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cosmic10r

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Everything posted by cosmic10r

  1. This will be the intial release. Its sat on my harddrive long enough. This retexture is designed for post apocalyptic game play and was designed specifically for the Ravage mod. They could work for a few things depending on your needs but do not necessarily fit a full Milsim scenario. The vanilla guns look out of place as a common firearm in the post apocalyptic setting and I started with just an idea of how to get them looking more worn and rusted. Keep in mind I own guns and I realize that in some cases the rust displayed could render a real firearm inoperable so please suspend belief and enjoy the textures for how they were intended. Also please realize I am not an artist, a texture artist, or artsy at all so I am working from the bottom here. (LOL) The real goal was to allow the vanilla guns to become the rare or military quality guns and the Rusted ones to be the default that bandits and others would spawn with. The vanilla guns seem out of place and this would provide some value to the vanilla gun textures and hopefully make it so that when you found one, you would get a great loot moment and dump the rusted gun for the sweet brand new one... I had a few moments where it felt odd to be working on crappy stuff people would want to throw away but I digress... Whether I accomplished that is arguable as some of the early textures were fairly basic and some like EO's favorite Kir look good while others look a tad homogenous and washed out. Since I have come back, some of the textures have improved and I think the latest batch of patchwork guns like the Mar 10 are quite decent. I have included all of the early patchwork tests in an effort to round out the package a bit and provide as much variation as possible for the gear arrays from Ravage. There are about 45-50 guns in the package (I have since added a bunch more patchwork as pictured in the Ravage thread that are not included in initial release.) Hopefully Armaholic will host them and from there we may see a steam release but I make no promises on when that may be... NOTE, There is no key right now. I may add them if needed but I am assuming that most people are playing private cooperative games in which they would not be needing keys. Change my mind. lol 😉 Edit- v0.2 has a key and is signed. Let me know if it doesn't work right. Thanks EO! There will temporarily be a doubling up of about 6 rusty guns until those are removed from Ravage. Haleks will remove those in the next update and this will be the only PBO for the rusted weapons There is some discussion on how to add these to the gear pool arraysby a script or module but at this point the best way is through the gear pool arrays in the ravage module. Edit-This is now the updated situation. Classname list will be updated to remove Ravage "exclusives" and RR only classes. Ravage will natively support the 8 Ravage weapons and RR guns can be pushed into the arrays via the gear pool. ////////////////////////////////////////////////////////////////////////////////////////////////////////// Now v0.2/////////////////////////////////////////////////////////////////////////////////////////// v1.4/ Released as Rusty Retexture v0.2 (07/13/19), Removed 8 guns that will remain in Ravage Reset to/ REmoved Ravage weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", v0.2/ "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version contains all current projects including latest PW guns Total count in this release is 46 now due to 8 removed to stay in Ravage and addition of patchwork Variants. 54 combined between both mods. 38 rifles,1 Launcher, 7 pistols in RR = 46 Total. 8 Rifles in Ravage - for a combined total of 54 ///////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////// RR v0.1////////////////////////////////////////////////////////////////////////////////////////////////// was v1.3//// Released As Rusty Retexture (07/12/19), This was first public release and it also contained 8 guns that will remain in Ravage. So Update required. weapons[] = {"Rusty_LMG_Zafir_F","rusty_MMG_02_black_F","Rusty_MMG_01_tan_F","Rusty_srifle_EBR_F", "Rusty_DMR_05_base_F","Rusty_srifle_DMR_04_F","Rusty_srifle_DMR_03_F","Rusty_srifle_DMR_02_F"}; This version had 45 Total Rifles, Pistols and the 1 launcher. Pictures of some of the guns. Picture of WIP patchwork that are not included in this version but may follow in an update NOTE - These are included in v0.2 Possible work that may happen, no promises Download - link may be swapped out if Dropbox has a fit Classnames for Rusty Retexture (also updated in the addon file as the changelog.sqf), add these to the appropriate gear pool arrays that you wish. I have included Patchwork tests prefaced by the PWT tag so if you dont like those pull out the ones that start with that Classname. Special Thanks to Haleks - for the glory that is Ravage EO, Tourist, Bad Benson, Roadkill- for the great fun in our MP sessions and all the help in scripting and mission making as well as their respective mods that have helped flush out the Arma world Kodabar - for his dedication to the Ravage Wiki And everyone in the Ravage thread Thanks to everyone who contributes to the Armaverse as well. You all are to be commended and it makes this one of the greatest games of all time imo. Cheers! Thanks to BI for the Lego pile they give me and let me learn to my hearts content!
  2. cosmic10r

