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[aps]gnat

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Posts posted by [aps]gnat


  1. Thank you for this information. Would it be possible though for you guys to release a list of proxy names and memory point names with locations on each model? This would really help out modifications and scripting.

    You complain in other threads that BI isn't addressing the big issues (vehicles on moving decks etc and I agree) yet your happy to task them with something you can do yourself ......


  2. Not sure what exactly I did to merit a credit other than play cheerleader ship refinement, but thanks Gnat! :D

    lol Just like this post :) Thanks.

    Why the "Crew FSF" action menu options for seemingly no additional functionality over the default

    Just experimenting with other ways to get into cargo spaces.

    Why is it that getting out from one of the speedboats (or at least from the right-side one) instead has the player fall into the water?

    Yeh, forgot to fix. Now fixed. If you exit an attack boat near or docked to the FSF, you're now placed safely on the gangway.

    Is the "Lights on" action menu option supposed to light up the bridge interior like that, with no other "interior-only lighting" option?

    Yes. Accidental, but I left it that way until I prove if "interior-only" lights are even possible. Are they?

    FSF-specific Titan missile turret has seemingly no Geometry LOD 'against' players running into/through it

    Oops! Fixed :D

    ... its "360 degrees of traversing" allows the missile officer to fire AA shots through the forecastle/forward superstructure as if it weren't there.

    Yeh, has to stay as forcing a "no-fire" arc is very difficult at best.

    ... I mean the fact that even when you're looking through the Missile Officer's default view instead of through the "gunner optics" view, you can still move around the point of aim and shoot wherever the cursor would be pointing.

    Yes, handy. But will be better once he gets his own PIP display.

    ... hence why "Get out" is unavailable for characters in a landed helicopter

    Yeh, planning to make an Action available to chopper crews (and AI) such that they can transfer from the chopper direct to crew quarters, if the FSF is on the move.

    Thanks.

    Few extra things fixed or being fixed for the next release.


  3. ....If your simulation entry is one of the new ArmA3 types - such as helicopterx or planex - there is a positional error induced with the application of velocity to a vehicle....

    Interesting .... but the first thing I thought of is the pilot animations. Is it really the vehicle or is it distortion caused by the character animation simulating acceleration or deceleration ?

    If thats a possibility, it is possible to remove those animations (in ArmA2 it was anyway), at least for testing purposes.


  4. Fast Sea Frame - Assault Craft

    Beta 3.0 (for ArmA3)

    by Gnat

    4th Jan 2014

    FSF_1.jpg

    FSF_2.jpg

    .... something a little different for ArmA3.

    ** Features **

    - Walkable decks and gangways (@ 0 speed)

    - Lights and deck landing markers

    - Choppers automatically stick to moving deck

    - 2 crewable Attack boats that can attach and detach

    - Railings can be stepped over

    - Armed turret with Titan AA

    - Boarding ladders

    - Cargo crew capacity

    - READ README (and in Download) for more details.

    - Again, NOT what I would call ArmA3 quality, but its the best at this time, and it really more of a "mobile" experiment :)

    From the BI Forums, code snippets and Ship inspiration, thanks to;

    Mankyle, Aplion, Make Love Not War, Chortles, SpectreRSG.

    Sealife, Hatchet_AS, Kremator, Chops, gagagu & RedPhoenix

    DOWNLOAD LINKS

    Fast Sea Frame - Beta 3.0 - 4th Jan 14

    Filefront

    Placing Helicopter onto deck of FSF in Editor

    - Place Chopper over deck of FSF

    - In the ELEVATION field of chopper place; 10

    NOTES

    - MAN (and other) class do not stick to moving decks (of any vehicles) at this time. BI need to fix.

    So, in exchange for me providing this addon, please take 5 minutes to VOTE UP these bug tickets.

    http://feedback.arma3.com/view.php?id=5577

    http://feedback.arma3.com/view.php?id=15540

    http://feedback.arma3.com/view.php?id=15384

    http://feedback.arma3.com/view.php?id=15495

    http://feedback.arma3.com/view.php?id=16463

    Please report bugs here, and be nice about it.


  5. Some movement .....

    Westinghouse enters U.S.-China nuclear collaboration

    "It's helping DOE-funded U.S. universities commercialize an alternative nuclear technology known as 'molten salt' in a project connected to country's partnership with the Chinese Academy of Sciences."

