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Posts posted by zooloo75
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Currently working on v1.6.
I need help with a lighting issue for my custom model. Check this thread if you can help: https://forums.bistudio.com/topic/190430-my-custom-model-is-not-receiving-shadows-bright-indoors/
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Hi, I am working on my BloodLust mod. I am new to modeling for ArmA.
I have created a plane (flat surface) in Blender, and exported to a .p3d. The plane does not appear to receive shadows, or appears to be lit by the sun regardless if exposed to it or not.
I am using "a3\data_f\default_alpha.rvmat" for my plane's material. The plane acts as a billboard, receiving a custom texture via script (setObjectTexture).
The images are .paa with an alpha channel.
Plane in shadow (looks incorrect): http://i.imgur.com/hQv4jrx.jpg
Plane exposed to light (looks fine): http://i.imgur.com/nG4vJVx.jpg
Plane on wall in shadow (altered normal): http://i.imgur.com/DHk1qSF.jpg
Plane on wall exposed to light (altered normal): http://i.imgur.com/1jhXp9T.jpg
Object Builder view: http://i.imgur.com/yRQU6Xk.png
Thanks in advance.
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Just wanted to drop into this topic to congratulate BIS on the huge overall improvement of the sound throughout development (along with many other parts of the engine).
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Couldn't you theoretically create your own model that you apply the texture to? That should allow you to set the rvmat and have more control over the shading.
Perhaps if you're using the standard arma object check out hiddenSelectionsMaterials.
As a command: https://community.bistudio.com/wiki/setObjectMaterial
This was something I was planning to experiment with once I learned a bit more on modeling and getting the models into ArmA.
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Currently going through "GameDev Byrne's" YouTube tutorial series which covers using Blender and getting models setup in ArmA3.
https://www.youtube.com/playlist?list=PLqRU_EL4pwOHOJ6L2P5XlpfmNoWqulZqf
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my only issues with this mod is some blood splats i cannot walk over, and the vaporisation has too far of a range on some explosions (155mm) where someone wasnt close enough to be vaporized but the mod vaporized them anyways
For now you can tweak the vaporization threshold -- raising the value should help (20000 is the default value):
- profileNamespace setVariable ["VaporizationDamageThreshold", 20000];
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Those models belong to solus as he is creator of SLX mod - tho he did hand the reins to the community once he said he was done and that was some years ago. As said before, they are fun but not always appropriate aka for a rifle shot to charr-broil and explode somebody. Would be great to have some new ones but he said he needs help with transferring models from Blender to Arma3.
Yep yep! Was planning on creating chunks of meat, flesh, bits of bone, and perhaps burned cloth to scatter around from an explosion. I personally didn't like the piece of charcoal that spawned in SLX (no offense).
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Just recorded a video of v1.5, showing off the new bleeding feature.
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i personally think you should use the charred body parts objects from COSLX as place holders.... :)
Would most likely be frowned upon for stealing assets.
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Zooloo you are on fire with these updates! Bleeding? Hell yeah being able to track enemies again will be awesome!
But on a side not, are you aware that bloodstains seem to remain being bright even in shadowed areas?
Yes, this is a limitation of using the UserTexture object for the splatter decals. I don't have experience importing or modifying models for ArmA3. Will need to find a tutorial on this. Also for gibbing, I can try to make my own 3D models in Blender -- just have to learn how to get it into ArmA. Maybe someone else with expertise in this area can point me in the right direction.
EDIT: Perhaps this will be of use -- http://friedenhq.org/?page_id=236
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Filled out the form. Good luck!
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---UPDATE---
Blood Lust
[4-24-2016] v1.5:
Added bleeding (units will drip blood).
Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.5.zip
Requires CBA!
Configurables:
MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters_v1.5", 500]; MaxBleedSplatters = profileNamespace getVariable ["MaxBleedSplatters_v1.5", 1500]; BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations_v1.5", 3]; VaporizedBloodSplatterIterations = profileNamespace getVariable ["VaporizedBloodSplatterIterations_v1.5", 6]; VaporizedBloodSplatterJitterAmount = profileNamespace getVariable ["VaporizedBloodSplatterJitterAmount_v1.5", 10]; VaporizationDamageThreshold = profileNamespace getVariable ["VaporizationDamageThreshold_v1.5", 15000]; IsVaporizationEnabled = profileNamespace getVariable ["IsVaporizationEnabled_v1.5", true]; IsVaporizationEnabledOnPlayer = profileNamespace getVariable ["IsVaporizationEnabledOnPlayer_v1.5", false]; MaxHitSelectionsPerEvent = profileNamespace getVariable ["MaxHitSelectionsPerEvent_v1.5", 3]; MaxBloodSplattersPerEvent = profileNamespace getVariable ["MaxBloodSplattersPerEvent_v1.5", 10]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance_v1.5", 1.5]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance_v1.5", 4]; BloodSplatterJitterAmount = profileNamespace getVariable ["BloodSplatterJitterAmount_v1.5", 0.25]; BloodLustActivationDistance = profileNamespace getVariable ["BloodLustActivationDistance_v1.5", 2000]; IsBleedingEnabled = profileNamespace getVariable ["IsBleedingEnabled_v1.5", true]; BleedDuration = profileNamespace getVariable ["BleedDuration_v1.5", 15]; BleedFrequency = profileNamespace getVariable ["BleedFrequency_v1.5", 0.05]; BleedFrequencyVariance = profileNamespace getVariable ["BleedFrequencyVariance_v1.5", 0.5]; BloodSplatterIntersectionBlackList = profileNamespace getVariable ["BloodSplatterIntersectionBlackList_v1.5", [ "UserTexture1m_F", "WeaponHolderSimulated", "WeaponHolder", "Thing", "Man", "AllVehicles", "Default" ]]; -
Shouldn't this be moved to Complete section on the forums?
Good point -- just need a moderator to move this. I wouldn't say the mod is complete though.
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hey zooloo check this code out ... crack the mod open and see what he did.. http://steamcommunity.com/sharedfiles/filedetails/?id=606289254&searchtext=bullet+casings
youll see he uses create vehicle to creat the casing. you could replace that with particle emmiter or what have you and have it spawn the default in game gib's which are very small by default. its easy to increase the size and live time of these particles.
so that opens the door to several options if you use his code as a reference (no offence to your coding skills BY ANY MEANS!!!)
by that i mean you could either have someone / or create a few body parts... and have them createvehicle'd in or use particle effects to create a long lasting chunk of meat(in varous sizes and shapes..)
you could do this for large calibur bullets , explosives and for vaporization...
i know you said you were expanding upon vaporization i am guessing your looking at the slx code for reference. with the deleation and creation of the charred body parts..
