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smokedog3para

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Everything posted by smokedog3para

  1. smokedog3para

    Sangin WIP

    Hi all im back now sry for the delay i was up untill 1am finishing off for a release and halfway through the upload to dropbox my internet died ill upload today after ive got some screens and a new logo sorted thanks for waiting
  2. smokedog3para

    Sangin WIP

    the original models did not have all the poppies in a couple of the lods like geo and view so i made them and increased the size to represent the real model better
  3. smokedog3para

    Sangin WIP

    @king a lot has changed the walls have been reduced in the green zone and roads added, so ai can move more freely in the green zone also ai will no longer see through the poppie and skunk plants.
  4. smokedog3para

    Sangin WIP

    config is sorted no more cfglocations errors, no more ils error, and also now we have grass again, i'm in the final stretch now just got to sort a couple of models out and tidy up and were good for a release tonight. this version won't have the walls destoyable as the values are broke and i don't have time to fix it before im away that can wait a week untill im back.
  5. smokedog3para

    Sangin WIP

    ill be honest it took me about an hour to make the system its easy i just need to tidy it up a bit and its done remaining bugs still to be fixed need to define a3 clutter cfg locations missing on load up destroyable walls need a config damage value tweak after update 3 objects missing I guess ill fill you in on what's changed since the last release, ive added over 70 location markers through the green zone to make the terrain open up and spawn more ai over the whole terrain with that i've also increased the town sizes so again more ai will spawn in the towns and villages. More roads have been added in the green zone to get more vehicles moving around and better access to the green zone some fields have been turned to grass to open up the bottom 500 meters that was previously not there so i have gained 2500x 500 meters on the bottom of sangin it is now filled with green zone and a new village. loads of new objects and a tunnel system are in now which is looking good with the extra detail thats in many of the compounds and streets now, I am working slowly on a new mask so it looks better on the ground where i have the bleeding of textures into the rivers were sand should be.
  6. smokedog3para

    Sangin WIP

    ill pack up some models for you and link you before i go will be usefull to you you can always use the a3 rock textures on them to match yours
  7. smokedog3para

    Sangin WIP

    yes it will be a full release for the public but i need to still work on some of the features as a bis update has knocked some values out but ill fix those when i'm back, there is now a 300-400 meter tunnel system spanning multiple levels which in early tests with mcc spawned ai make for a good fight but even better with pvp and thanks all. no jbad objects will be on this version so you will have to wait for jbad for the new features with the buildings.
  8. I have to say what a great job you have done on the trucks steve and kiory, you guys have done some great work with getting your head round the pysx and and animations on the vehicles to look as good as they do and as always you took it to the next level not that we would expect anything less cheers, just goes to show what a great community we have here and some great minds and talent floating about.
  9. smokedog3para

    Sangin WIP

    right guys im planning to have a release by saturday before i go away for a week,ive spent the last 7 days flat out bug fixing and cleaning and redoing the placements still have a way to go but should have a stable build by the end of the week
  10. smokedog3para

    Community Tools Updater

    Nice work good job and cheers
  11. update to sangin all modules should work on next beta town names had been wiped out so alive should pick it all up now ill be testing today also added 70 keypoints to the green zone, also added more towns to cover more of the green zone and im adding a custom keypoints called ied for setting up on VP's ie choke points culverts bridges and good ambush points all over sangin im hoping the ied scripts will be tuned to it rather than just random all over the terrain like before should make for a better fight\ambush
  12. smokedog3para

    How much Arma have you played?

    1226 hours and it would of been more but for the performance issues that stopped me playing as much as i would of liked
  13. cheers buddy long way to go yet still early days
  14. http://jalalabad-arma3-terrain.blogspot.co.uk/ another small update and some images of what we have been upto http://jalalabad-arma3-terrain.blogspot.co.uk/
  15. smokedog3para

    Please BI add a photo mode

    why don't you use the steam screenie grabber its already there to use
  16. smokedog3para

    Legal discussion regarding Steam Workshop

    +1 to this (Well good luck with my mod dickshat i HOPE you won't understand a fucking thing, and you will have to spend days upon fucking days trying to work it out. Wtf are you even here you stupid assfucking shit.)
  17. smokedog3para

