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smokedog3para

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Everything posted by smokedog3para

  1. smokedog3para

    Fix to the "tetraHedron.p3d" error

    cheers for the info
  2. not sure what fixed it tbh but i see the animations for AI to get in a vehicle make them move through walls to enter from the rear but the only time i see it was entering a vehicle close to a compound wall
  3. music is real afghan nasheeds wanted to make it authentic tbh sounds better than half the shit that is out today lol, just a quick demo of how bad it really is when you got boots on the ground the engagements long and short range are epic i am trying to put in many points to use as firing positions along the ridge down the 611 prime ambush spots ready to take all heavy weapons with rock features for a bit of cover. ill do a vid of the valley up north which is massive and finished the greenzone is what is taking the time miles of it to fill. but with the new models think it makes it feel a bit different than all the current afghan terrains. M1lkm8n did start to do the river system but we held off so not sure where we will go with it now but I think it does need water in it, weather we can achieve such a task is unknown as the river system is easy 60km and then add all the small run-offs and add in the irrigation systems and that is a whole few months work to get right and working.
  4. smokedog3para

    Oculus support

    @dahzbog anytime arma is fired up using BE then it automatically kills the exe from starting, BE must run a check before arma3 opens so kills it off as it sees it as a headtrack cheat device so the error notice says. I can run A2\OA with no BE running ARMA3 for what ever reason seems to be that bit hard to get working. I have been running A2\OA fully on the rift and god does that look good and plays fine the only thing I do notice is the controls need new settings in all games that will enable the rift as to have free look and weapon pointing seems to connect the same rather than being independent moves the scope needs to be the main overriding pointer and head look secondary as at the moment you have to always line up gun in game and free look to shoot kind of hard to explain may do a vid for it but weapons and control over the above all need sorting to make you feel that what you do in RL is the same as in game. Off the rift subject I have been mapping a kinect to my movements and motion gestures and it has worked out well once I get arma3 up and running ill add that in to the mix, as I think all these omni and other crap to walk in game is bollocks who wants to run 5 mile in game not me but with the kinect, 1 step means you move forward back left or right full control over character Oculus gives headtracking and 3D Delta Six takes care of weapon and aiming Kinect for moving and changing weapons and launchers I love the rift but really do like to still play with a 42inch and the Delta and Kinect TBH stopped sitting at the desk and just stand up and play in any FPS.
  5. smokedog3para

    Open to join, online multiplayer tactical game experience?

    I would be interested and pleased to see more open and used pvp servers, I have done the GU thing for 7 years and it is all good if you want that play but playing other games of late pvp on squad i wanted to get back on arma and do the same, but when you get to the server list it is near impossible to find a server running these type of games either they are locked with players in or just empty compared to all the life, RP, and GU servers which makes it very hard to find a good server through all the crap on the server listings. I only want quick games these days sitting there for 8 hours on MSO has gone for me but nothing like that pvp for me now.
  6. smokedog3para

    Sangin WIP

    still crunching configs and fixing models both terrains use sets of new models i have had to add all a2 objects used and my own, all needed configs sorting so the terrain can pack so may be a little while more.
  7. smokedog3para

    Squad (PR:BF2 Devs)

    I am getting into Squad hats off to the Developers, it works well movement feels good weapons feel good and the game play is there, it is not ARMA it is it's own gene and is playing out nice. What I do like is you can jump straight in the action and be up and running in 5 knowing the score ready for combat servers are populated and the team work is good for complete strangers. Watch and see
  8. smokedog3para

    Sangin WIP

    cheers guys crunching through these configs again all thanks to the mighty Mikero and his protools, I was having an issue I could not see in the logs but within 5 mins Mikero was at work and finished with an update that found them instantly. always buy the best tool for the job.
  9. Jbad buildings are cup we ported and handed them over time ago since then steve has edited many models that are in jbad terrain, I will ask steve if the rest will be available for cup but it will be after jbad release if Steve agrees so we get the effect we want on jbad first.
  10. smokedog3para

