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aussnipe73

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Everything posted by aussnipe73

  1. aussnipe73

    Tarin Kot, Oruzgan

    I haven't had much time to work on TK for a while but here's something: Cheers, AusSnipe73
  2. I very much doubt the community will ever get Silvador, it's commercial software just like the situation with Visitor 4 BIS are never going to give away something they normally charge for.
  3. I think until we get updated tools there is no chance of placing Arma 3 objects. I've spent a while today trying to get arma3.exe to work as bulldozer but there doesn't seem much point can't pack it anyway.
  4. aussnipe73

    Tarin Kot, Oruzgan

    Yes I am, I realise I've been very quiet for quite a while now and it has been a long time since the last release. However there will be an announcement about the future of TK within the next few weeks, I'll provide details then. Cheers, AusSnipe73
  5. aussnipe73

    Welcome back Ivan & Martin!

    Can't be there in person so: Welcome back! hmm.. not sure they heard me have to shout louder next time
  6. aussnipe73

    The Orphaned Projects Thread

    S4 Models Description This is a series of models I made mainly weapons for an Australian Special Forces mod about a year ago. It contains several different weapons and accessories in .max format for 3ds max some have UVW maps. There are also some very early WIP vehicles I'm not sure how workable they are. If you are interested but can't open the .max files let me know and I'll convert them to something else like .obj Rules Use/Modify/Release as you would like for the ArmA series You're not allowed to use the contents for any miltary or commercial package. If you release something based on any of these models include a line like "original model by AusSnipe73" in your credits Requirements None Download Links http://www.multiupload.nl/AQ684FIZR4 References Included in download
  7. aussnipe73

    Tarin Kot, Oruzgan

    Friday Saturday Screenshot time! This week showcasing: You tell me;) Enjoy, AusSnipe73
  8. aussnipe73

    Tarin Kot, Oruzgan

    I think there has been some performance drop with v0.5 I'm not sure why but I think the pathways and the number of them (1000s) objects has stressed out object loading. This could also be happening with the irrigation channels, I was suprised since the rest of the green zone area is unchanged or improved in terms of performance. The centre of town probably has too many enterable buildings for a good FPS I'll just have to think on that. As for the roundabout the minaret was never meant to be there IRL there is a kind of small somewhat ornamental watchtower there. I put the minaret in to remind myself to model the watchtower but i haven't done it yet:p The bunker is a bit closer in terms of scale but it's not a very good defensive position anyway in the middle of a roundabout I agree I don't think anyone will last very long if stuck there. Anyway thanks for the feedback it's very much appreciated:D In more general news I'll try and get back into friday screenshots soon. Cheers, AusSnipe73
  9. It all looks quite beautiful to me, I've been waiting for this one for a while and it doesn't dissapoint. Great work guys it's one of the next gen arma terrains. Cheers, AusSnipe73
  10. aussnipe73

    Tarin Kot, Oruzgan

    It's been quite a while since I've posted anything so to prove I'm still alive and busy: Enjoy, :cool: AusSnipe73
  11. aussnipe73

    mask_Ico has a limit of 4 layers?

    Ahh, I think I've got it, interesting I'll have to look at my detailing plans AusSnipe73
  12. aussnipe73

    Tarin Kot, Oruzgan

    Are you refering to the clutter here? since I've been thinking for a while that the trees and some bushes now look too dull for the new colours. Yes. Ahh, I didn't phrase that question very well it's an either or type question, basically I can make it so it's possible too shoot out of the channels or not but you'll be pretty safe in there. Cheers, AusSnipe73
  13. aussnipe73

    Tarin Kot, Oruzgan

    I've updated the main post with a known issues list and a list of feedback questions. I'd like to hear your thoughts on these to help me decide on issues for TK I'll be updating both these lists as new problems and questions come to mind. Thanks for all your feedback in advance it all makes a big difference to the end quality of TK. AusSnipe73:)
  14. aussnipe73

    Tarin Kot, Oruzgan

    Cheers for the feedback, The performance seems tricky to get right especially with the green zone being such a dense area I'm working on better solutions than just cutting down trees and fields though. Being able to shoot through the paths was a design choice, it's either that or the AI derping out every time they want to cross one AusSnipe73
  15. aussnipe73

    Tarin Kot, Oruzgan

    v0.5 Now available see the main post! Enjoy, AusSnipe73
  16. aussnipe73

    Tarin Kot, Oruzgan

    Yes, they are it's not a 100% solution though so I wouldn't really recommend it to others Cheers, AusSnipe73
  17. aussnipe73

    Tarin Kot, Oruzgan

    v0.5 Teaser Trailer KH1H3Jw-yR4& Enjoy, AusSnipe73
  18. aussnipe73

    Tarin Kot, Oruzgan

    They all are and seem to be working well. Check this out: http://www.multiupload.nl/JBVKSL2N0U Apologies for low quality thrown together this morning Cheers, AusSnipe73
  19. aussnipe73

    Tarin Kot, Oruzgan

    Friday Screenshot Time This Week: A new compound within the expanded Green Zone Enjoy, AusSnipe73
  20. aussnipe73

    Tarin Kot, Oruzgan

    Friday Screenshot Time! This week: Irrigation Channel Showcase #1 [/img] See the rest of the showcase in the TK Gallery now in original resolution! Enjoy, AusSnipe73
  21. aussnipe73

    Tarin Kot, Oruzgan

    Is that when Halloween is? learn something new every day:p All the units in this are from the excellent AAW:CO mod those ones in particular are a 4 man brick wearing DPCU Cheers, AusSnipe73
  22. aussnipe73

    Tarin Kot, Oruzgan

    Friday Screenshot Time Week #9:) This week showcasing: Updated colour palette [/img] See the full showcase here I'm also happy to announce the next update of Tarin Kot, v0.5 will be released on the 31st of October. :D Enjoy, AusSnipe73
  23. aussnipe73

    Tarin Kot, Oruzgan

    Friday (Almost) Screenshot time! This week showcasing: New Irrigation creeks [/img] (Yes they are sloping and the world didn't end) See the rest here Enjoy, :) AusSnipe73
  24. aussnipe73

    Tarin Kot, Oruzgan

    To put your fears at rest everything I'm doing at the moment is either adding new features, more detail, or tweaking in the areas all ready done (Western Green Zone south of the river and the built up part of town). In other words when I'm adding new things in this case the large airbase to the south sometimes called camp holland they won't interfere or detract from the existing effect of the map. So I'm not going to be turning any compounds in the green zone into patrol bases or anything like that, I agree that's something for mission makers to do. Hope that clarifies, Cheers Really good feedback mate, :) AusSnipe73
  25. aussnipe73

    Tarin Kot, Oruzgan

    Occasionally yes but if you tell them to slow down their fine, if it gets too bad I might add a guard rail of some kind or a seeing eye dog for the AI:D
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