    Legal discussion regarding Steam Workshop

    i don't hold up much hope after i saw the russian hack to open up all a3 mlods on you tube and also ive seen the a3 hunter in spintires http://www.oovee.co.uk/forum/files/file/175-hunter/
  18. smokedog3para

    Legal discussion regarding Steam Workshop

    its about time bi and who ever at steam sort this shit out instead of leaving it to fester, give us some answers once and for all nothing ever is clear cut and that's what we need simple eulas that make sense to the layman without having to consult legal teams were modders not full blown indi teams
  19. smokedog3para

    Legal discussion regarding Steam Workshop

    but once you provide your content you do give them the right to redistribute, modify, and edit your content. Possibly in ways that you cannot for see now that's why for me i won't upload to sws they (can modify, and edit your content), armaholic when you upload to armaholic they only redistribute it they do not edit or modify or abuse your addons and FH will go all out to protect you from that happening on his site.
  20. smokedog3para

    Legal discussion regarding Steam Workshop

    Armaholic and PlayWithSix may not be literally stealing your work but they do infringe on peoples copyrights. They redistribute peoples mod without asking the creator. armaholic does not redistribute without the owners permissions play with six does and also foxhound asks you if its ok to make money from vids ,again play with six does not even ask if you want your addon on there he just puts it on there and makes money from ads and traffic
  21. smokedog3para

    "Opening up Arma 3 to paid user-made content" - How?

    I have to agree varanon donations don't work, its not so much for me about profit its about breaking even on expenses as the hours I put into sangin as an example over 2800 hours at a normal hourly rate for me £17 =£54,600 I would never profit as I can't see any one ever making that type of cash so i'm at a loss straight off and then there is the tools that make it better for the terrains and addons that a lot of us purchase, some of which are not cheap it adds up even the electric costs. some do trial versions but to get the best export resolution its better to buy them if you can heres a few i can think of wilbur l3dt $34.00 google earth pro £264.00 crazy bump $99.00 cs6 global mapper GIS To me terrains are the hardest work to do even more so the bigger you go some guys have spent years developing big terrains you just can't put a price on that, if we only had the original islands it would be boring, a terrain creates and sets the whole atmosphere for a mission\game session. most big games have map packs that cost money silly money and they make huge profits I don't think that's what a lot of us are saying or trying to do. If islands had been for sale say upto a £1 each I would of still bought the ones I have now, I think it needs to be a small reasonable price if things could be sold then if you have something good numbers will make a little bit of cash on top or if bis would pay for hitting targets for downloads say 10,000 and you get £100, 50,000 =£500, 100,000 =£1000 My side of it is I am disabled after a car crash, for the last 7 years I have not been able to go back to work 4 of which I have dedicated all my time to building terrains and now models, it is my hobby but being on an income of £50 a week any money it costs me is a worry as I need all I can for my household and 4 kids, so when it costs money for a hobby it would be nice to break even once in a while or even have a extra couple of quid to buy new software and fix pc components to create more content.
  22. smokedog3para

    "Opening up Arma 3 to paid user-made content" - How?

    a lot of talented mod makers have and still are getting paid by bis for work, half a3 was whored out to the community as i have found out while talking to a few guys on ts and skype it seems only the elite are allowed to be paid and others not i won't name names but you know who you are
  23. smokedog3para

    "Opening up Arma 3 to paid user-made content" - How?

    The steam launcher will only work if we put our modds on steam for me I won't out of loyalty to foxhound and armaholic. Good points kju ive always been against paid modds but im coming off the fence to say yes it could be the way forward . Donations just don't work as i found out when i lost my work i needed to raise £100 to get my hd fixed after a year i had £5 donation (cheers fella you know who you are) and after 100,000 downloads its not good. Take play with 6, my addons are on there being downloaded but i don't see any profit from it sickboy does so i made an addon but others profit not good
  24. smokedog3para

    RKSL 3 - A new start... Discussion

    keep it coming guys looks great dk
  25. J bad will have its own buildings and veg so no a3mp is required.
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