    Rusty Retexture

    Thanks George Download link - updated to v0.2 that now includes all Patchwork guns up until yesterday and it is now(hopefully) signed properly First one for next version
  3. cosmic10r

    Ravage

    Yeah. I figured... okay. Let's do it that way. When I get around to them I can just send you the paa files and you can overwrite. That will be all you need besides repack it. It will keep it consistent for people too. I'll repack RR today and pull out those guns and put up a new link and update the descriptions.... I'm pretty pleased because I figured out a couple more of the tools functionality in gimp so I can do a better job... the more I look at the mar10 and the spmg the more I like those textures and the newer patchwork look good too. They arent pixelated and arent washed out.
  4. cosmic10r

    Ravage

    @EO - it's weird, I cant tag you @haleks If it's easier I dont mind separating the package out. We could leave the rvg_weapons pbo and I could delete them out of RR. Whatever is easiest for you guys... Full disclosure... if we do that I may still update those textures eventually with the newer process so they look a bit better... I know... not the Kir... lol!
  5. cosmic10r

    Ravage

    None of the class names have changed, so as long as the pbo is active it should be fine... I just changed the name of the main pbo to avoid confusion. If you delete the rvg_weapons pbo and activate the rusty retexture one... it should still work? Be a quick way to test It would create a dependency on the new RR addon tho...
  6. cosmic10r

    Ravage

    I looked at my old weapon jamming script and it's actually more advanced then I remember... My scripting isnt back up to that point yet lol... I do like how I set it up so I may work on it at some point but I think it will be wise to be seperate for now so it doesnt hold up the guns... Ill try to figure out the key this weekend... Im not sure I really need one except for servers with checks for modded files in MP. I could just release as is and do the key later. edit - ok I did it that way... for now its as is and it's public here discussion of the textures and any new images will be there to free up this thread to focus on Ravage itself as once the core integration mechanics are figured out it wont affect ravage development per se. Might as well just git er done... lol
  7. cosmic10r

    Ravage

    I'm one of those weirdos that likes full control over mods so I tend to download then through steam and then move them into my own setup. That may help in this case because I am using the Ravage that's two versions old... Maybe that will help pinpoint the issue if Haleks had made any adjustments in the scripts in the last 2 versions...
  8. cosmic10r

    Ravage

    Hmm I must have missed that. I'll check it out... maybe that solves the problem generally 🙂
  9. cosmic10r

    Ravage

    Right, I forgot about that mod... When I read your post I thought, oh great... now i dont have to do it but i went in and looked and realized i saw this the week i got back in and watched the vid... also much good stuff came out since i took a break... How do you like it?. I'll be honest... I'm not a fan of the Gui. The system I had originally set up was basically an animation based on failure and I only really wanted it too be a non intrusive game mechanic... I didnt want to be fumbling with menus while being swarmed and only wanted to simulate wear and tear based and create a brief in game oh-crap moment.... That mod looks really cool but it wasnt what I envisioned for zombie gameplay....
  10. cosmic10r

    Ravage

    Very interesting. I wondered whether a cba option to turn jamming on and off in the menu might work too. A module gives more control but then requires the module inserted into the mission. Maybe the guns and that should be seperate addons...
  11. cosmic10r

    Ravage

    @ArteyFlow in reviewing your post I noticed your map preset was set to "none" Try changing that to a map preset with all the same gear in the gear pools they way you had it? Thats the only difference in our setups from what i can see...
  12. cosmic10r

