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Everything posted by HorribleGoat
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@Tom_48_97 ☠ Would it be possible to get a TerrainProcessor plugin that could use shapefiles to set/modify terrain height? What Im really looking for is replacement for the select shape contained terrain verticles function in Terrain Builder as it is really slow to select the verticles and also works only once per program launch. Since TP already has other shape/heightmap related plugins could another one be produced to simply control terrain height? (Set shape contained terrain verticles to height X) If possible this could also be expanded with the other height tools TB has, like smooth scale and add height. In addition some sort of shape edge smooth/strength value would be brilliant so that the height changes would blend in. (from edge blend strength form 0 to 1 in x meters)
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[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
:D They've been on vacation. -
stalker [WIP] Stalker Life Mod - online exploration/survival RPG
HorribleGoat replied to ussrlongbow's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking very cool there in the tower! ;D Pun intented! Great work.- 43 replies
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@lodu You've come across the unfortunate way Armas hand inverse kinematics work with weapon animations. The game only takes into account where the hands are in the weapon animation ending to the wrists, all else is obsolete for the engine. It then uses its own settings to calculate the hand positions and they often go as in your picture close to the body. Could actually be a issue worthy of a Tracker ticket if we could get a IK curve attribute for the gun animations and actually be able to affect the arms too.
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[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Also at @bad benson's cordial request:- 353 replies
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[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No I found a way to import A3 animations straight onto the new skeleton. -
[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
OH! Its working! -
[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Greetings! It has been a while since I last dug in to this project and now I've been experimenting with a pipeline to convert A3 animations to the female skeleton AND results are promising! It may be that the animation side of this project will actually be fulfilled with at least usable animations sooner than anticipated! -
have you renamed the weapon bone to match whats in the character model.cfg? Ws it so that in Arma 3 its all lowercap "weapon" and in the rig its "Weapon". If the names dont match the weapon bone wont be in the right place.
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bLandscapeTools - Introduction
HorribleGoat replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
@lodu We are still restricted to the 1k/2k/4k/8k terrain heightmaps so subdividing wont translate to actual terrain.- 44 replies
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Bone overlap gives weighting issues.
HorribleGoat replied to Kuzuri's topic in ARMA 3 - MODELLING - (O2)
You might want to try weighting your model outside Object Builder. The weight tools in OB are not the most easiest to use. -
Since HUDs is getting so much love, could this issue get checked out as well? https://feedback.bistudio.com/T122729
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bLandscapeTools - Introduction
HorribleGoat replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I've mostly been working with fictional terrain with lots of precisely placed structures embedded into the terrain and editing the heightmap to accommodate the structures is what takes the most time when I juggle the terrain between L3DT where I generate the base and TerrainBuilder where I can do the adjustments while seeing the objects. Then I may export the heightmap back L3DT for its more elaborate terrain sculpting features but having all that in one package would cut a lot of editing time. My Fishlist for terrain sculpting tools from the top of my head: raise, lower brushes brush set elevation to x height add/substract x elevation smoothing and leveling brushes erosion brush Ah well I seem to be listing pretty much what L3DT has for scultping tools.. Anyway what could be useful is if all tools could also be used with splines and/or projected areas/ selections. For example urban area leveling and roads would be easier.- 44 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah Arma engine does offer lot of potential. Would be nice to see more original scifi mods sprout out though.- 420 replies
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bLandscapeTools - Introduction
HorribleGoat replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Been hoping to hear news from this for a while now and can't wait to give it a go!- 44 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Got the new suit in game! :D This is the first layer of the whole armor suit. On itself the Undersuit already offers formidable protection and strength enhancement due to the biomechanical musculature built into it and the highly sophisticated materials used in it. The Undersuit is primary uniform of crew members and for the actual Battlearmor is the one in couple of pictures back with all the plate you could possibly want! There will also be a another less bulky plate armor variant for light infantry use! Also did some classname overhauling but thats not related. Long story short I think they are better sorted now.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Another render to show that the bits under the armor work pretty well too!- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some new Battle Armor sneakpeeks! I have redone the hands and got around rigging the whole body and it looks pretty damn majestic! :D The fingers need little adjusting to work properly but other than that it seems to work surprisingly well!- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We do have considered that but there is really no need for making tiny housing. There is just that much room in there and the utopian government is not run by the same kind of principles as we are maybe used to. The goal of the industrial complex city was to keep its inhabitants on 100% working capacity by keeping them happy and healthy and whatnot. (Idealistic right ;9) Part of that is providing spacious and inspiring housing. One "family" unit could be halved or max split to 3 but that would still leave quite spacious single person house units.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Improved layout for the house unit. This latest one we've given quite a bit of thought already to make it comfortable for the inhabitants and also to use the space efficiently. Some walls were moved around and rooms redistributed so that the left side has a big open space for a livingroom / dining space / kitchen, the 2 middle rooms at the top are for shower and wc and the rooms on the right are for bedrooms. The middle room has some room for closets and such for storage and the front room has also special purpose as an airlock in case of gas emergency. The houses are located in quite close vicinity of all kinds of industrial facilities and citizens safety is a prime concern! ;D http://www.moddb.com/mods/lost-dragons/images/house-wip-04#mediaform- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Experimenting with room layout:- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is more like a semi high poly build version where I experiment with all the bits and fiddles to make sure theres room for everything and etc. From these we'll build a few different variants to use in game.- 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 residential concepting. Single wall slot would house 12 comfortable sized housing units each with approximately 140m2 floorspace. Built with modular components each house unit can be modified to suit the inhabitants tastes and needs.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It is however minor cosmetic issue in my opinion and there are also possible workarounds like making a separate static leg model the torso is attached to when powered down. But I'll explore those if it becomes too bothersome.- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Its normal get in animation, but the Torso is attached to the legs (2 separate units, a tank [torso] and a man [legs]) and when the tank class is attached to the man class the get in animation gets choppy. I did try attaching a not man vehicle to another not man vehicle and there the animation played smoothly, so its only in this very special and hacky attachto situtation that the animation choppiness seems to apply. Also player animation played smoothly so its choppy only on AI.- 420 replies
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