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Everything posted by HorribleGoat
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~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@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? -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes I think I can produce some tests with this! Thank you! -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great I'll give it another look then! Shows how well I understand anything sounds related xD Shame that soundsets dont work with it though. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
As far as I was able to discern the vanilla gatling weapons dont much use the new sound engine and utilize very simple burst sound that just loops so it is not what Im after except if playing one sound at the beginning and then looped sound after that is not possible via normal methods. Vanilla gatling sound is like RA-TA-RA-TA-RA-TA burst that loops where I would like tho make something like ZA-PANG-WUBA-WUBA-WUBA-WUBA-WUBA-WUBA- kind of a deal. Which I suppose could be done but setting the actual weapon to do the WUBA loop and play the ZA-PANG with other means. -
~ ArmA 3 Sound Modding 101 ~
HorribleGoat replied to megagoth1702's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Anyone know if firing sound could be set so that the firing "bang" sound plays when the weapon fires first round but then loops either silence or some other sound as long as the fire key is down. I have a beam weapon that I have configured successfully with working soundsets, but I have no idea how to play the fire sound only once for the duration of the beam (as in the weapon is simulated by a rapid firing machine gun) I could perhaps approach it by playing the firing sound with other means and give the weapon some sort of beam noise, but using the default sound engine would be preferable. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Releasing key animation blend from walking to standing is not really an issue as it can go "standing" -> "one step" -> "walk" - "one step" -> "standing". The one step should probably be very short one so it stops in reasonable time. That will also solve the issue of gliding as when W is pressed it starts the one step animation and it will be set to blend to with the walk if W is held down but if W is just tapped it will just play the one step. What I meant with the step size adjusting is more like small positional adjustments like stepping 10cm to your right or 50cm behind you. It could perhaps be its own "precise position" dialog that has like 3 sets of buttons to take different length steps to different directions since I dont think its something that would be needed in combat but more like getting in position in a hangar etc. It would utilize similar moves as V does when stepping over stuff.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There is indeed purpose behind the high foot rise which is to get high vertical clearance to walk over stuff nicely and it does add certain powerfulness to the step. You do have a point with the step length in the walk sequence, it may be a bit too long, got to investigate that! There is room for tweaking it still. Thanks reyhard for the suggestion, I am aware of the command but have not yet had a chance to try it out! It may indeed give us ability to adjust speed linearly in different movement modes, which would of course be awesome! Only thing I dont think we can properly address is taking different length steps short from using some sort of "micro movement" mode where each key press plays an animation for different length step like 1cm, 10cm, 50cm and so on as we do not want the movement to "glide" like arma man can if you tap movement keys and the animation never properly plays the step but to actually take at least one full step each time key is pressed. What length step that is remains to be decided though.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In that regard our walkers differ from any other mech mod there is as our legs are not build on a tank. They are separate class man based unit that moves just like any man in Arma meaning theres walk, jog, sprint, crouch and prone modes we can utilize for different movement modes unlike the tank that "rolls" forward etc. The "Man-Leg" approach has certain limitations, for example we will be restricted on set speeds on different modes, like the walk and run for example. They will both have animation defined speed that will not be linearly adjustable. Walk mode will be around 40km/h and it will go "full speed" all the time, bar some terrain related modifiers. So when you press W it walks forward if you are in "walk mode" and with shift down it will go into faster "jog" mode and so on.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
From left to right "single step" - "walk" - "run"- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks! I think its starting to work quite well. Problem with MWO is that there is no proper weapon convergence whatsoever and while the mech and arms bounce while moving it affects nothing in aiming. Which is cool looking but utter crap as how they are supposed to magically stabilize instantly the moment you press fire. :L Our walkers will be as stabilized as possible to make them work without fake aiming as we want to make our guns fire exactly where they are pointing at. This may make them look more rigid while they move. But it also makes them viable war machines. Terrain formations/rocks/etc stuff they walk over will already make them bounce enough and If we could we would negate that too as the walkers are supposed to run with intelligent semi-autonomous "fly-by-wire" controls that keep it stable. I calculated that with current speed it would be "walking" about 50km/h which is more like a fast-walk/jog speed. Default walk speed will be around 30-40km/h. The speeds we will make this things to move will not always be super realistic tho so its one of the areas we will bend the realism-ish scifi approach we try to have. That could be neat indeed but we are still a bit far away from making new sounds. We will focus on asset modeling for the time being. :D- 420 replies
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Just to let you guys know proper Female DLC would require some fundamental changes in the engine (support for adjusting gear to fit different skeletons and changing weapon anims into cfgmoves etc etc) so since those have been stated not to come, you may have to settle for unofficial solutions.
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
One more for the road. Pretty smooth forward vector with around 30km/h speed. Added some pelvic action in there and stabilized the torso movement a tad more. In the end while "bouncy" torso looks cool and all, it makes the machine unusable so it would make sense that the torso would be as stabilized as possible.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Progress! Major changes being less vertical movement as it was waay too much and also it is progressing to have more fluid and constant forward motion.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some more of the same, just a bit more cleaned up. It still needs something though.- 420 replies
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Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
if the Blender p3d export fails the file becomes locked. restarting blender helps. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
WK-209 got new sexy legs: And with that started with new walk cycle- 420 replies
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There is no way to fix large model collision so splitting up the models is the only way.
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Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
you can select vertex groups in Blender like they were named selections in OB. Or split object as separate parts for editing and put join them all together for export. I used this https://github.com/4d4a5852/rtm_import So people who really want import them can already, it may not be necessary to add it to yours. My code Wizard also made an updated version of the importer to automagically support your toolbox though its still waiting for @4d4a5852 approval. He wanted to give it a better lookover first. -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I do have made full conversion of A3 animations for a smaller female skeleton so there are uses for Importing rtms too. -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Import or export? last time I checked FHQ toolbox did not come with rtm import