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cosmic10r

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Everything posted by cosmic10r

  1. cosmic10r

    CosmiC10R's Suppressors pack

    V0.0.6 is up. I think all muzzle locations fixed. A number of rotations fixed. ie. the Surefire monster text was underneath when on the firearm. OC text was rotated 90 degrees left. all fixed Everything shows up in main arsenal as intended. Suppressor Pack with included contents v0.0.6 Updated list for 27 total. More coming 5.56 – Surefire Monster, Rotex V, Otter Creek Polonium k 5.56 FDE and Blk, Otter Creek Polonium 5.56 Blk. Long version of the base suppressor but kept the old one because it fits pretty decently in some of the handguards for the integrated look .308 – no new additions Pistol 9x19 – Roughneck 45 – currently mapped to 9mm v0.3 - failed upload v0.4 and v0.5 were location and rotational fixes, naming fixes.
  2. Hi all, I've moved a number of suppressors into the game using "Royalty free" and some I have personally paid for and I intend to release it as a pack once I figure out the optimal structure for the files and get a better understanding of the materials. I have confirmed that the purchased ones are allowed to be included in the mod with the authors as long as the source files are not redistributed. A couple of questions I do have though. With PBR materials, do I need to do anything special with the 5 materials I get. I already get the base color (BCR) and the normal map but do I need to do anything with roughness and does the height map setting add any value? Answer - Pufu helped me with this in the Discord so I should be good with this. I cant seem to get these configured with Bacon loadout so they are accesible via that menu and can be changed in there. Is anyone familiar with that configuration so the accessories can be adjusted on the firearm directly through Bacon Loadout? Answer - Bacon helped me with this. Im working on getting the PBR right currently. Ill post some pics when Im confident in the texture flow.
  3. cosmic10r

    CosmiC10R's Suppressors pack

    Hold off on this version. I need to make a few fixes. Some of the suppressors locations are overlapping some of the shorter barrels handguards. Need to make some fixes and testing Suppressor Pack with included contents v0.0.3 now live... its actually v0.0.4 on the workshop as its recording failed uploads as version numbers for some reason. Updated list for 25 total. More coming 5.56 – Surefire Monster, Rotex V, Otter Creek Polonium k 5.56 FDE and Blk, Otter Creek Polonium 5.56 Blk .308 – no new additions Pistol 9x19 – Roughneck 45 – currently mapped to 9mm
  4. CosmiC10Rs Laser Light Show https://reforger.armaplatform.com/workshop/616D46068078051D-IRLaserLightShow Link since its on page 5 as it uses the same GUID as my test version. I debated merging the thread to the suppressor pack but because they are separate mods and it’s likely the same amount of work to keep a thread with two mods updated here we are. I would have just integrated this into the suppressor pack but I made the poor foresight decision of not including RHS in that dependency and so I would need to rebuild it all again which isn’t really that bad but it’s a lot of of configuration to maintain two or redo one now. So I will start with this separated and if becomes a huge problem maybe one day I can do an all in one. It is one drawback of the current system in Enfusion despite some of its advantages such as even being able to do this mod. First of all, all credit to RHS for their fantastic laser system. Having the visible lasers is just required for me now as well as having the radial menu and other nice features. Basically this would not exist without the wizardry of the RHS folks so all credit to them. When I saw the models I wondered if I could get them in game to the same functionality that existed and that was only possible due to their system. This pack includes the -Eotech Ngal -B.E. Meyers Mawl -Rheinmetall LLM-VarioRay with and without push button Features -Working spinning button although I have only hooked into the RHS system. The button spins are not lined up to the model properly so that’s a “to do”. I can figure that out I think. I just haven’t had time. -5 LODs for performance Likely coming updates - Eotech OGL - Wilcox Raider - Steiner Dbal A2 -Some positioning updates as they are offset a bit in some cases. Issues – Positioning of the interaction button is a problem when you hold down R and look at your gun. I think I’ve got it worked out but I haven’t tested in on all rails and some attachments overlap a bit. The Mawl was particularly bad and time consuming due to its offset mount. Still worth it lol - Positioning of the Lasers on the rails on certain guns in certain slots. For instance on the HK416 the Vario ray hovers on the top rail but is properly positioned on the side rails. This is set by the rifle so I’m not sure I can influence this - Positioning of button of Vario ray when gun has no side rail. It hovers. I’m still thinking about how I could address this. I could theoretically have a rail in the model but I just cant have a prefab for every gun in every slot. - Positioning of Mawl, I had to move this a little bit back in space because I inherited the RHS laser and the model of the Mawl was causing flickering of the laser due to collision issues with the where the light entity is generated. -Positioning of Laser to the specific models exact laser output location. I may ask RHS if they would allow me to have the laser file so I could reposition it for this mod but I hate bugging those guys as they are always helping people and likely get tons of emails all the time asking for things. The current laser positioning is setup directly for the ANPEQs so its not accurate these models entirely and I tried to inherit the light entity and adjust it in space but workbench didn’t want to seem to retain that on the inherited version. - Im pretty sure the button that spins on the Mawl is not the correct one for the IRL so I will maybe figure out how that one functions and set it up differently as it should be. Note – I’ve tried to follow existing folder structures as well as follow RHS’s setup for LODs in terms of count as best I could. The hope is to have the mod as close to reference structure based on my current ability admittedly limited as it is. Models – Purchased by me and brought into game by me. All the important stuff like making them actual Lasers done by RHS.
  5. cosmic10r

