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HorribleGoat

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About HorribleGoat

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    Master Sergeant

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    http://www.moddb.com/mods/lost-dragons

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  1. [WIP] Female base model project

    Still a thing yes! Just been busy with my other projects to continue with this one.
  2. Star Wars - TIE Fighters

    Looks fantastic! Great work!
  3. Halo 3 Marine and Bravo-Kilos

    To create different sized characters you need to make completely new set of animations for the new sized skeleton you want to use. Arma animations do not scale in engine. Also Arma does not have "blueprints" thats an UE thing.
  4. Lost Dragons - Total Modification Alpha

    Long time no news! Well here's some!! Little teaser of things we've combined from various tests! Still a bit raw here and there.. But you can see where this is going! The legs are still the old version but new ones are on the assembly line waiting to get stomping!! Music by the great Tommy Iberg: https://soundcloud.com/tommy-iberg/sets/lost-dragons-ost
  5. bLandscapeTools - Introduction

    Excellent news again! Very exciting times for Arma Terrain community. One question, are there any limitations on mask/ satellite image size?
  6. Zee Identity Pack

    I highly doubt it. If the server does not have it running, it would not recognize the characters.
  7. ~ ArmA 3 Sound Modding 101 ~

    Digging more into it I did set the repeat samples to {7136, 12815} which was pretty random take from the middle of the initial "bang". Which repeats just fine. So could it be the low monotonous buzz. Update: Looped another segment around the end of the bang where the monotonous buzz sill has some of the bangs trails mixed in and that too loops perfect. So Im really thinking something about the monotonous never changing buzz looping breaks something. Update II: Ok so from what I gather if the looped segment is all the same continuously something breaks. Maybe some sort of memory corruption or something (No clue whatsoever). Anyhow confirmed it working with buzzing that has just little bit of the bangs trail mixed in and it loops just fine {38432, 39811}. The buzz itself is terrible though, got to figure out something else for the beam.
  8. ~ ArmA 3 Sound Modding 101 ~

    Alright tested the weapon in different cases both with my assets and vanilla assets and the issue persists in all cases. https://www.dropbox.com/s/ksp9yaqhb5j4jz2/HORHO_SoundDebug.zip?dl=0 Heres a debug pack with the weapon config and sound packed in with a quick test scenario with the weapon added to a Wipeout.
  9. ~ ArmA 3 Sound Modding 101 ~

    Ok so tested it with single weapon and by adding it to vanilla vehicles and same artifact persists. It does change a little in speed depending on how much stuff is going on but its always there. I'll make a debug addon with the audio and weapon config and test scenario.
  10. ~ ArmA 3 Sound Modding 101 ~

    I'll see if I can reproduce this without all the custom assets I got in play and make a lite debug version where this happens. Also need to test without any other characters around who could do the talking. It could be something in the setup I have for my multiple weapon systems or how the walkers are built.
  11. ~ ArmA 3 Sound Modding 101 ~

    Ok so the artifact sound is apparently some sort of ghost radio call or Arma is really trying to tell me something.. Any suggestion what causes this are welcome. Also I have enemy tanks as target practice a few hundred meters from me that could be making these radio calls but as Im on opposite side Im not supposed to be able to hear them.
  12. ~ ArmA 3 Sound Modding 101 ~

    Got confirmation that they are samples on Arma Discord last nigth and found out the loop was working just not sounding quite like I had imagined so config wise I think im good as far as Arma can go, but the part I was hoping to loop was not as loop compatible as I had hoped I think and yes using 44.1/16bit WAV converted to WSS. I mixed in a low buzz sound for the beam loop but got very odd high pitch artifacts every now and then with it although the loop start and end match almost like Arma trying to communicate with me.. Could have been something about the actual sound too being just monotonous low pitch buzz. Im suspecting my very high rate of fire and and firing 4 of the same weapons simultaneously do not make it any easier.
  13. ~ ArmA 3 Sound Modding 101 ~

    @reyhard Ok so as Im not much of a sound guy I have no idea what unit those loop numbers are. :D Finally got a decent pewpew sound put together but for the life of me cant get my looping part to loop. Have tried millliseconds and samples but no right loop. Could you help?
  14. ~ ArmA 3 Sound Modding 101 ~

    Yes I think I can produce some tests with this! Thank you!
  15. ~ ArmA 3 Sound Modding 101 ~

    Okay so the Wipeouts gatling has the following sound set up: class Gatling_30mm_Plane_CAS_01_F: sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"A3\Sounds_F\arsenal\weapons_vehicles\gatling_30mm\30mm_01_burst", 5.62341, 1, 1500, {25704, 32159}}; soundBegin[] = {"begin1", 1}; }; soundContinuous = 1; So it uses only a single sound that does indeed loop but it also fires a burst of shots with a single fire action so is the sound/loop tied to that and what defines what part of the sound loops? soundContinuous also ties into this somehow I presume.
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