    Sangin WIP

    Update time another 140 hours this week completes the terrain , now I have to config all the addons used and Sangin will be ready Over 30km of irrigation ditches added 2 meters wide Total rebuild on the vegetation Both Sangin North and south markets re-modeled I have removed opx buildings and added A3 garages for the shops fits more to the true look Loads of detail for destruction added for the 9 years of fighting, to reflect this there is many mortar, IED remnants scattering the landscape with each one telling a story TOH models ported static objects and vehicles for scene placement non usable but look good and even better with some new textures A1Trees ported A2 Summer veg New features Sangin haulage Refinery Hydro power plant re-modeled Bank Government offices Police stations Prison Taliban office Ied factory vbied factory Heroin production compounds caches stashes and secret ares to be found, remember to check every where when clearing compounds or your get it especially on insurgency. https://www.dropbox.com/s/y8dzxul3pr7l4ng/mortar%20ambush.jpg?dl=0 https://www.dropbox.com/s/kw3ytjhfkj116io/Screenshot%202015-10-31%2021.16.57.png?dl=0 https://www.dropbox.com/s/9ab0np8iamku1im/Screenshot%202015-10-31%2021.18.30.png?dl=0 https://www.dropbox.com/s/fitbf1d3f0528bb/Screenshot%202015-10-31%2021.19.36.png?dl=0 https://www.dropbox.com/s/rpgjs40c3w3qeaq/Screenshot%202015-10-31%2021.23.51.png?dl=0 https://www.dropbox.com/s/7wi9hxrzwq5k2ua/Screenshot%202015-10-31%2021.28.52.png?dl=0 https://www.dropbox.com/s/k6yzf83ghe5t4ci/Screenshot%202015-10-31%2021.32.29.png?dl=0 https://www.dropbox.com/s/juc85lqesqp86db/Screenshot%202015-10-31%2021.34.04.png?dl=0
  11. smokedog3para

    Sangin WIP

    the only requirements will be jbad objects and the new objects that comes with the terrain.
  12. smokedog3para

    Sangin WIP

    Well it has been some work put in over the last 4 days I am at a point that Sangin is back to where the last save was if not more has been done, I have had minimal sleep over the last 4 days getting sangin ready there is new ground textures applied, a new ground texture mask, 70 new key points added, 50 new models added, about 400 roads\paths put right through the terrain ,400 models swapped updated to jbad or to be independent from AIA and A3mp. I am going to take a day or 2 more to go through and cut more ditches through the green zone to make it like it should of been the first time round, we can now go 2.5 cell size and get away with it giving better ground detail and allows us ditches that suit more to the environment and making some nice low points to pop up and smash the enemy from and then disappear in to the network of ditches to safety, all jbad walls are now swapped which means fully destroyable now just have to tweak the values, I am including the murder, RPG, and mouse hole walls which make fire fights a lot more engaging and ai seems to use them no problem. I will be releasing a rock pack with about 30 afghan rocks to suit the desert more.
  13. smokedog3para

    Sangin WIP

    All over flax like a rolling stone, how you keeping get me on either on RKSL, Skype, fullers TS
  14. smokedog3para

    Sangin WIP

    Not tried the Eden editor so can not comment, I have cleared a few fields for use for mission makers should I clean out the 2 fobs and have mission makers build it up ill leave the main building at alamo and hescos but all the excess could go and be more open for missions give me your thoughts.
  15. smokedog3para

    Sangin WIP

    Key points and roads finished off now 97 key points added should make missions generate more now over the whole of the terrain rather than the previous limited spawn spots we had, unfortunately the new cave system has gone when I replaced OA rocks for my new rock pack but I am sure I can rebuild it and get it looking better now we have more fitting rocks to suit the desert environment no more horrible grey and black rocks I also may retexture the destroyable rocks to the new rock texture so we can have a rock fall ready to be blown up to pass for testing.
  16. smokedog3para

    Sangin WIP

    Cheers for the support guys spent all day so far doing the new road and path system, I have got around 400 roads\paths that have been added right through the terrain so AI will now spawn and use all of Sangin and will be able to navigate better. next up is replacing all the lost keypoints I had put in before that got lost some how.
  17. smokedog3para

    Sangin WIP

    Right time to dust off Sangin A3 after many months of requests emails pm's and general fuckery, I have managed to find a save that was close to the version I lost and now have another working version. I plan to get this out within 72 hours and believe me there is some work to do the roads have gone so a new road system is going in replacing the OA roads, next up is a fully independent Sangin no more unused models and addon packs will be required, there is over 400 models to move port or swap to make this happen. Lot's of smoke required and big mugs of tea going to be a big weekend all support is welcome, donations are even better and pay the bills. Watch this space
  18. Yes we will speak to the Alive guys nearer the time as VCB, 16AA, 3Para, and others will be a test bed for us to get some feed back with missions run with AI before release, I use Mcc for all my testing so far and I have had some epic firefights so far AI do struggle to navigate in the tighter areas when driving but AI have always been that way getting better but way from perfect yet this place is massive all i have done so far is a drop in the ocean compared to what we have to fill.
  19. @ MD next update will have all missing objects in the pack, we plan to release with the first test version of jbad which I don't think is too far away now hope to be a month or 2 at this rate. In the last 2 months I have made a massive push on filling the green zone so far I think I am about just under halfway now I changed the field sizes to reduce time the fields are bigger than what they should be and are quicker to fill, the compounds are starting to take life with all the models we have made and used. Some areas are smashed to shit so are great to use for FP with all the murder holes and mouse holes to move through. https://www.dropbox.com/s/u8c6aht14qnokqv/2015-10-14_00004.jpg?dl=0 https://www.dropbox.com/s/e2myf00kfh9buv1/2015-10-14_00009.jpg?dl=0 https://www.dropbox.com/s/5zq5yqqw4tuvkcg/2015-10-14_00006.jpg?dl=0 https://www.dropbox.com/s/2eroxjdx93kvxnm/2015-10-14_00007.jpg?dl=0 https://www.dropbox.com/s/cead85m06d4sxd0/2015-10-14_00008.jpg?dl=0 https://www.dropbox.com/s/f8twfyoge7yfd7w/2015-10-14_00005.jpg?dl=0 https://www.dropbox.com/s/y4tt8pvrfycoyda/2015-10-14_00002.jpg?dl=0
  20. smokedog3para