    CosmiC10Rs Laser Light Show

    v0.0.1 public is now live which is really v0.0.8 As you can see i had to revise it a bunch of times as i tried to fix one problem but created another lol. I did fix a few of the mounting issues. However its not perfect to every gun so sometimes you have to match the laser to the gun and not vice versa. NOTE – These inherit from the ANPEQ15 for laser location. Until I can make my own laser and flashlight function to be properly located to these models it will have to stay that way or the laser is on the wrong side of the gun to the model location. I have managed to create a laser in Blender but haven’t got it working or looking right in game. Currently issued in the USMC, the AN/PEQ-16B helps to consolidate the number of attachments on the hand guards of infantry weapons, including the visible, and infrared lasers, an infrared illuminator, and a white-light illuminator for urban or dark environments where night vision devices may be impractical or not available. The PEQ-16 can be operated via a separate pressure pad or an integrated button pad. The PEQ-16 combines the functions of the previous PEQ-15 with a visible white-light illuminator.[1] its not pretty but its a start lol
  6. cosmic10r

    Project Redline (R3D) Mods

    we just found this mod and tried to add it as it looks awesome! Would love to see this updated to 1.0 as well if possible realizing its likely a fair chunk of work. It was clearly popular lol Subscribers 21,750 Downloads 736,100
  7. My understanding or at least hope was Arma 4 was going to be Reforger but fleshed out to the degree Arma 4 was using the new engine and in particular the SP portion. It was the bridge to Arma 4 but I would expect it to be this plus all the technical things or most that happened in 3. So additions like sling roping etc, flight models and proper physics for things added over time but not necessarily a change in setting? From there the modders can make it whatever anyone basically wants within reason.
  8. cosmic10r

    Arma Reforger - Artwork / Photography

    Only real mod relevant here is Bacon Weather. The game looks amazing. We were up in the mountains yesterday and the cloud shadows moving across the landscape and the visuals were impressive.
  9. the backend has been up and down the last couple weeks. Not sure why.
  10. cosmic10r

    CosmiC10R's Suppressors pack

    Suppressor Pack with included contents v0.0.2 Updated list for 19 total. 5.56 – KAC PRT MCQ BLK, PRT FDE, PRT covered Black, PRT MCQ covered in Blk and FDE, Banish 5.56, Otter Creek Polonium 5.56 .308 – AWC Thundertrap with Manta, Otter Creek Polonium 7.62 Pistol 9x19 – no new additions All Suppressors now have 5 LODs for performance. Reworked the file system as its getting rather large in there.
  11. cosmic10r

