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Everything posted by meshcarver
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Ok... what am I missing about AI PATH LODS..?
meshcarver posted a topic in ARMA 3 - MODELLING - (O2)
I've already got one building in with AI PATH LODS working, but for the life of me cannot get another working. The AI just tell me "NO SIR! NEGATIVE!" when I try to send them to "position 01" which DOES appear in game... They get close to it, but without entering the building, just close to the point by the wall outside... It's been a whole day wasted on this lol... please anyone... My ROADWAYlod/VIEWlods are fine btw... ---------- Post added 03-05-2014 at 12:09 AM ---------- Previous post was 03-04-2014 at 10:42 PM ---------- Got it at last again... It seems the PATHLOD needs to be ALL ONE OBJECT with merged vertices etc- something I can't find reference to in all the tutorials I've came across..? Can anyone clarify this please..? Is PATHLOD the only LOD that can be almost any shape and single sided and doesn't need the COMPONENTS sorted out..? Btw, when your building finally comes together and you see AI kicking off around it...well, it's a thing of beauty..! :D -
Lol, cheers guys... goddamn, you'd think a simple "Unhide all" would be added lol...
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Hey guys, are there ANY updates about the poly/tri/vert limit for SHADOWlods please.? 1000 tris seems not a lot really..?
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multiple MULTIMATS more efficient than multiple various RVMATS..?
meshcarver posted a topic in ARMA 3 - MODELLING - (O2)
Hi, I'm creating most of my buildings using on average 4-5 texture sheets (Each one generally 1024 * 2048 fyi). I try to keep metals on one sheet, wood on another and concrete one another etc for consistency. As each of these will have diferent penetrability, sounds and attributes then it goes to say each one should have its own RVMATERIAL. My question is is better and more efficient to have 4-5 different MULTIMATERIALS than 4-5 different various RVMATERIALS..? Cheers, Marc -
multiple MULTIMATS more efficient than multiple various RVMATS..?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hi Redstone..!!! :) Oh jeez, I should've remembered, sorry... indeed, sound/penetrability etc is based on FIREgeo etc, sorry..! Yes, I've just placed a new structure into the engine and it's using 2 MULTIMATS and seems fine, so thanks for your feedback anyway mate- is appreciated as always..! As an additional- could you please check out the other post in this section about objects being over 50 meters in the ARMA3 engine and give your knowledge..? NO PROBLEM if not man, no worries... MArc -
Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Thanks man, but I reckon I'll keep all axis inside 50 meters to be safe for now. -
Aye, sleep option would be good to, so you can set your watch to wake you up at evening/night etc for variation..?
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Great news, sorry mate I didn't know so thanks for the heads up..! Relocating the boat would be good I think as it'd allow more variation without spoiling the overall mission, but it's entirely upto you! :) Thanks for this mate, it's really good stuff..!
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Hi OP, Quick question- are you planning to make it so everytime we start a new play of this mission, various things like Brothers body/vehicles etc will be in different locations? Would be great if so- if not, no problem..! :)
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Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hi man, I should've said height wise, sorry..! -
Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
I wish one of the Devs would post here- it wouldn't take long to clarify this and expand on it from an official source. -
Well said OP, and stick to your plans..! It already sounds like you've taken some good advice and implemented it..! Is there a rough release date for the 1:4 at all? I can't get enough of this, it's great and as I say, just make it first and foremost to suit your tastes.
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Wow, fantastic news, looking forwards to 1:4..! :D This is such a great mission for us SP types- it's pretty peaceful and meandering at points which is great as it gives reason to take in the beauty of Altis, and then you see an enemy patrol in the distance and it all kicks off- GREAT STUFF..!!! :D
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Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Ah ok, so it's more about the SHADOWlods not working, than it becoming messy for AI and GEOLOD/ROADWAYlods etc? -
Hi Rydygeir, this is a fantastic mission man, cheers..! Upto now, the ONLY thing I'd ask is if you could make it so there's a BIT more enemy appearing as I've gone hours with no action at points. It's very well done though and is great fun but it'd be so much better if there was maybe some random spawns of enemies in between towns and villages for example..? No problem if not... I'll keep on playing it either way..! :D
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Automatic Unit walkover objects height..?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hi, sloped in what LOD please if you know..? You mean Roadway Lods? -
Hello all, more quick questions here- What is the maximum height for an object if you would like the Unit to be able to automatically "walk over" it, like they do now with small stone walls etc..? Also, can the object be vertical or does it need to be sloped for this to work..? Lastly, would it need a ROADWAYlod, and is this the LOD the Unit walks over, or does it automatically walk over GEOLOD or other LOD if you get my meaning..? Thanks guys.
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Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hey, cheers for all this lads..! Well, it appears to be a none issue now upto 120 meters per object is that correct..? All's I'm asking for is because I have planned HUGE wall parts and really big buildings lol..!!! I didn't like the prospect of having to build them in "parts", as it's more time consuming and fiddly, but if we can now say it's pretty safe to create objects upto 100 meters dimensions then that's a pretty good result..! :D -
Hi Kydoimos, Thanks for your message man, and what is your current project- purely out of interest of course..!? :)
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Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Please do man, as I have tried looking for it and can't see it anywhere..?! I really hope this is true, as it'd have so many positive implications for hugeeeee structures..! :) -
Larger then 50 meters sections ok for player transitions?
meshcarver replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Holy crap, are you serious..!?!? Where can we find this information please M1lkm8n..!?!?!? :D Please let it be true lol..!!! :D How do you guys get this information..? Where should I be looking for this, as there's so many bloody parts to this forum I get confused sometimes lol... ;) -
As far as I can tell, it was specifically Blastcore Tracers as I still have Blastcore A3 working with no problems mate. Hope that helps.
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Hey thanks for your input guys. JUST realised when I'm starting up ARMA3 is comes with a warning pop up saying: "Addon 'TracersWAR' requires addon "CAWeapons". I think it MAY be "Blastcore Tracers"... CONFIRMED; Damn, sorry for being so slow on this guys, it appears it was the excellent "Blastcore Tracers" that were having this effect. Thanks again for all your help chaps..!
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I don't know mate. I tried deleting all saves and replaced the Pilgrim mission file in and started again, and got the same issues! :( I don't know... And why would it come up with A2 stuff? That freaked me out a bit tbh...
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Hi guys, once I save then try to resume I get: "you cannot play etc etc... it is dependant on downloadable content that has been deleted.caweapons, ca_ah64d" and I have no idea what that could be referring to? Any help would be great guys! thanks, Marc