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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    [WIP] Female base model project

    Release candidate V1.1 with some tweaks to the mesh and a bit more cleaner UV-mapping and texture. I dare say she just might be close to be released out into the wild.
  2. HorribleGoat

    [WIP] Female base model project

    Evening fellow forum users! Nice to hear shes liked! :D It means that I can proceed with the project and start packing her up into a public release. There are all kinds of stuff that could be better, like the textures and mesh weighting, but since this model is meant as a base to make your own adaptations and as a animation help I feel its sufficient for those purposes. I'll continue to develop and refine my own characters from this too and I will make more animations for her in time. But as said, that will be a while. So far I've spent maybe couple of days on her, so its not really much... Anyways I'll start to build a release package with the mesh and skeleton and basic textures and a .p3d with configs for the new CfgMoves set and whatnot. I might do some more tweaking before that, but since there has not been any complaints, what you see here is pretty much what I will release. Proportioned with the Arma 2 women as a base. They got pretty wide hips xD Any one can adjust the mesh as they see fit though. It might be a while Like CrazyCorky said before I have time to start working with the animations, she is 1.66m tall whereas Arma man is 1.82m tall so there is some difference there. (And it means most of the equipment wont fit properly == new ones need to be made) No stress man, making a living comes first of course :D Everyone is free to contribute as they can.
  3. HorribleGoat

    [WIP] Female base model project

    So, put together a release candidate for the community release version. She could look like this: What do you think?
  4. HorribleGoat

    Tools Development Branch Discussion

    i've had bug like that happen, but it was fixed by redoing the model.cfg. Must have been that there just some little error somewhere in there. Whats this new\old format you've mentioned though?
  5. HorribleGoat

    Mikero's Dos Tools

    Ah I see, I got the impression that the A3P was going to write the paths by itself. That clears it up. The tetrahedron thing is most likely their issue since people have been reporting it a lot It was just weird I got it now too. You do have a point that running Buldozer via Arma3 exe would be better to make sure the version is up to date and I will follow your advice on that. Thanks for your response!
  6. Thats usually how it goes. Amazing attention to details nonetheless. Hope you guys end up stamping it on everything they've made!
  7. Like the later one better! The cutoff details give it more character!
  8. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Oh it is actually a 3 men crewed vehicle! Driver/Pilot controls the moving via remote controlling the "ManLegs" and gunner operates the arm guns and commander the nose minigun and the missiles! AI operations with the walker are untested and at this point probably not working since the legs are stripped of AI moves and that might hinder the AI remote control too.
  9. HorribleGoat

    Lost Dragons - Total Modification Alpha

    WK-209 V4 made it in game! Wohoo! All previous functionality works like a charm and I can start tackling the new improvements tomorrow. The zeroing unfortunately did not work off the shelve, but I already have a few different approaches in mind on how to make it work and hopefully automatic (and optionally manual). Gotta work on the cannons too at some point to give them proper muzzle velocity for gauss cannons and better firing effects. Got some cool stuff coming up with this one! (not that this isnt quite cool already ;D)
  10. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Actually figured out how to align the gun zeroing better even with the limited visibility of buldozer and set the max convergence range to 8000 meters. :D Zeroing will now be between 100m and 8000m. Fun fact, the guns only need tot rotate ~2degrees to converge from 100 to 8000 meters.
  11. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Got almost all moving parts set up for the new torso design and thought to share the progress with you guys! The red lines are there to check how well the gun zeroing works and how far it converges. Testing showed that with current setup the guns can converge beyond 1500 meters but I was not able to see further in the Buldozer model viewer. Have to continue testing that in game. Anyway, here's also demonstration how the guns move about and how much their reach is. I'm quite content with how it works now and will take this version in game and lock it for next Alpha. Further design changes may come if deemed necessary.
  12. Great! I remember reading that big maps tend to start suffering from coordinate errors and stuttering but if youre still maintaining playable performance that is superb!
  13. Great to see the mod is still active!
  14. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Haha! Progress is steadyish. Heres WK-209 in engine!
  15. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Another small upgrade to the WK-209 design. The smoke and countermeasure launchers have been replaced with more fitting desings. Also down scaled the smoke grenade tube diameter from 100mm to 60mm as it had scaled up big time at some point. Enjoy!
  16. HorribleGoat

    [WIP] Black Powder mod

    Is the problem that all the getin commands are active in the useraction menu at the same time? or that you can jump from gun to gun? or both? This might be useful, though the description indicates it might not work for this issue. It migh work that if you set it really low, only the memorypoints are then accessible if the circular action area is not in the way. This would help with the later if its an issue, all the guns could have only one compartment, or guns next to each other could share compartments so you could jump from gun to the next, but not just any gun. One way could also be get rid of all get in actions and create custom get in commands via the class useraction and script them as you want.
  17. HorribleGoat

    [WIP] Black Powder mod

    All above sounds absolutely fantastic! Could you use Hit or Hitpart eventhandlers and check what kind of ammo was used perhaps and give them some sort of damage modifier? Or maybe run a script in the bullet when it hits something to check what it hit and apply damage that way? Now I might remember wrong but I think it could be possible through hiteffect.
  18. You guys are really stretching the limits of the engine! :D Fantastic work! How well does a huge map like that perform?
  19. HorribleGoat

    Vehicle config problem

    Excellent, was just about to check it out. :D
  20. HorribleGoat

    Vehicle config problem

    I'll take a look at it later today. What I gathered from last night is that the 30mm_autocannon does not have the mode_fullauto classes in it at all so that is where the inheritance fails. in any firemode class theres a variable "onlyforplayer" or something like that defines if the mode is for player or AI use and I think you have to change the reload time in the firemode class itself. I'll check it out more throughout when I get the chance!
  21. HorribleGoat

    Vehicle config problem

    reloadTime = 5.0 is missing ; from the end. Other that don't know whats going on. Could you put the whole config somewhere? Easier to test that way.
  22. HorribleGoat

    Vehicle config problem

    If theres missing class errors it does not inherit everything needed that is correct, have you checked how the classes differ in the Arma 3 ingame configviewer? (start scenario from editor, hit esc, under the debug console)
  23. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Got the new version of the WK-209 walker UV-mapped and threw some colors on it and since it looked pretty neat, I wanted to show it to you guys! 360 render seemed appropriate method to do that. :D
  24. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Heh, seems I had a double post here with the video link that did not even work. Anyhow, Ill just leave this here! Dont want waste space. :D Its a picture from the future, since this is actually updated version from the 360 render video below.
  25. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Excellent to hear! Thank you! Arma does provide very versatile platform to build on and Its awesome that there are people excited about what we do. And what you said means alot since your work with 40k mods in Arma was really big inspiration for me to start with Arma modding! Thank you!
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