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Posts posted by AlexVestin
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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
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I know it can occur if the .pbo file isn't binirized properly.
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About the shadow technique.
it's as simple as adding a few values in the named properties under the geometry lod, but it has the potential to save performance and improve image quality.Would you mind posting what each of your geo LOD properties are? I'm interested.
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The animations you've been able to come up with do seem promising.
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will you implement merging with DayZ standalone?Already answered for the time being.
1. DayZ wasn't released, it's just early acccess alpha2. Chernarus+ isn't finished
3. You can't port CH+ to Ama 3 (there is nothing in DayZ licence allowing that) until we say otherwise
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Black can also be the detail textures not working. Stage 2 in the RVMAT.
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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 screenshotsI 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.
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They're not all in on the current released version I believe. I can't even keep track of all the small changes I've made so far.
What you see there is some kind of basic setup of units I am trying to polish.
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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 :)
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Big, big request. Should go under requests also :)
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If I understood correcly - it's simplified like this:
This is the tan color I want.
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 :)
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I've more or less tried to get my fog looking something like this through out the 24 hours of a day:
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is this thread broken or is the modder guy just working heavily atm ??Doing stuff whenever there's time.
Thanks to the people in this thread I've got the texture for the sticker re-constructed and readable.
(not that readable in this low-res preview, but it's there to read when you're bored in-game)
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I know what you mean. I did try a very fast mockup like that. If it could be made, it would be one step closer to the real thing I believe.
Normal view:
http://imageshack.us/a/img196/8523/qcyy.jpg
After going into tracking view:
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This sounds interesting :D
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Small question, could you also add this as update to your US units? I would love to have this all in one addon. :DSort 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 :Pcrosshair 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:
Here's the sight when tracking is initiated:
Here's when the sight have something tracked, and then locked on:
After firing it seems to go back to normal or narrow view.
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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.
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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.
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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.
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I'm guessing the tan one?
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If I could have it as I wanted, I'd have it close to how it works IRL, but that is probably not an easy task and I can't do that myself. Someone will have to step fourth and do scripts like that since my knowledge in that area is limited.
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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.
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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.
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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:
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:
Slow Walk Version 2: Is There A Way to Change the Default
in ARMA 3 - GENERAL
Posted · Edited by AlexVestin
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:
This is how walking currently works:
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?
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