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About HorribleGoat

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  1. https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial https://pmc.editing.wiki/doku.php?id=arma3:terrain#real_world_data These should get you started
  2. HorribleGoat

    What's the meaning of that?

    @fallout data Dont make new posts constantly for every little problem you have. It would be better to make a one big post where you ask things instead of million small ones. Most of these questions can be answered by reading the manual of programs or reading/watching tutorials and older forum posts where same things are already asked. I strongly suggest you set up your tools properly with these steps: https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive And then go through El_Tyranos tutorial series so that you can learn how things work in Arma modding.
  3. HorribleGoat

    Blud's Terrain thread.

    Fancy flying there Blud! The map looks and works fantastically!
  4. Secondly Arma 2 stuff are not completely compatible with Arma 3 upgrades, so even if you had permission, it is unlikely to be able to use everything made for A2.
  5. HorribleGoat

    [WIP] Female base model project

    Thanks guys. I did not expect the ragdolls stuff to be this difficult since everything should be configured as the Arma Man is but I probably should have expected the trouble. xD The latest "bug" is just my own making though as I just added random +10 to different values in the ragdoll config just to see if anything is affected. The "out of the box" config duplicate is pretty close to working right, I just have to figure out where the issue is now that I can be sure my custom ragdoll stuff is actually used by the engine.
  6. Best advice I can give to you is to not use Object Builder for such work as it is not really good for that. You seem to have a very complex model there so you should process it properly into a game ready state in some proper external 3D modeling tool, like Blender or 3DsMax
  7. HorribleGoat

    [WIP] Female base model project

    So I've been messing around the base config and have got around the ragdoll config for the ArmaWoman and while it is a another deep murky swamp to waddle through blind I have managed to make some "progress". So the problem has been that the bones do not quite seem to keep the joints connected or something similar. But today I at least confirmed that my custom ragdoll config is in fact in use:
  8. Whats the tris count of the model? If you use Blender you might want to look into FHQToolbox addon so that you can export directly to p3d.
  9. HorribleGoat

    Blud's Terrain thread.

    Good thing there was no traffic or water buffalos on your way. You were driving faaast!! The terrain does look spot on though and seems to keep pretty steady frames too.
  10. Sharing copyrighted music in any way is a violation of the authors rights and they can basically sue you for the skin of your back for such. Find something similar but free is my advice.
  11. Yeah walking vehicles are difficult. I've been doing a kind of a hybrid man/tank combinations myself, but for humanoid mechs the character way might be the best approach I think. Ejections and stuff like that can be done, just need to be clever with it.
  12. What kind of approach are you taking to get them moving?
  13. HorribleGoat

    When are you going to fix this

    Exactly what I was after, there is right way to use objects as they are intended to use by design and then there are ways to use them incorrectly which can cause buggy behaviour.
  14. HorribleGoat

    Project - Vertical Lift 2035

    I love the hull on it but for some reason the engine part looks always so off when its turned up. Maybe im old fashioned and stuck on the Osprey engines. x9 Fantastic work though
  15. HorribleGoat

    When are you going to fix this

    Kunduz is a custom map and may use custom assets thus it can be issue with those particular assets or the creation of the terrain. When you say you clip into walls and fall indicates that they are tall which does not sound vanilla assets and thus migh not be as much engine issue but wrongly made or used objects. Although such can happen with vanilla stuff too, I dont think its that common. Which is why its important to give out exact details of the situation and how it can be reproduced.