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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    Updated All in One Config Dumps

    All In One config file for basic Arma3 2.18 https://www.dropbox.com/scl/fi/0ev7wwmu4671dr2z6e8wx/All_In_One_config_A3-2.18.7z?rlkey=zic5ri3sro16pty04oewql3q9&st=9tpf9r5x&dl=0
  2. HorribleGoat

    Questions: SOG Prairie Fire

    To put it simple, too expensive to make. The simpler ambient voice system was more cost efficient allowing budget to be spent on other things.
  3. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Been a minute but finally had a moment to break through age old efficiency with how to place down thousands of building blocks to create large cliff shapes. Going to get to test if all this even works soon. 🤣🤞 Couple of shots from Live test. Could drive up half way xD Last batch of stuff for testing cooking. The massive cliff overhangs made out of blocks. WILL IT WORK? - stay tuned for our next episode.
  4. -LOST DRAGONS- ARMA III Total Modification When the War finally ended the galaxy was in ruins and mankind struggled to survive in the cold depths of space. Many worlds were lost, many wonders of technology forgotten, scattered all across the galaxy when the spacelane network collapsed plunging the great nations of men into chaos. For decades we were lost. In 2235 Unity-Project successfully re-established some of the old space network bringing together hundreds of worlds and launched out a great effort to reclaim what once was lost.. For a moment men rejoiced together in peace but it was not to last as new rediscoveries soon sparked up secret arms race between the surviving nations. The race back to the stars began as fortune hunters set out into the void to seek out glory and fame. In Lost Dragons you take up the role of a member of a fortune hunter company racing to find one of the most powerful Old World relics, the mighty Dragon class warship hidden on a long lost world of New Eden. Unfortunately you are not alone as others have found their way here too and it is up to your skill and cunning to ensure you emerge victorious from the battle. There is no turning back now - Dropship ETA 1 minute. Welcome to the treasure hunt. Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3. Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely new set of units, weapons, structures and terrain. +LoDR Features a 20x20 square kilometer map with unique post war/ long deserted atmosphere with unique randomgeneration element that ensures every game is different from the others. Explore the ruined cities, military bases, hidden laboratories and fallen warships to find the location of your prize. +Complete set of new units and vehicles, from your basic gear to powerful war relics scattered around the battlefield. + We aim to create 2 sides of the Old war conflict that once waged war on New Eden, a civilian side to represent the long gone population of New Eden and also 2 corporate salvage companies that are now arriving on the planet. + Vehicles from personal transports to huge battleships, with tanks, planes, vtols, walkers and more in between. +Powerful new weapons to lay waste upon your rivals and claim the victory + Both corporates will have their own starting equipment and there will be a great number of weapons and equipment to be reclaimed from the old battlefield +Challenging main victory goal with multiple ways to win. Mission details: (Subject to change) +World of New Eden is covered with lush Jungle (as Arma allows it) and the abandoned cities will be partly reclaimed by nature as well as ruined by battle. +Terrain will consist of fixed elements and a great number of randomized elements that will make every game different. (objectives, key buildings/ locations, weapons, vehicles, spawnpoints, AI-enemies) +Max team sizes will be decided through testing +Player takes control of a small AI squad, but main gameplay focues on team PvP spiced up with some Independet AI combat. +AI characters will be portrayed as cyborg/robot drones and the area will have roaming abandoned AI combat drones and possibly wildlife elements lurking in the shadows. +Supporting drone units will have quite bad aim and are there to act as drivers, pilots and firesupport. (crappy aimbot module installed) +Players will have access to their respective teams basic gear throughout the game and may alter their loadout. +Starting equipment selection in a pre-start menu and respawn loadout customization. +More exotic and powerful weapons may be scavenged from various locations but beware the limited ammosupply on these weapons. +Players begin the game from a randomized dropzone with HQ-vehicle, supply vehicles and a few light transports. (This is no military operation) +Light combat vehicles, light armored transports, recon vehicles and personal transports are available throughout the game. (Droid pickup / aerodrop) +More powerful vehicles may be reclaimed from the battlefield. (military bases, battlelines, supply caches) +Scavenged vehicle may be damaged or low on ammo and can be repaired and rearmed in designated locations. +Main objective is to find and activate the last of the mighty Dragon class Warship: +Dragon is an autonomous weapons platform capable of immense destruction and cannot be controlled without a command module -> First objective is to find and begin the restoration of a Warrior class Battleship that acts as the command unit and can access the Dragon (2-4 Warriors in good enough shape will