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Everything posted by HorribleGoat
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
More progress coming right up! Here is a little ingame sneakpeek of the new rifle concept! I present you HCR-A2 ModDB Video Link- 420 replies
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Terrain Builder Buldozer startup is super slow (40+ minutes)
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Thanks M1lkm8n, but got the -exThread in there. I tested it out and Im quite sure it is just all the trees that bog it down. Hid the trees and got the launch time down to reasonable. -
Tools Development Branch Discussion
HorribleGoat replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Could anyone confirm if .rtm binarization works right now as I can only get deformed animations with both addonbuildet and pboproject. Made new hand animations for guns and thought I did something wrong but as I tried weapons with older custom hand animations they've become broken too. (same weapon.pbo and the old ones got repacked) After a few attempts+tool integrity check+ reloading the offending rtm into object builder again I now managed to export working rtm again. Weird but not complaining. -
Just made some new weapon holding animations and upon packing (tried both addon builder and mikeros bpoproject (free)) I get no errors but ingame the animations are deformed. Also repacking old animations got them broken too so could someone else confirm if the rtm binarizing is broken or is the problem my tools. ---Update: It seems something was broken in my end. I reloaded one of the animations again on a man template in object builder and exported it and after couple of times it worked.
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Poolpunks Object Packs - Work in Progress Thread
HorribleGoat replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
oooh sexy crates! Awesome job poolpunk! -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Greetings! It has been a while since I've posted a progress update here and thought I'd bring the thread up to date. Last time I was working on map assets and the Dragon ship and soon after that my time for modding took a dive for a while because of two simultaneous work projects but now I've had a chance to work on Lost Dragons some more. To keep the work interesting I tend to switch between different aspects of the project and this time decided to upgrade some of the older assets. The Corporate issue AR-42 rifle got pretty much complete mesh overhaul: And some color concepting: And color concept ingame shot: INGAME SHOT 2 / 1st Person View I got a bit excited about the new gun and just had to start another I've drawn a while back - The HCR-A2 Heavy combat rifle: HCR-A2 is a armor cracking military weapon designed against light vehicles and armored infantry and first of many weapons used in the conflict that ravaged our theater of operation. While working with weapons I also tried out if I can get carrying straps on our heavy weapons, and so far the concept seems solid: And lately I've revised our character models to represent more what we aim to produce: First model for armor undersuit on the way: Corporate armor refitted over the new undersuit: Undersuit in game! (Big thanks for Alwarren for his Blender Toolbox, so much faster to work with) And for last a little concept render on a character personalization (Idea from the art of Johnson Ting): ModDB image Link (Not that small post after all.. 10 image/post limit reached :o) Thats all for now. Work continues!- 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
Just got a chance to try out the toolbox for the first time today and have to say it is ABSOLUTELY MAGNIFICENT tool and HUGE help. Thank you so much Alwarren for making this! -
Inventory expansion?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Unfortunately what we want to do is to use/increase gear/weapon slots and have the visual models shown when item is equipped. Your technique would fit a more roleplay type game very well though. -
Inventory expansion?
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You have a point, and no yeah not our intention to be able to move every single piece, but one or two more than what we have now. Also what we hope to achieve is that there could be a noticeable difference in using different parts, but the possibility and implementation remains to be seen. Alpha works with few small details that change, but not very well with pieces from different models altogether and there is the trouble setting up alpha priority. -
Model Keeps changing Height within Game
HorribleGoat replied to Mattaustt's topic in ARMA 3 - MODELLING - (O2)
In my experience, yes. But you could try adding memorypoints that outline the structure and make fake dimensions that are larger than your real model even if you edit it you might be able to circumvent this. Just an idea though, have not done such myself. -
How to create a gun in arma 3?
HorribleGoat replied to ramiroxd1's topic in ARMA 3 - MODELLING - (O2)
If you align you models trigger/triggerguard with the sample model it should come out looking ok. The memorypoints for the barrel and aimpoint may need some adjusting but I believe zachgibsons tutorial has topic to cover that. There may be some changes in the config files so some things in the tutorial may be outdated but the link Chortles posted covers lates weapon configs. -
Model Keeps changing Height within Game
HorribleGoat replied to Mattaustt's topic in ARMA 3 - MODELLING - (O2)
I believe the terrain builder uses the absolute dimension center when placing objects (calculated from all model LODs and their farthest points), so if you have 2x2x2 object placed so that 1m is under ground and 1m is above and then add 2 meters more to its height it will sink as its absolute height will stay the same but the dimensions change. I've myself had to always check model placement/height in Terrain Builder and repack the map if I edit map objects heavily. -
This looks awesome! Keep it up!