    CosmiC10R's Suppressors pack

    V0.0.1 Is now on the workshop Suppressor Pack with included contents 5.56 - Basic Long Suppressor, M4 2000, AWC Thundertrap, KAC PRT, KAC PRT MCQ, KAC PRT with Manta cover, Russian PBS1, Russian PBS 4 .308 – AWC Thundertrap Pistol 9x19 – WD 40 can Also a Suppressor Weapons box for GM to spawn with an M16 from Bacon that will support the suppressors if for some reason they are locked out of the mission and you have to get them. Things to come once I get some idea of how its working for people. Moar Suppressors, Otter Creek Polonium, More Manta covers, multiple suppressor wraps, Magazines, novelty and otherwise I have done some testing but will be interested to hear any issues. Known issues – Muzzle location is inside suppressor due to current setup for muzzle flash in the game engine. Aks do not currently support suppressors from the ones I have seen. So the PBS1 and 4 are more of a long term thing I hope to see. A couple of the suppressors have a slickness to the texture. Still working on specularity. Thanks to all the modders especially Bacon for all his additions like the dependencies used here. Thanks to Pufu, Zelik and Soul Assassin on the Arma Discord for putting me on the right path with the textures and learning how the PBR works. All models are Free or Paid for by me using Royalty free licence.
  12. cosmic10r

    CosmiC10R's Suppressors pack

    Ill try to maintain a list of contents. unnamed suppressor 5.56 - free daniel defence 5.56 - free, fixed mesh m42000 5.56 - free AWC Thundertrap .308 - Free wd40 can suppressor 9x19 - Free, fixed mesh KAC PRT - Paid KAC PRT MCQ - Paid Otter Creek Polonium 5.56 - Paid Cordura and Legion Covers - Paid Cover with elastic - Paid Manta Cover - Paid Most versions will come naked and with a covered version and a Manta version if it makes sense. At a certain point its going to just be too many with color variations and wrapped versions. If one version has 3 colors and then 2 wrapped versions then its 3-5 versions a suppressor which puts it up to 24-40 already before surefire or any other wraps I think Ive got a handle on the texture channels for the PBR (thanks to Pufu, Zelik and Soul Assassin) and I just need to make sure Im doing the correct things with the models. Bacon helped me get them working in that Arsenal but I need to double check that its functioning as intended
  13. cosmic10r

    I started a PvE server can't spawn in

    i dont know if you are still having this issue but you need to accept that you cant switch teams and then it should allow you to pick a team like Atlas Red. It is 3 clicks to actually spawn from that Menu but the USSR factions are unplayable as its setup now. Did you ever get it working?
  14. Hi BI team, Just some stuff I noticed when working with the tools that would be nice. Some of it may not be possible but you don't know if you don't ask. Maybe its there and I dont know how. 1) Ability to merge to mods locally. So if I have something Im working on that I want to add to one of my other mods then I can just add the files. Ive had some scenarios for the server where I have a single item that I want and an existing server mod and I cant combine them so that i dont have to have two mods. 2) In SCR_ArsenalItemListConfig, could we please drag and drop a full config or at least copy and paste entries rather then manually adding them. Ill update if I come across anything else.
  15. Hi all, I started trying to mod a Kioks humvee just to learn the tools. See if I could add things to it and retexture follow the tutorials. It all went fine and it shows up in world editor in tools. I can drive it around and the functionality is fine. But when i upload it to the server it doesnt show up at all. Back in Arma 3 I could define class name but Im not sure where im doing it in enfusion and the humvee doesnt show up in the light vehicle depot so im not sure how to get it to show up in that menu, display the proper image and adjust the name for the image to represent the modded humvee for spawning it at a base. Any tips would be appreciated Edit- Think i found it. I may have missed it after too many hours of fiddling. Ill post the links if i get it working.
  16. I still have some fiddling to do but i wanted a spec ops vehicle modeled off the Xin ping funvee. Im not sure which mod that came from but it gave me the idea. Not sure why the HDR makes it so yellowed off in OBS. Im still working on that program. https://www.youtube.com/watch?v=oSgoXBPirMM&ab_channel=CosmiC-10R
  17. cosmic10r

