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AlexVestin

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Posts posted by AlexVestin


  1. Smookie, could the same method used for jogging and combat jog pace be usable for walking animations?

    There are currently only one walking animation, even if the combat jog is toggled.

    This is how jogging currently works:

    Pace 1, Jogging, Weapons lowered, Combat pace disabled, Rifle in right hand lowered.

    Pace 2, Jogging, Weapons lowered, Combat pace enabled, Rifle in both hands lowered.

    Pace 3, Jogging, Weapons raised, Combat pace disabled, Rifle in both hands raised.

    Pace 4, Jogging, Weapons raised, Combat pace enabled, Rifle in both hands shouldered. (Rifle shouldered, ready to fire)

    This is how walking currently works:

    Pace 1, Walking, Weapons lowered, Combat pace indifferent, Rifle in right hand lowered. (Walk animation V1, aka swag walk)

    Pace 2, Walking, Weapons raised, Combat pace indifferent, Rifle in both hands shouldered. (Rifle shouldered, ready to fire)

    Evidently, there is currently a lack of animations for the slower, walking animations when compared to jogging animations as shown above. It makes it really hard to keep track of if you're still in combat pace or not after having your rifle lowered for some time. If the walk anim changed depending on that, it'd be more visually apealing to most and probably a lot easier to keep track of what mode the character is in.

    Could walking in theory be made something like this?

    Pace 1, Walking, Weapons lowered, Combat pace disabled, Rifle in right hand lowered. (Walk animation V1, aka swag walk)

    Pace 2, Walking, Weapons lowered, Combat pace enabled, Rifle in both hands lowered. (Walk animation V2)

    Pace 3, Walking, Weapons raised, Combat pace disabled, Rifle in both hands raised. (Walk animation V3)

    Pace 4, Walking, Weapons raised, Combat pace enabled, Rifle in both hands shouldered. (Rifle shouldered, ready to fire)

    I tried to type this out as simple as possible, but it is rather complicated to describe exactly what I mean. Correct me if I'm wrong on anything here. I also sense that these animations might already be made for something like this since they are there to begin with :D


  2. I'm really interested in these methods. From what I've read by you guys on the last pages and the links given, these options below are the working methods(?)

    I have not had time to go through it all on my main comp, but I tried to put it here as simple as possible for later testing.

    1. SHADOW BUFFER (SOFT SHADOWS ONLY) (NO SHADOW LODS REQUIRED)

    Accordingly to http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:shadows

    -This version above can only render shadows from LODs with 1k polys or less. I have not tested that theory.

    Geometry LOD should contain properties:

    prefershadowvolume=0

    sbsource=visual

    Delete this property from all other visual LOD:

    LODNoShadow=1

    And this one below wich I am very unsure about. Don't rely on this information.

    2. HYBRID SHADOW (SOFT SHADOWS) (CAN BE CHANGED TO STENCIL SHADOWS WITH GAME OPTIONS)

    Accordingly to http://tactical.nekromantix.com/wiki/doku.php?id=arma:modeling:shadows

    -The softer "shadow buffer" shadows are cast on all models and terrain except the model itself wich still use stencil shadows.

    Geometry LOD should contain properties:

    shadow=hybrid


  3. Thats probably why, as I saw that Mutlicam soldier with the scrim/fabric strip covering on his helmets and went "cool" But in the current release I only had the 2013 rifleman, sniper and spotter who are in ghille. Hope you can release those other Multicam guys!

    I also have a improvement you could do: Name/ diffrentiate between all the different types of rifleman e.g Riflemanempty1 so I can tell the diffrence between which rilfeman is which so when I place them down I know which one I placed down.

    But apart from that they are great!

    I am fairly sure that some of the things that aren't even supposed to be visible in the editor are.

    Including some of the riflemen that are just basic unifrom templates. No harm in it, it just spams the editor. It is fixed till the next version.

    @AlexVestin: What's up with the Stryker? Looked good in the last screenshots

    I myself will wait with it. I'm focusing on the infantry since it was quite a lot of new stuff when it came to vehicles.


  4. Hey AV,

    Nice Job man.

    I´m puting at the editor the "AV ammo box" (wether its called like that), but it seems not working. It works like the normal NATO weapons inventory.

    Im using the v1.6 fixed. The last one published in Armaholic.

    Does anyone know what is wrong?

    BR

    There are lots of bugs. Many on weapons. Not sure why the box would not work, though.

    AlexVestin: Do you have any news for us? :-)

    I wouldn't call it news just yet. But I have not stopped working on this even if I'm awfully quiet here in the thread. I have re-worked much content and configs wich also lead to a pile of error pop-ups. I want all of them sorted. I've gotten great help from others wich I really appreciate, and also gone through weapon configs, animations and really started to learn how RVMATs for textures work.