I am LOVING where this is going Please take my idea into consideration i know im just a random dude, but i felt i need to put this up. keep up the awesomely good work!!
Thanks for the info. I was planning on doing something similar with gibbing for the vaporization effect.
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Currently working on bleeding.
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---UPDATE---
Blood Lust
[4-24-2016] v1.41:
Changed vaporization implementation to make unit invisible instead of deleting them (to prevent issues with missions and various scripts).
Added configurables to toggle vaporization.
Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.41.zip
Requires CBA!Configurables (version number is now appended to configurables):
MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters_v1.41", 500]; BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations_v1.41", 3]; VaporizedBloodSplatterIterations = profileNamespace getVariable ["VaporizedBloodSplatterIterations_v1.41", 6]; VaporizedBloodSplatterJitterAmount = profileNamespace getVariable ["VaporizedBloodSplatterJitterAmount_v1.41", 10]; VaporizationDamageThreshold = profileNamespace getVariable ["VaporizationDamageThreshold_v1.41", 15000]; IsVaporizationEnabled = profileNamespace getVariable ["IsVaporizationEnabled_v1.41", true]; IsVaporizationEnabledOnPlayer = profileNamespace getVariable ["IsVaporizationEnabledOnPlayer_v1.41", false]; MaxHitSelectionsPerEvent = profileNamespace getVariable ["MaxHitSelectionsPerEvent_v1.41", 3]; MaxBloodSplattersPerEvent = profileNamespace getVariable ["MaxBloodSplattersPerEvent_v1.41", 10]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance_v1.41", 1.5]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance_v1.41", 4]; BloodSplatterJitterAmount = profileNamespace getVariable ["BloodSplatterJitterAmount_v1.41", 0.25]; BloodLustActivationDistance = profileNamespace getVariable ["BloodLustActivationDistance_v1.41", 2000]; BloodSplatterIntersectionBlackList = profileNamespace getVariable ["BloodSplatterIntersectionBlackList_v1.41", [ "UserTexture1m_F", "WeaponHolderSimulated", "WeaponHolder", "Thing", "Man", "AllVehicles", "Default" ]]; -
Vaporized as in deleted? I forsee a lot of mission problems. While it's cool bombing a town and having nothing left but blood it presents various problims with stuff like resupplying off of bodies, etc.
Is it possible to see that as a module with settings like:
- No vaporisation
- Vaporize on direct impact
- Vaporize on direct impact only with large ordnance. (105mm mortars, direct hit RPG's?, GBU/Bombs.)
The vaporization is mostly in place for performance reasons. Explosives cause large framerate drops. Deleting the unit prevents further hit part events from firing. I will add a configurable to toggle this in the next update. I do plan on expanding upon vaporization with gibs and other gore elements.
It does delete the unit. Now that you mention it, I could add a bool to the unit to disable further processing, and then just make the unit invisible.
EDIT: Just made the above changes. Expect v1.41 in a bit.
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---UPDATE---
Blood Lust
[4-24-2016] v1.4:
Added jitter to blood splatter placement, causing them to look more messy.
Randomized amount of blood splatters emitted per hit (still limited to BloodSplatterIterations).
Added more configurables.
Updated surface intersection blacklist, allowing objects baked into a map to receive splatters.
Explosives will "vaporize" a unit (such as an explosive charge) -- Will be expanded upon in the future.
Optimized parts of code, resulting in improved performance.
Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.4.zip
Requires CBA!Current Configurables (See post on how to tweak values: https://forums.bistudio.com/topic/189963-wip-blood-lust-4-24-2016-v14/?p=3013612)
MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters", 500]; BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations", 3]; VaporizedBloodSplatterIterations = profileNamespace getVariable ["VaporizedBloodSplatterIterations", 6]; VaporizedBloodSplatterJitterAmount = profileNamespace getVariable ["VaporizedBloodSplatterJitterAmount", 10]; VaporizationDamageThreshold = profileNamespace getVariable ["VaporizationDamageThreshold", 20000]; MaxHitSelectionsPerEvent = profileNamespace getVariable ["MaxHitSelectionsPerEvent", 3]; MaxBloodSplattersPerEvent = profileNamespace getVariable ["MaxBloodSplattersPerEvent", 10]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance", 1.5]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance", 4]; BloodSplatterJitterAmount = profileNamespace getVariable ["BloodSplatterJitterAmount", 0.25]; BloodLustActivationDistance = profileNamespace getVariable ["BloodLustActivationDistance", 100]; BloodSplatterIntersectionBlackList = profileNamespace getVariable ["BloodSplatterIntersectionBlackList", [ "UserTexture1m_F", "WeaponHolderSimulated", "WeaponHolder", "Thing", "Man", "AllVehicles", "Default" ]];-
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Can this be used clientside only on a server/does everyone need to have it or will it have varying problems?
Also I've noticed a fairly large problem regarding high RoF weaponry such as any minigun. I'm guessing because so many textures are being created. I fired into the crowds on the VA and my frame rate was going down to around 5-10fps when hitting them with the Wildcat guns.
This does not work correctly in multiplayer (at least for now).
The performance drop is due to how many HitPart selections are passed to BloodLust. Splash damage, such as from miniguns and explosives sends out hundreds, and even thousands of selections depending on the number of units it affects. When a unit is hit by the typical bullet, it only fires off one selection, but when an explosion goes off, that unit can fire off around a hundred or so just on its own due to indirect hits (splash).
For now, you can try to tweak the values yourself to find a sweet spot in performance vs quality, or avoid / accept huge splash damage situations.
If you want to tweak the values, I have allowed for them to be configurable via profileNamespace. Below is the code which states the limits:
BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations", 3]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance", 2]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance", 5]; MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters", 500]; MaxHitPartsPerEvent = profileNamespace getVariable ["MaxHitPartsPerEvent", 10]; MaxIndirectHitsPerEvent = profileNamespace getVariable ["MaxIndirectHitsPerEvent", 10];
To set new values, just run the following code in a script (you can execute this in the debug console ingame) -- and of course, change the numbers:
profileNamespace setVariable ["BloodSplatterIterations", 3]; profileNamespace setVariable ["BloodSplatterGroundMaxDistance", 2]; profileNamespace setVariable ["BloodSplatterIntersectionMaxDistance", 5]; profileNamespace setVariable ["MaxBloodSplatters", 500]; profileNamespace setVariable ["MaxHitPartsPerEvent", 10]; profileNamespace setVariable ["MaxIndirectHitsPerEvent", 10];
Hopefully this helps. Don't be shy to share your own value tweaks if you do happen to find a good compromise on performance vs quality.
I will have a configuration mission available in the future to make this easier to accomplish, allowing for realtime configuration and testing of the values with a benchmark.
Just for the record, I am still working on optimizing my algorithms.