be present on the map) +Once found the Warrior will act as a forward base and must be defended. +The Dragon is hidden somewhere in the area and the location can be found through simple exploration or by gathering Intel from various objectives -> Intelpoints come available by time as the HQ vehicle scans the area and compiles recovered data. -> By gathering intel you narrow down the area the Dragon is "hidden" on the map -> Due to its immense size the Dragon will be randomly located in one of the six "ARK" bunker facilites and intel gathering will narrow down which one and also grant you access codes to get in more safely. + It will be possible to hack your way in, but it will be hard, slow and dangerous. The ARKs will have sophisticated security measures and you might even wake the Dragon from its slumber if you fumble. +Once operational the Warrior battleship must be flown (yes flying battleships) to the Dragons Location and they both need to be defended during docking procedures and while the Dragon powers up. -> Both sides have access to Warriors and may interfere with the docking procedures or even steal the Dragon if they manage to down the other Warrior or board the Dragon. +Note that these are very powerful vehicles and will need full team effort to manage full operational status and also taking one down is not an easy job. -> Once the Dragon is awakened there is still a change for the opposing team to sway the race as the round will end when the Dragon completes its powerup sequence and becomes fully operational. +By attacking certain weakspots with enough power the sequence may be interrupted and if the winning team is held off long enough the Dragon may be stolen even in its awakened state. New factions are as follows: WesT/Blufor: Hastur Corp : Salvage corporation (Player faction in "Treasure Hunt" gamemode) East/Opfor: Blackbird Salvage INC. : Salvage corporation (Player faction in "Treasure Hunt" gamemode) Independet: "Old War attacker name placeholder" : Old War Attacker faction Civilian: "Old War Defender name placeholder" : Old War Defender Faction "New Eden Civilians": Old War Civilians Downloads: Very old release version: Version 0.1.99 Download New one worked on as fast as we can! You may find us at: MODDB - LOST DRAGONS and Make Arma Not War - Contest Your support is always appreciated! For most up to date news, follow us at MODDB more pictures from early development: Original alpha release post:
  5. Had a issue with the export plugin the other day and spent couple of days poking at it from all the angles. Even went on to bother @talya_taya for clues on what I had missed so I'll log in the main points of my journey here in case someone else encounters same issue. The solution as often in these things was stupidly simple. But lets start with the problem After having a nice animation done in Blender I wanted to throw it into model.cfg and see it in buldozer. ezpez I thought. but no. Expecation was that the grenade would go nicely in to the chamber But result was way off the mark So I went out into the wilderness to find the other deep holes where other modders who do weird stuff dwell and luckily I found a fellow who could confirm the plugin should work and he could try out my test case I compiled. Public shoutout to mr Ranger (you probably are here too arent you, one of the many users called Ranger 😅) So he confirmed that my test case basically worked as is. He just had to export the better movement sequence I had in the sample file and it "just worked" So off I go test the files he sent me back just to make sure we are both on same page, but ALAS results are still poor so Im thinking is buldozer bugging on my end? does it not refresh something or read something correctly? I thought to test if its reading the right file (no idea why it would not) by inserting a bit of extra mesh into the scene. Result was pretty major wtf moment as the animation went even wilder This did leave into memory connection that this kind of behavior feels like autocentering issue. But why would dozer do that? The reason was simple. Sometime in the past (5 years maybe) I have turned on autocenter in the launch options... 🤯 Setting it back to default "Center to Pin" and restarting dozer resulted in magically everything working as it should. So if you encounter unexpected looking movements with the plugins export, check your dozer launch settings for starters.
  6. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Still in development, though due to work and life stuff things got pretty slow for a while. There is no release yet though, we are not in a rush.
  7. They do support it (not in buldozer though). the skeleton just needs isDiscrete = 0 parameter
  8. Better late'o'clock than never I suppose. Today at 4AM I managed to submit my entry to the competition: the experimental Waltham Robotics DOGG-0 field support unit. Whopping 10 hours to spare! 😝 The unit was deemed too expensive for the Military to test so Waltham Robotics had to look elsewhere for testing partnership and they ended up collaborating with the AAN news service with exclusive documentary deal about the development and future of robotic all terrain field support units. WR provides the technology and technical support and AAN war reporters take the units out into difficult and dangerous parts of the world documenting the ups and downs of the little helper. The DOGG-0 unit is rather curios by nature and only time can tell how far the technology goes:
  9. HorribleGoat