    Another article

    "While the US has only paid lip service to thorium in recent decades, China is joining the likes of India, Japan, and Norway in a quest to develop a working, commercially-viable thorium reactor."

    While all empires eventually come to an end, the US will quicken its demise if it plays the wrong "energy" card .....


  6. I have said for some time that worst danger at a nuclear reactor is the too radioactive to continue to use fuel rods, called "spent" in nuclear power industry marketing speak, which are held around the world outside the reactor continment.

    Yes, unfortunately too many millionaires have their fingers in the fuel rod business, which has huge profits and as a result we're stuck with the wrong nuclear technology with few proponents or governments allowing anyone to do a re-think.

    THORIUM or Liquid Fluoride Thorium Reactors and similar are MUCH MUCH safer and could kick-start a whole new energy rich global economy.

    >>LINK<<

    For those who haven't read about this technolgy, spend just 5 minutes on the 5 minute video version.


  7. We've decided to just stop using the namespace method and it appears that that was the cause of our problems.

    LOL finally some evidence, rarely do I get to say to others "I told you so" lol :D (not you Joe)

    (It's pretty weird, after all BI is using the namespace method seemingly without problems)

    I don't necessarily see conclusive proof that thats how BI do it.

    And lets face it, their tools are different from the ones we get and they no doubt have a large development network in their office(s), so our own isolated PC "development" is never going to mimic how BI code.

    I'll further support my claim by noting that I've NEVER had to do that confounded mass CONFIG file shuffle that everyone else seems to have to do.


  8. LODs: Per my videos starts at 5:00min into Video #2 and continues into Video #3

    No, weapons don't have to be separate.

    Proxies are used generally for 2 things, crew (pilot, gunner etc) representation and also for addon "static" high detail to you model (potentially to reduce the poly count of your main model).

    E.g. if you have a high detail cooling grill at various places around your tank, you can cut it from you main model, put the grill in a separate 3d file, then add it via a simple proxy into the main model. You usually can't tell its not part of the main model.


  9. Yes, it is odd. Probably just BI got to a point and said "enough is enough, lets move to release".

    From memory a metal building at the (Stratis) airport is enterable.

    Theres also a few small huts (one is like 2m x 3m with little antenne on top) that are not enterable.

    Admittedly buildings like the big metal powerstation would have to have MAJOR interiors meshs, they can't really be empty open spaces inside.

    For this same reason I expect anything that might be considered a "factory", is not enterable.

    Small blessing is unlike ArmA1/2, MOST buildings are enterable ArmA3.


  10. What Scarecrow said, plus my spin;

    1. What are the sizes restrictions for models that you can import or add to the game?

    ~20k poly and up to ~50m x 50m x 50m. Any larger physically and stuff starts to break/fail ingame.

    2. Are there different size restrictions for different things?

    No aware of such

    3. What tools would I use to get my mods in game. (I use Blender for my models) what else do I need.

    Blender is good, but you you probably need to understand/see the LOD systems in O2 before you know what needs to be done in

    4. Do I need knowledge on how to script or do config files.

    Some, or lean of friends or these forums.

    1. Do I need to separate my model into parts, say... Hull, Turret, Tracks etc?

    Yes, but just NAMED sections, separated/not joined to the main model. No need for separate 3d files (excluding proxies)

    2. Do I add the weapons to the model or import them as their own file?

    "weapons" are added via CONFIG.CPP

    3. What if anything do I need to add animations for?

    MODEL.CFG needs to contain animation definitions for every moving part. (Not typical animations via Blender etc)

    4. Do the model things have to be separate objects or one whole object?

    ? Can be all one 3d file, but each LOD definition within the file must contain different "model" representation (ie Shadow, Collision Geometry, Fire Geometry etc etc) .

    5. Is it possible to add an interior to a tank if I was able to model one?

    Definitely yes.

    6. What types of Ammo and Armor ratings would I need to add?

    All defined in the CONFIG.CPP. Fire Geometry and HitPoint Geometry of model contains support info and some basic "impact" FX (via Material/RVMAT definitions).

    Please answer with thought out and clear replies, I am new to all of it so I need as much information as possible.

    Unfortunately all this type of info in NOT in 1 spot so you're going to have to do some searching/reading yourself.

    ArmA2 stuff is mostly valid, suggest you look at a few of the ArmA2 Editing section Tutiorial threads and view some of the Video tutorials.

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