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yanot

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Posts posted by yanot


  1. 5 minutes ago, makkuranin said:

    Yes, i understand that, but this texture looks very "used", previous one on the other hand looks more "new". And because of that i'm only suggest old version as optional variant, for more variety.

    It's not about being 'used' or 'new'. The fibers of composite epoxy material (or текстолит) texture is the one that properly represents the Izhmash armory produced magazines.


  2. 8 minutes ago, makkuranin said:

    I mean previous version with "clean" "red" texture, without big dark spots.

    The current one uses authentic photo-texture:

    Spoiler

    SKscm57.jpg

    Most of Izhevsk magazines have that pattern. Tula ones, on the other hand, are rather blend. But we don't have Tula arsenal magazines for 5.45x39 30-rounders.

    And to directly answer your question - we don't plan to add the older texture back.


  3. Hey guys!


    I have stumbled upon a problem with configuring handling for BMP-1/2 addon.

    As the vehicle starts to move forward and rearward - it behaves normal. But when i try to turn it - it starts to gain speed, as if one of the tracks starts to move faster (which is totally ok for turning a tracked vehicle), when the other one keeps it's initial speed (that's when i come across with the problem). Ideally - one of the tracks should increase it's speed and the other one decrease it, but it's not working that way for me for some reason.

    So, can anyone share any ideas on how to configure the vehicle so that it would behave proper? Or maybe an example of configuration for some other tracked vehicle?

    Thank you in advance!


  4. 59 minutes ago, computer said:

    When arma 2 had acex. I feel that ArmA 3 has too many great mods. VTN, CUP, RHS. All of them have mostly same equipment and weapons. And I feel like this is splitting the community. I wish there was ONE and only mod, a standard that everyone has and uses.

     

    The problem is a different approach in creating mods. We in VTN trying to make A3 as realistic and immersive as possible within this game engine, even when it causes gameplay discomfort (lack of zoom, bp vests that can only carry up to 6-8 mags, etc.). Other mods have different approach. They're doing GREAT job, but it is impossible to cooperate when each team trying to achieve different goals :(

    • Like 7

  5. Well, as i said there are analogs to SP such as 3D Coat and etc. The point is: PBR is a new video games graphic standart that gives us an awesome flexibility in terms of materials and its settings. I love PS aswell and using it since forever and I did come out of my zone of comfort with 3D Coat like a year ago :) And it was worth it. PS is beautiful program... For retouching photos, applying filters to it and creating seamless camo patterns, but unfortunately it cant give you as much flexibility and information about what you are doing with the texture on model in real time, and trust me: when you will try it - you won't want to switch back to Ps.

    • Like 1

  6. Hey, BI!

    Is there any chance to see Physically Based Rendering integrated in your products in observable future (like a year or couple)? Because it's already a gamedev standard for quite some time now and it gives a really nice look to games that use it (War Thunder, Fallout 4, etc you name it). And at last but not least: it's easier to make mods, since pretty much everyone using Substance Painter and analogs and SP gives you awesome results with PBR maps such as Diffuse, Specular, Gloss, Normal and Emissive.

     

    PS: I'm your fan since 2002, since them gud' ol' days of Operation Flashpoint: Red Hammer (you're not gonna make me call OFP "Arma 1" :D).


  7. Am I missing smth or we tried to win smth? :D VTN team didn't even know that we were onto smth.
    What would we win? Would it be a dress?
    latest?cb=20140910010916

     

    PS: Thank you guys anyways :D But we really don't even pay attention to any kind of contests ever since Make Arma Not War, so don't worry about: "Don't let that bring you down" - we simply just don't care. We do what we do and we love it. That's all that matters :)

    • Like 8

  8. I get SVD and want to snipe 500M target - and i barelly see him (crouching man in clouddy day). Then i get RHS SVD with their version of PSO 1M2 and i can clearly see the target, and scope itself have bigger magnification. So did your PSO have wrong magnification or is it some other version of PSO?

    VTN uses realistic magnification. The real magnification of PSO-1 is 4x and FOV is 6°. I'm not sure, but perhaps RHS uses the standard BI's PSO-1 magnification from Arma 2 which is waaaaaay above the realistic specifications. VTN isn't about comfort. It's about realism :)

     

    From other questions - what about bolt action animations for rifles? Do you know how or have some troubles to apply them?

    ^^This can be usefull : https://forums.bistudio.com/topic/182380-weapon-eventhandler-framework/

    We'll consider that. Thank you :)

    • Like 2

  9. logo-vtn.png

    UPDATE

    New actual version now is 0.4.2 build 1905

     Changelog:

    Fixed: No vanilla ballistic protection and explosion protection on some vests and helmets
    Fixed: Fara-PW mobile radar may stay active even if cable was cut off
    Fixed: Fara-PW actions menu
    Fixed: Fara-PW cable model
    Fixed: Suppression effects can cause reset of some post effects
    Fixed: USMC MARSOC moved in separate category in editor
    Improved: 1P69 sight
    Improved: Polish translation

     

    Update DOWNLOAD link

     

    Arma3Sync autoconfig link: ftp://193.19.118.182/Updater_WOG/ArmA3Sync/VTN_A3//.a3s/autoconfig​

    • Like 4

  10. hi 

    how do you load the static machine guns 

    whats the name of the magazines

    thanks

    [_obj,_obj,_magazinename] spawn vtn_staticweapon_reload;

     

     "VTN_KORD_150_API", "VTN_KORD_150_INC", "VTN_KORD_50_API", "VTN_KORD_50_API2", "VTN_KORD_50_INC" - KORD
     "VTN_KORD_50_API", "VTN_KORD_50_API2", "VTN_KORD_50_INC" - NSVS
     "VTN_M240_50c_SC", "VTN_M240_50c_SC2", "VTN_M240_50c_TRC", "VTN_M240_50c_TRC2", "VTN_M240_50c_TRCD", "VTN_M240_50c_AP",
      "VTN_M240_100c_SC", "VTN_M240_100c_SC2", "VTN_M240_100c_TRC", "VTN_M240_100c_TRC2", "VTN_M240_100c_TRCD", "VTN_M240_100c_AP",
      "VTN_M240_100s_SC", "VTN_M240_100s_SC2", "VTN_M240_100s_TRC", "VTN_M240_100s_TRC2", "VTN_M240_100s_TRCD", "VTN_M240_100s_AP" - M240 static
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