    Waltham Robotics DOGG-0

    Plan, yes! Try to find time to do that, Yes! Success rate so far: 0% 😅
  10. There is no solution for that, you will run out of bones and cant make them work with dampers. You are not the only one to look into this in the years Arma games have existed and probably wont be the last, but there just is no way to do it. The mesh loop track that the game is designed for can be made to look pretty nice if you invest enough effort into making it though.
  11. HorribleGoat

    What files needed to retexture Vanilla NVGs

    it is not possible to retexture nvgs as hiddenselectiontextures dont work on them
  12. HorribleGoat

    Object Builder Uniform Weights

    you can use the sample character from Arma3 samples on steam as reference
  13. HorribleGoat

    Mask tiel ColorCalculator

    use png for color check. bmps dont work as far as I've seen
  14. HorribleGoat

    S.O.G. Prairie

    Im gonna challenge that a bit and say that lazyness would have been not include any planes at all. Like it has been pointed out Air missions were done by completely different branch of military but we did include planes so that they can be used by players in any way they want.
  15. HorribleGoat

    Making Animation for custom guns

    There are no updated videos so you will have to figure out the UI changes on your own. The principles in older videos are still the same though, buttons just may be in a bit different places.
  16. You would need to build a config patch mod that is loaded after ACE that overrides the item names or creates new derivate items with the new name. At this stage you will have to evaluate if you want to spend time (some weeks or months maybe) to do this kind of a thing.
  17. HorribleGoat

    S.O.G. Prairie

    You can create your own air combat scenarios pretty easily with the Arma 3 inbuilt mission editor, but SOGPF itself does not come with air combat missions as it focuses on the SOG (Special Operations Group) action.
  18. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Yes, just life things cut free hobby time sharply so development been quite slow. Many concepts been remade few times as the ideas mature and become more clear.
  19. HorribleGoat

    How to edit reforger models?

    Models can not be exported out to be edited. What you would like to do may not be possible on those models.
  20. I've posted this on the Arma Discord a while back but perhaps it can be useful here too: Got a bit curious on the character size and had to test out what is required to fit out Arma 3 character to the new size so here are few observations: +The Reforger man is 180 cm tall VS Arma 3 man at 182cm + This may be partly due to the different pose ( more straight limb A pose VS more relaxed A pose) + The shoulders are angled way more down and the back and neck curve differently, this gives the new skeleton/armature/character different posture and different reach + There are some differences to the limb and back proportions too and the hands are more natural shape. +The lower body is relatively similar, the hips are slightly lower and there is small difference in the leg positioning but the leg differences are very small +main challenge is the hands which are in very different pose (half grab VS A3 straight palm and fingers) and the difference in both bone length and different configuration mean older models will very likely need lot of hand/gloves tweaking or remaking to fit the new character as the pose cant comfortably be matched with the old A3 skeleton without some quite noticeable mesh and uvmapping deformation. + some models may have challenges with the shoulder areas too as the shoulders go way more down, which can lead to quite bad results if proper adjustments are not made. In my test here I have not yet completed all the adjustments and the armored gloves of my armor suit will require full rework due to the issues mentioned above. They were made to fit the previous hand shape. The torso area is hard armor which I opted to keep rigid in place as well as the armored/powerarmory neck and helmet. The character head sinking into the suits neck works alright and requires only minimal fitting of the hood and helmet interior.
  21. This most likely means the vertical scale of your map is broken or your ASC coordinates are not correct and the imported height layer is not inside your mapframe when you rebuild it. Also real life above water surface height data has sea water always at 0m level so the sea behavior is as expected. The asc import you have there definitely has heights since the shading is visible.
  22. HorribleGoat

    [Resources] How to make a Terrain

    Video tutorials about terrain making for Arma are not very good. They leave out necessary information and usually follow bad practices that will hinder your work. As pointed above, the Arma discord is the place to ask questions or if you want to use to forums, it is best to create your own topic and describe whatever problem you have in detail so anyone reading can easily help if they have answers.
  23. There is no proper way to remove all roads as the roads are also painted on the satellite image that is drawn at long distance. "Overhauling" maps by removing stuff in editor is not the proper way to do these things (there is no proper way to do such in editor) and ends up breaking AI big time. If you people want new maps, Id recommend starting from scratch to build your own terrain instead of try to hack out existing ones in ways that will break game mechanics and make your game experience worse.
  24. HorribleGoat

    Working on mods while in-game?

    filepatching and mergeconfig are dev branch diagnostic exe features that could be useful
  25. HorribleGoat

    Waltham Robotics DOGG-0

    I called this long time ago:
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