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Vespa

Former Developer
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Everything posted by Vespa

  1. There should be some package with tools, tutorials and examples available some time later. Not right away with Alpha launch, from purely practical reasons - all the efforts went to making the actual game first. But I really look forward to support the whole modding thing more, will gladly make some tutorials when all is ready. Transfering vehicles - not my area, I would only specualte. But I'm sure they won't be left out in the package, when it comes. ---------- Post added at 11:44 AM ---------- Previous post was at 11:38 AM ---------- Gun models are pretty much the same as in A2, except they have extra proxy slots for attachments. But I dare to guess the conversion will be possible with current A2 tools - I once tried to run an old Arma2 AK74 in Arma3 by just replacing the model of existing rifle and it worked pretty okay right away. There might be some difference in named selections and material settings, but overall there shoudl be no showstopping problems.
  2. I can confirm Arma2 character models WILL work in Arma3. They only need some slight modifications, like renaming of selections, transfering memorypoints, distributing new proxies and copypasting new bare skin hands if present. Nothing too difficult. Arma2 heads will not transfer, as the facial skeleton is completely different.
  3. Vespa

    Ugly "blocky" shadows :s

    No smooth shadows like GTA4 - there are classic projected geometry shadows if you don't like pixels, or shadowbuffer ones with adjustable shadow draw distance which has influence on quality too. Why BIS didn't do dithering/blurring? As always - priorities. I would guess the potential cost/benefit ratio was not enough, at least for alpha. There is not only the aspect of human resources, but of CPU effectiveness and code pitfalls too. Makes sense, no? I hope you understand. Still, there is lot of other visual improvements done in the alpha alone, so I hope you'll give it a chance regardless. Gonna get some sleep yo. Peace to all homies!
  4. Vespa

    Ugly "blocky" shadows :s

    Yeah, there is.
  5. Vespa

    Ugly "blocky" shadows :s

    iz because they render the fastest yo
  6. Vespa

    Development Blog & Reveals

    Too bad Smooki isn't already prototyping something like that... or is he?? We may never know. :confused:
  7. Vespa

    Development Blog & Reveals

    Nah, its okay. There is some valuable feedback on last three pages, thanks, everyone! I'm good with this small first-hand impressions. Separate thread would only evolve into unnecessary speculation. So again, thank you everyone who contributed, and we are already up to something :rolleyes:
  8. Vespa

    Development Blog & Reveals

    Regarding animations & infantry control - are there any other people who personally tried it on GC build? I'm asking because the feedback till now has been almost exclusively positive (from Bohemia abroad consultants, random focus testers from the community and also some normal people), and this 180° turn is unexpected. I mean, we will never be Battlefield3 with fancy FIFA engine, but we did make quantifiable improvement over Arma2. ( "Same anims as Arma2" - seriously?) The development continues and there are more upgrades planned, but - if there was some specific constructive feedback from actual GC build players, some specific issue you had, or thing you didn't like we could definitely use it.
  9. Vespa

    Reusable weapon attachments for modders?

    RobertHammer - such games as Ground Branch are usually specialized, with narrow focus and scale. Arma3 is massive in every aspect, and people forget that. If we are to manage such project, we need to be ruthlessly effective with our time and resources. The reason there is no daytime laser with flashlight, or "only" 3 slots on weapons, is that the cost would be too high - and that, in the end, would harm the project. It's easy to get carried away, obsess about small things and lose grip with reality - I saw it happen many times, always ending up badly. So even if it may seem twisted to an outsider, I actually am proud of dropping/not doing some features - because it means the team is healthy and focused on target.
  10. Vespa

    Reusable weapon attachments for modders?

    Definitely, I would like some pack of tools and tutorials to help people with weapons modding. yep http://kotaku.com/5920572/the-trouble-with-the-never+satisfied-gamer :p We can't make all the things, or we'd end up in developer hell - together with Duke Nukem Forever.
  11. Vespa

    Reusable weapon attachments for modders?

    np ;) 3 slots for now, as I'm aware (not exactly my area) Nope, the mags look the same, at least for now. Classic case of development cost / benefits ratio - more important things to focus on.
  12. Vespa

    Reusable weapon attachments for modders?

    You take your bare weapon model, fit it with appropriate proxies in O2, define which accessories are allowed for it in config, and you're good to go.
  13. Vespa

    Arma 3 hands on @ Gamescom 2012!

    Thank you, for everyone here! Helps a lot to receive some positive feedback from time to time.
  14. Vespa

    Development Blog & Reveals

    Maruk just called and he says we are both fired. So there will be no animations in Arma3, sry :( Maybe later as DLC.
  15. Vespa

    Development Blog & Reveals

    It's true, he's actually trolling right now!
  16. Vespa

    Development Blog & Reveals

    Jezuro> Dude, chill, or you'll get a stroke! Its not worth it :D
  17. Vespa

    Arma 3 Community Alpha - Announcement!

    This is pretty accurate. Simultaneously developing the engine and two different projects at the same time would be insane.
  18. Vespa

    Weapon posturing

    And I love YOU, random citizen!
  19. Vespa

    Weapon posturing

    Hello. Good point OP, I'll see what can be done (as usual - no promises). The problem with most weapons is the optics, we have them pretty massive and they reach right at the horizon line. However with just ironsights or a collimator, every weapon meets OP's requirement even now.
  20. Vespa

    Will Arma 3 have better mouse controls?

    Allways happy to explain. About shooting accuracy - I admit things are still a bit on the too much precision side, but its our goal to make accuracy and firefight lenght more reallistic. But it is sometimes tricky, if you want to avoid frustrating mechanics, like bullet spread or mouse speed cap. Recently we introduced linking of weapon sway with turning, so thats one step. I see there is still discussion about aiming deadzone - I can assure everyone it is still functional like it always was, we just didn't show it on videos as Jay doesnt use it (me neither).
  21. Vespa

    Is Arma3 still the "Flagship"

    Is Arma3 still the flagship...?! In Soviet Bohemia, the community trolls YOU :p
  22. Vespa

    Will Arma 3 have better mouse controls?

    Everybody relax, Arma3 mouselook is FPS standard. Smoothing/acceleration is optional, default off. Now please disperse, nothing to see here.. ;-D
  23. Vespa

    Operation E3

    If we are ever to fiddle with movements speeds, it will not happen before PACA is out and legit player feedback coming in.
  24. Vespa

    Operation E3

    Definitely possible if you got the skills. Technically depends on which sourcefiles and tools will be released to the public - management's call.
  25. Vespa

    Operation E3

    There were unsuccessful attempts with motion captured reloads, but in the end all reload anims are handmade. There will be lot of them, and sometimes one reload animation fits multiple weapons, so you have some chance right there. There will still be the magic handwave Arma2 style reload anim available, so in worst case you can use that (if you do some totally exotic weapon)
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