    Ravage

    So i set it up so the gear pool had only Arma 3 equipment only, GM Eq only and Cup Eq only so it was only generating gear for that stuff. I did the rusty guns in the common gear pool array and the rusty launcher was in the launcher array. Default to Takistan and the other settings to default. I got 100% rusty guns from renegades... and ambient AI one thing of note @haleks was that the groups tend to have a repetition in the gear pool... so guns seem to be getting repeated in the groups... the guys with the rusty Spar DMRs from the latest works and the 2 guys with the zubrs were in the same groups... so its repeating some guns sometimes ... (more often then would be expected in the sames groups) similar to last test where I had Arma 3 guns active and 3 guys in same squad of 5 had same vanilla 45
  13. cosmic10r

    Ravage

    Besides trying to figure out the keys for multiplayer, I think the guns should likely be released in their current format acknowledging some of the shortcomings. We will need to drop the ravage weapons PBO and add the compatability via ravage so there is no overlap @haleks. Maybe next update Haleks? It would be the current package minus a lot of the patchwork latest stuff but would include some of them from the intial beta that went out. I would likely even leave in a few of the test ones and label it v0.1 In any case, I would do a seperate thread so it could be managed seperately, get it on Armaholic and then eventually to steam likely later. one of my dreams for Ravage was that they became the default guns with jamming based on wear and the vanilla guns would become the rare, non jamming ones... Im not sure it that is still a possibility but I suppose I could add that option myself in some way to the Rusty Guns on their own. I could likely, with Haleks help, try to append the arrays after init to remove and place each gun in a specific pool to create that effect that a person could run as a script I suppose...
  14. cosmic10r

    Ravage

    only 1 of 5 in this band of renegades but he had a rusty Mar. Oddly 3 of the 5 all had the same vanilla 45 pistol Edit- let me fiddle with the settings. I'll see if I can get it to rusty only
  15. cosmic10r

    Ravage

    I'll double check when I get home.
  16. cosmic10r

    Ravage

    Seems odd. I put all the Rusty guns in the common pool and the majority of raiders and bandits had them. Like 3 of 4 had the rusty guns
  17. cosmic10r

    Ravage

    Did you try adding the rusted guns to the common loot pool. It worked fine for me last time I checked. I'm on stable using a 2 hotfix ago old version of ravage tho...
  18. cosmic10r

    Ravage

    The patchwork really fills out the gun variant count 😳 and one under better lighting
  19. cosmic10r

    Ravage

    So one of the nice things is gettiing the textures done in various colors is like a multiplier. Added all 3 patchwork variants now. First the black one in good light and the variants. edit- fiddled with the rvmat to dull the shine
  20. cosmic10r

    Ravage

    well the steam sale actually was worthwhile. I realized I had coins to spend on the Grand prix and those coins gave me 6$ off the GM dlc. So I just picked it up. I hope it goes PBO eventually so I can do a little texture work. Haven't heard much on the Guns so I'm hoping they arent so disgusting that people burnt their monitor lol. In between fiddling with some suicide bombers scripts I have been working on a bit of that gun stuff... Its a fairly large batch now so I have been taking my time more and trying to get some more methods and tools in place to make them look better.
  21. cosmic10r

    White Phosphor NODs (NVGs)

    I really like it too. I was fiddling around 2 years ago with getting the green lighting on the face when nvgs were on and came to the same conclusion about having to script it. It's a shame there isnt an nvOn and nvOff EH.
  22. cosmic10r

    Ravage

  23. cosmic10r

    Ravage

    Hmmm. I had a weird glitch a little while ago where one of my squad had blue speckled skin all over... looked pretty creepy. Should have grabbed a screen cap but at the time I think I was fiddling with CP modules too
  24. Any persons or entities directly or indirectly involved with active development of Arma 3 Life OR Arma 3 Life derivatives ( additionally, by alias; Caiden). Always gives me a chuckle....
  25. Thanks for that... not exactly sure how i missed it since it's right there. It would be nice to have it as a faction in the interests of time, but at least its doable. Just tryin out the civilian modules for the first time, its pretty good stuff and my fps has been really good tying it to triggers for areas.
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