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---UPDATE---
Blood Lust
[4-23-2016] v1.31:Increased blood splatter iterations (more blood emitted).Added code to allow for configuration (still WIP; will include a mission in the future to configure values -- crafty people can figure out how to change the settings though).
Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.31.zip
Requires CBA! -
Sometimes I make pixel art. I'll start posting them on this thread as I continue to make them.
"Among The Clouds" (4-21-2016)

"An Untold Story" (1-28-2016)

"Farmland" (11-9-2015)

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---UPDATE---
Blood Lust
[4-22-2016] v1.3:
Splatters will now be removed if they are no longer at a valid position (such as a building that was just destroyed) -- reduces floating splatters.
Added limit to amount of hits which occur per unit per HitPart event (should improve performance on large explosions or splash damage).
Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.3.zip
Requires CBA! -
As far as adding screams goes and other ideas, the focus of this addon is to add blood splatters. As much as I'd like to add extra features like that, some people may not like certain additions or may have downloaded my addon just for the blood splatter effect.
Those may become separate addons in the future, or another person in the community can create it (or already has).
I believe I've added momentum towards providing better gore for ArmA, and wouldn't mind allowing others to form a gore compilation mod which includes Blood Lust.
-Thanks
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Ah man that would be tragic - could you put in an option maybe in a Userconfig for amount of spatters? Some derelicts like me will gladly take the 1 sec fps delay to watch the Myth-like explosions.
unlimited gore I say!!!

I'll look into it further before releasing this update.


BloodLust (7-9-2017 v2.484)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
For now, it is SP only.