    Also found lots of content from A2:OA that really is of interest to me. Both gear and weapons. I'm however not just trying to port content. I want to have it feel and behave like new content completely. Takes a lot of work and time. Good for me I enjoy doing it so much :)


  5. If I understood correcly - it's simplified like this:

    This is the tan color I want.

    udh2.png

    R 204

    G 191

    B 163

    These RGB values are then divided by 255:

    R 204 / 255 = 0.8

    G 191 / 255 = 0.74

    B 163 / 255 = 0.63

    Final code:

    					fogColor[] = {[color="#FF0000"]0.8[/color],[color="#00FF00"]0.74[/color],[color="#0000FF"]0.63[/color]};

    Makes a lot of sense in my head now :)


  6. Small question, could you also add this as update to your US units? I would love to have this all in one addon. :D

    Sort of planned that way. IndUs needs an update just to clear some bugs. Whenever that happens is unsure, but the Javelin could get some testing that way :)

    not to hit your thread with a stopper just bringing it up the actual javelin has crosshairs like so http://gorillavid.in/89c0yrqwhj1y watch from 2:40 to 11:19 this is a tv show called future weapons and it includes a live test firing of the weapon as well as crosshair shot i advise you watch the entire video from the two designated time points its a very good walkthough of the system not many shots of the CLU though :P

    crosshair shot at 3:13 through 3:40

    thanks for all the work on the mod cant wait for finish ;)

    You're helping greatly :)

    Here's the very basic procedure I could make out of it.

    Pictures are from the video, not ArmA.

    First, here's the normal view and the narrow (zoomed) view:

    ekhk.jpg

    9pcc.jpg

    Here's the sight when tracking is initiated:

    2zkr.jpg

    Here's when the sight have something tracked, and then locked on:

    objf.jpg

    suo0.jpg

    After firing it seems to go back to normal or narrow view.


  7. The pictures linked in the thread are great. I'll look through this when I've got some time again. Will surely help a lot. Thank you :)

    One thing that frustrated me with the Arma 2 Javelin was that you couldn't lock onto buildings. That and the fact there was literally no splash damage so say you had a group of infantry all within 5 metres of eachother and you hit one you'd literally only kill the guy you locked onto. Would be good if you could change this.

    I do believe I've got the damage and splash damage sorted. Atleast better. Not the actual lock mechanics, though.


  8. That looks really promising :)

    As you said yourself, the stitches are not sticking out enough. The normal could be enough like it is since the thread does not really stand out that much, but if you could have them on the diffuse texture later with it's own color you'd get some really nice detail.

    My only tip/critique at this moment.


  9. I'm pretty sure there's no way to retexture it usingjust a config right now. From my tests those parts aren't assigned so they can be used with Hiddenselection. Someone from BIS must within Oxygen2 assign the model parts to their "camo" selection and then update the p3d file.


  10. That was the kind of thread I've been trying to find, thank you. Will try the solution in there ASAP :)

    Regarding the Javelin. I can't get this to work:

    		lockAcquire = 1;

    Determines if rocket launcher locks automatically a target or player has to use RMB.

    0 = automaticLA (current rocket launcher system)

    1 = manually (use RMB)

    My Javelin automatically lock onto a target if it is within my sight.

    I'm trying to have it try a lock if I aim at a target, then press my key defined for locking targets.

    My config settings can as always be found on the first page incase incase someone might know about it. I myself do not know if something can override my settings and make it autolock anyways.


  11. Alright, thank you. I see.

    So you'd see some pretty weird results with the animation restrictions if you were to carry, as an example, a breaching-shotgun in the launcher slot? Not able to go prone etc.

    You know if a additional "-~~-core" could be made? Like a Riflecore2, modified with an additional "type" that behaves like a rifle in all ways, but uses the launcher slot?

    If the weird part mostly are the stance restrictions per type, then it might not be all too bad if you're forced to switch to your primary just because you went prone with a shotgun equipped. It's not game-breaking anyhow. But there oughta be more serious problems.


  12. I've been looking for a higher-res picture showing the back of the CLU. I've seen that there's a large green sticker there. Probably instructions on it?

    Since you'd be having this thing up in your face it would be kinda neat to have something to look at.

    This is the best reference I've found so far: http://pszwarc.com/graphics/jav_clu_handle.jpg

    My test with something like it:

    w3kj.jpg

    My test sticker is super low-res. I want something better :)

    I'm not going to increase the overall resolution for the weapon system, it's already 2048x2048. I could double it, but it isn't really needed for anything else besides for making the instructional text readable in that case. I could always make a thin geometry added specificly for any stickers if their text is unreadable at a 2048x2048 resolution. If someone knows where a pic of that green sticker can be found, please, do link :)

    Anyhow, is there somehow I could increase the texture quality in the Oxygen (buldozer) viewer? I have pressed + and - and it does increase texture resolution displayed, but it does not show full resolution still.

    Here's also just a WIP picture of the interface, with coloured buttons:

    http://imageshack.us/a/img29/8193/6u8k.png

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