SaBrE_UK
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Everything posted by SaBrE_UK
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Advanced Combat Sound Environment WiP Thread
SaBrE_UK replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Seriously fantastic work! The sounds are so good they don't even seem like placeholders anymore. Glad to hear it's just polishing, now. Keep it up. -
Dust Storm Composer WIP
SaBrE_UK replied to fabio_chavez's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks fantastic! -
Alternative Midrange Detail Texture experiments
SaBrE_UK replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome! -
[possible bug] Cant headshot if range is on the mid-long range
SaBrE_UK replied to maffa's topic in ARMA 3 - GENERAL
So Indeed you were right ;) But it does go to show how there is a steep learning curve for many people. I guess people do find these things out as they go along, though, and obviously patient community members can help. I wonder how many people try things such as the OP, believe it is not working correctly, and label the game as junk. Maybe the game isn't for those people but I wonder if BI can do anything. Dsylecxi's community guides go a long way but an in-game solution may be of benefit to many. -
[possible bug] Cant headshot if range is on the mid-long range
SaBrE_UK replied to maffa's topic in ARMA 3 - GENERAL
Could this be related to the fact that distant soldiers are sunk slightly into the grass, but their collisions/hitpoints are not? At one time at least this was the case, and I am unsure if it was ever fixed. Do you have the same problem if the soldiers are on a non-grassy terrain where they do not sink at distance? -
Terrain Improvement (dev branch)
SaBrE_UK replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
As I reckon many in this thread will be interested in this, check out Gamma Dust's work in this area; he has managed a script to dynamically change the land textures on the fly depending on field of view. Check it out: http://forums.bistudio.com/showthread.php?151752-Alternative-Midrange-Detail-Texture-experiments -
midrange terrain texture replacement
SaBrE_UK replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No disrespect to you, Bad Benson, but I feel that you and others in this thread may be interested in Gamma Dust's very promising efforts in this area. Check it out: http://forums.bistudio.com/showthread.php?151752-Alternative-Midrange-Detail-Texture-experiments -
Alternative Midrange Detail Texture experiments
SaBrE_UK replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow! Great work! HEre's hoping BIS listen to your appeal. -
Great news on the progress Opticalsnare, keep it up! At the very least, hopefully Arma3 will act as a sort of cash cow to enable the developer to focus on these things in future DLC/Arma4. I think the improvements that they have made to the game are significant enough, and now they are done soon they will not have an excuse!
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Terrain Improvement (dev branch)
SaBrE_UK replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
The impact this has visually is astounding. Keep up the good work, and BIS would do well to seriously consider implementing this. -
Excellent work! Is it technically possible in this engine to make the entire optics view parallax-free like the holographic sights in this game? That way you would just see black in the scope section when using the iron-sights, which may improve the look and feel.
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Advanced Combat Sound Environment WiP Thread
SaBrE_UK replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I am eagerly awaiting this mod. It really seems to add so much. Would love to see a longer video but understand it's not your priority. -
Looking good!
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Thanks for that, Fragmachine.
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Firstly, I know nothing of what is and isn't possible in the Real Virtuality engine. I was wondering, however, could this be sidestepped somehow by creating and animating some kind of 'object' or texture rather than a particle? You could then add particles around this object to blend it in, perhaps. Or are there problems inherent with this approach that make it unlikely? What are your thoughts?
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Why should there be no sway at all? Also, like a rifle you can hold your breath to steady. A 'deploy' option as you might for a bipod could be interesting and useful here.
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Interior shadows WITHOUT creating dynamic shadows through LOD that cuts off light?
SaBrE_UK replied to nodunit's topic in ARMA 3 - BETA DISCUSSION
I'd love to hear a dev's comment on this idea! -
It is clear that the new reflector sight simulation in the Alpha is fantastic, and you can see it in Dslyecxi's excellent video .I was thinking that perhaps this methodology could be utilised to create 3D rifle scopes that look somewhat better than the current 2D ones. Something along the lines of the . Being able to move around as normal and not be transferred to a static and centred scope view might be a breath of fresh air.This could allow a better scope experience without the potentially crippling performance issues associated with render-to-texture scopes. If the background view around the scope can be blurred in Arma3, then all the better. It will also mean that when moving with the sights up, the view can bob around and satisfyingly obscure parts of the scope view without being disorientating like the current 2D scopes. I do not know exactly the difficulties inherent in bringing this idea into fruition, but I hope some modding experts can shed some light on this, perhaps? Thoughts?
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Terrain Improvement (dev branch)
SaBrE_UK replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Just another message to say I agree that mid-range textures should be improved officially by BIS if performance isn't hit too hard, or the work far too intimidating to spend development time on. -
Good work!
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It all looks fantastic! Well, bar the scopes which are adequate but I imagine some admirable modder taking advantage of the way the holographic sights work to build that into a scope view. Think it could work!
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Some sort of simulated holographic sights are in... YES! Even if it is simple a la Crysis, Project Reality- YES! source
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I understand BI do excellent work on the core of the game, but a small amount of money could go a very long way if donated towards the efforts of modders. Most fans will agree that it is the mods that really bring life to the game. Making money from mods is prohibited by the license, I think, but donating post-hoc may be allowed. Just an idea.
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Welcome home! I hope it all seems far in the past very soon, and best of luck with the future. Fingers crossed the case will be thrown out when the judges return from strike.
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I would agree, a higher contrast would be desirable but may be too difficult to implement whilst allowing the player to see detail in both light and dark areas as the human eye can compensate for. As long as we don't have the sunset brightness/contrast issues we got in Arma2 I'll be happy.