Police. . . Â 'to patronize and annoy'. Â (I was toying with using the one from Transformers; 'to punish and enslave', but I figured that might be going a bit too far. . . Â Maybe I'll run a contest, for people to create the best liveries. Â The prize could be to have their liveries in the pack. . . Â I'd really like to see, for example, a Michigan State Police slicktop or bubble-top. . . Â (I have the bubble I used on the tow-truck, after all, and the side-stop would take about 20 minutes to pull off. . .) By the way, this addon will not have any bells and whistles--literally--but it will come with red and yellow civvie versions. Â They're implemented already, and I think they look pretty good. Â As for a release date, my policy is the same as it ever was: no release dates.
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It's probably worth pointing out that the Sahrani Life people do have permissions. . . as for doing a model.cfg. . . is this really that important? These are not very complex addons. . . Am I neglecting something that I should be looking into? I mean. . . I'm an artist. . . not a programmer.
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Here's an ingame shot. 2005 Dodge Charger Police Cruiser.
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The lightbar is already done. I went with 'generic'.
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I was going to use a Whelen Liberty Six, http://www.phildorsett.com/images/whelenlibertysx.jpg But then I decided to opt for something that evoked the small modern lightbars without actually being one of them. By the way, I don't really intend to do any more work on that ship, so anyone who wants to, go right ahead, as long as, if you make any changes to the model or textures, you let me see it before it's released. . .
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Hay, thanks, Gnat!
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Thanks, Abs. . . I only wish I had the time to do some textures and stuff for ONS again, these days. I keep seeing the updates and kicking myself.
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Sorry. . . I haven't been doing anything game-related due to university. But now the term is over! Yeah, of course, go right ahead!
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Just about 10,000 polys. Isolda. . . any site that updated its version with the new one won't have Isolda in the download. You have to find a place that's hosting the original vehicle pack, and just pull "isolda.pbo" out of the zip. As for who is hosting both. . . I don't know.
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Preview: There's no lightbar, side mirrors, pushbar, etc. yet, but she's comin' along.
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Here's what's currently in the pipe. . .
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Plenty of arctic (or even just wintry) places (like the city I live in) have hangars. Â Hangars have doors, and anywhere reasonably equipped for cold weather has an ace-in-the-hole: Snow clearing equipment. Â It's not all that bad. I'm not keen on seeing a site like this at all, on that map, personally (and not only because those buildings would be destroyed by permafrost subsidence in a few seasons). Â I'm much more interested in seeing smaller, more realistic sites, like the Resolute Bay map I posted on the last page of this thread. Â Resolute Bay You'll note, incidentally, looking at that map, that Resolute does, in fact, have hangars at the airfield. Â In fact, the CF arctic survival school is there. Also, another cool thing worth pointing out is that since it's so remote (and this is typical of arctic settlements), and everything is either flown in or out, a lot of the settlement is littered with piles of old vehicles and industrial equipment--basically caryards--dating back to when the settlement was founded. Â BTW. . . when the US moved out of the Canadian Arctic after the Cold War, they characteristically left our Northlands littered with junk they didn't care to dispose of, so piles of old military junk are not uncommon either, near settlements.
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That's already addressed elsewhere in this thread.
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Wouldn't that be an *antarctic* research center? Well, the CF-23 was basically a metal box on treads, after all. . .
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If you're going to add roads or a permanent settlement, then I'd recommend only adding one, and it probably should resemble a typical high-arctic settlement, like Resolute Bay: http://maps.google.ca/maps?f=....18&z=14 Notice that the settlement is small, and the roads only run a few hundred metres outside of town, because everything is flown in via the airfield. The map would thus be road free, where the only roads are in the settlement, used to get from point a to point b within it. These Google maps images were not taken during the winter, obviously, so you can see the open tundra, but in the winter, this place is (killer) cold and snowy. There is no such thing as a 'dry spot'. Construction is done in the summer, but people live there all year round. Buildings are built on stilts, raised off the surface, because the settlements up north are built on permafrost, and conventional buildings would melt the surface, cracking, destroying, and jacking their own foundations, causing them to sink and rise in different places, unpredictably. google images search for permafrost buildings Anyway, if this is the sort of thing you're going for (high arctic), then don't add any trees at all. This would be north of the treeline. Basically, you get smaller and sparser spruce, until you get none at all. Also, it's dark 24-hours a day from basically November to March (even April), and it'll hit +15c in the summer.