    Oculus support

    @Von quest the tn vest is good for what it is makes you aware in game for sure, the failings are the driver support non existent at the moment they have released sdk for all the kit I use so I am coding my own drivers for most of the kit to tailor it all to my needs for ARMA3. On the buttkicker I looked at them they seem good and is in the pipeline for the F-16 cockpit I have made along with actuators for it, getting tight at the moment to get it all setup and finished not being able to have all 3 rigs and sims set up in one space is holding me back. below is an early prototype before I installed the 2 x tablets and 2 x 7inch screens for the mfds and installed the cockpit radio, currently it turns on in the cockpit with a switch and switches for fans in the cockpit and another for the green lights to illuminate the hidden KB and mouse that pulls out if needed.
  21. smokedog3para

    [WIP] Rhodesia Bush War

    Have a word with fields he worked on bush wars way back in A1 times im sat on some objects that were used on the terrains back then would fit right in and save you some work all standalone plants trees and objects.
  22. smokedog3para

    Wish that Steam Workshop ....

    I am part of the tin foil hat brigade that belive Steam is evil :angry:, only reason jbad objects is going on is steve was asked, my personal thoughts are I will carry on and use Armaholic as always Armaholic will look after you foxhound and the guys we know for many years of dealing with each other so when content is dodgy it gets removed ASAP can steam offer this
  23. @Rob let me know what night you are on ts and I will jump on I was on the other day catching up with the guys. cheers all we hope to have something to put out for test in the next month or 2 . spot the new models should not be to hard https://www.dropbox.com/s/2rshrg2wtejfh5u/Screenshot%202015-10-08%2018.36.28.png?dl=0 https://www.dropbox.com/s/bosozainiwgx8jd/Screenshot%202015-10-08%2018.37.03.png?dl=0 https://www.dropbox.com/s/k394do8lk4m3vk5/Screenshot%202015-09-21%2019.46.43.png?dl=0 lastly m1lkm8n's Milkshop https://www.dropbox.com/s/xa9ypc7b0epwn28/Screenshot%202015-10-08%2017.48.25.png?dl=0
  24. Hi all sorry we have been quiet for far too long we are still progressing forward with Jbad but it being so big is an epic task to fill the terrain and have it look natural, Steve and I are still working every day on it we have to jump back and forth from modeling to placing objects to break up the monotonous placing of objects so I do a week on modeling then back to placing over the last week I made an effort to do some more Aghan objects for the compounds new entrances walkways and buildings to make it look different as we only have a limited asset collection from OA. The terrain is looking nice the sat image is still blowing me away every time I fly over it with all the hi res images Milky got for it top job buddy, the green zone in my area is a 3rd complete so I have an area bigger than sangin filled so far and in all the firefights I have had have been great in testing better than sangin tbh, it is big one valley took me 2 hours to walk up to get to the summit. http://steamcommunity.com/sharedfiles/filedetails/?id=469899194 http://images.akamai.steamusercontent.com/ugc/438325874742759389/55C97EFD18A772F15933EE76ADEB5C5E48F1CCFF/ http://images.akamai.steamusercontent.com/ugc/384287971856663590/91C2DAEE366DDD02B1D3C6A532BDCB8EFF744E7E/ http://images.akamai.steamusercontent.com/ugc/536271942183090556/B6EB58CECE8D35B8B0432781C8E2116690C7951E/ http://images.akamai.steamusercontent.com/ugc/536269871023547747/893FDA79ED331420C22D27DA42F692616724536A/ http://images.akamai.steamusercontent.com/ugc/384287971856705137/CD9F15E11EE6C4238D96589FD3B094C3F6430CCB/ http://images.akamai.steamusercontent.com/ugc/384287971856707042/ED31ED6021E80BF6753F40F8007040AB15DB626F/
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