    How to modify motor pool

    This has to generally be done by the config in the mod. There is a mod available call add modded vehicles to pool that i believe does do some of this. We use it but im not sure how much it does as I never saw the pool before the mod was active.
  18. I miss you guys too. I talk to some of the guys on steam but its interesting how reforger has affected people. Which is no judgement to either side. Some of the guys Im playing reforger with just dont enjoy it compared to A3 because most of the wishlist has been filled by modders for A3 after 10 yrs. They just can't go to something without that which I totally get. For a bunch of the gang too the lack of SP and SP save makes it not functional. You need a MP group to really enjoy it right now. I haven't played any Arma games in awhile partially because of my internet connection. I got Starlink last year and I finally came back to 2020 in terms of net speed. When I moved I could measure in KB again if you can believe that. Now that Ive come back I cant give up how good reforger looks and how up to date some of the functionality is. Theres a lot of points in the bushes where I just take it all in lol Also the ease of keeping mods up to date and getting the right mods for servers and being able to downgrade them is really good functionality and especially for crossplay. With the ace stuff the healing and carrying while in combat is awesome. I really enjoy that part. Same with proximity chat and the tinnitus while shooting indoors. Its just really well done. Personally I can see where this is the future but like 3 its about 5 yrs from being there. Hopefully A4 is basically A3 on this engine and some of the modders move over who want to. I also get the frustration of learning new tools. It helps never being that great at it to begin with like I was lol as that made the transition easier. Now that ive had some fun in game I tried the tools and they are pretty good when you get over the hump of what does what. I will see if I can throw together a vid of what I did to the base m998. I cant believe I pulled it off but it is too cool and I think speaks to how well (?) the engine is built. We had 14 on the other night on conflict everon, 1 in a huey on troop and supply transport, 1 in a cobra on CAS, and the rest convoying in humvees to the towns. There are 3 servers so if you or the guys want to play some MP you are welcome to join although the ping might be untenable to the states.
  19. I managed to get this worked out. Turns out you need to register the entries in the vehicle.conf after I duplicated it the same way you do the emat files etc. Initially i had one .conf for my mod and a US_vehicles.conf and had double entries so I worked out that I only needed one of these and it fixed it. The other issue I had was the cooldown was messed up in the light armor vehicle depot The cost would go up incrementally. It was funny. i had multiple cooldown entries for some reason and this stacked the cost. Once i changed that it showed up correctly and stayed the right cost. The instructions worked well up until the registry stuff which was simple once you knew but the explanation was not entirely clear.
  20. I got it all to work in gamemaster mode but when I join a local conflict mode they arent in the list to be bought with supplies anyone know how to whitelist a mod vehicle so it shows up in conflict mode or does it have to be done mission side?
  21. Thanks for this. Was able to get it to work quite easily but for the image i used it needed 2200W to about 675 Height. Only took a few tries to get it properly spaced.
  22. Same. Thanks for this!
  23. HI all, I was going to take a run at making some patches. I can't seem to find any documentation for it in the wiki. Does anyone know of a template or instruction set? Thanks!
  24. cosmic10r

    Creating Patches instructions?

    Made the post and then immediately found RHS documentation on it Thank you again RHS!!!!!!!
  25. cosmic10r

    Ravage

    Good to see you to man! It's had it's ups and downs for sure lol... but no different then anyone else. It's pretty wild out there these days. I finally got into the reforger tools to poke around a bit. got a few units placed. The scripting will take awhile but Im playing reforger with some milsim guys. Its been really fun. Having 10 guys drop in in helos and move through the woods is too much fun. Im hopeful A4 basically takes reforger as a base, the engine and makes A3 out of it with the QOL improvements. I know the whole lack of SP has really put some of the gang off. You really need to play MP to enjoy Reforger right now and have the motivation to do stuff.
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