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VBS2/3 Discussion thread - the one and only
HorribleGoat replied to Placebo's topic in ARMA 3 - GENERAL
It is highly unlikely since they have both become completely different products and are developed by separate companies. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks guys! Theres been slow but steady progress and we are much closer to next release! There are still a few wall blocks to carve out and some adjustments with the older assets to properly set them up according to the latest updates. I needed a little break from mapping and worked on the Dragon for a bit and also a thought came in to my mind that while using the Warrior class battleship as a control unit sounded like a great idea, I've decided against it because the plan had some holes in it. The Warrior ships have been around for a while and the Dragons represent the pinnacle of technological advancement so it does not make sense to use the old ships as control units. Thus I made a new ship to fit the role! This releases the Warriors to be used as weapons (If one can get one to work) and makes the planned progress of the gamemode a bit more straightforward.- 420 replies
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Tools Development Branch Discussion
HorribleGoat replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
By the way! Is there are collective thread where Terrain Builder functionality suggestions/requests/wishes are compiled or should one be created. Would something like it help develop it further? Or should such ideas be conveyed through the tracker? Oh and Tom! Great Avatar you got there! -
Tools Development Branch Discussion
HorribleGoat replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
3.5 millionish. Just wondered why the startup became so much longer all of a sudden as it was faster with same amount of objects some time before. But anyhow since its normal, no biggie. Is there any word about TB updates and what kind of things are coming? the Keep absolute height was pretty nice addon, but could it be implemented to not require buldozer? Also changing its state alway deselects all the objects and the state does not carry over copied objects which would also be beneficial. The shape select terrain verticles also seems bugged as for me at least it works only once in a TB run. I start TB, select shape/make a shape, select terrain verticles from the dropdown menu and give them a new value and it changes them, but if I then try it again, it does nothing. It does not even show the verticle data correctly although it looks like the verticles are selected the heights are all 0. Also it would be really useful if the shapes could be used to select and delete objects on the used layer. Could something like this be expected in the future? Regarding shapes I've also noticed that even if hidden from view they seem to block the selection drag box and sometimes affect object selection under them. Furthermore I still experience ghost objects stuck on certain areas that can not be selected in any other way than by selecting all objects of a certain type from the template list, but the objects in question can't be moved or deleted even if I manage to select them. They do not always move to another layer, but sometimes this does fix some of them. I've managed to work around this by sometimes changing the object layer and clearing the "infected" layer with the delete from HDD option but the issue keeps coming up and also with the few million trees I cant do it anymore as TB cant handle selecting them all. "Ghost" do seem to appear on random by placing single objects, copying single and multiple objects, importing objects, moving single and multiple objects and I cant figure out anything that would cause it. Also TB tends to crash if I try to move the ghosts around too much which in turn causes some issues like deleted layers coming back to the list and duplication of objects. I just wonder if its only me because I've not seen anyone else post about such problems.. -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
HorribleGoat replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I hope you get a chance to pick up NZ again someday! That last video was golden with amazing desolate atmosphere and the gritty abandoned feel and look. Your work is really impressive and inspirational and I too wish you good luck! -
Tools Development Branch Discussion
HorribleGoat replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Does anyone else have encountered very very long buldozer startup times with terrain builder? I've had this for a few updates ago (month or two) and currently buldozer takes around 40-50 minutes to startup. I did P: drive reinstall to make sure I have up to date files in, theres few million trees and whatnot on the map, but it did not slow it down like this before. Theres even less objects than before when I had around 5-10 minutes buldozer startup. What does buldozer do on startup? What kind of things affect the load times? Large textures? Complex models? --Update It seems it is the object count that has sagged the loading time. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hellohellohello! Although our progress last month was a bit slow we did manage to crunch a bug in our structure part placement function and the problem with attach to losing physX component is no more. Also on my part I was able to put in some hours to continue the map and it is actually starting to look like something! First wall structure WIPs replace the grey wall blocks: And with a bit of work the city base structures are starting to form up: A while back we had some trouble running buldozer in TerrainBuilder (might be the high custom object count?)and map tweaking seemed quite impossible without ability to preview height and object placement adjustments, but it seems that it works now (Dozer takes about 40minutes to start though :D) and I was able to properly continue mapping which in turn was really big inspiration boost! It always feels great to be able to progress forward with a huge project like this. Also a little closer look at the wall structures: I must admit I don't recognize my voice at all on the video.. Might be my crappy microphone + recording at 6am after a silent night of mapping, but I hope you get some idea of what we are doing out of it.- 420 replies
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Greetings! It has come time to for us to reveal our upcoming project, Tiberian Era for Arma III. Our mod project is heavily influenced by Command & Conquer universe, especially the firts 3 games, Command & Conquer - Red Alert, Command & Conquer - Tiberian Dawn and Command & Conquer - Tiberian Sun,which we love so much and our work is our tribute to the huge and vivid universe C&C games have. Gameplay wise we have planned RTS/Warfare styled gamemode and with the new Arma Zeus DLC we might take a shot at integrating Zeus with our content. We are making a new real life based map with carefully selected 20x20 kilometers of interesting and lore friendly terrain. We've chosen to set up the map so that it has elements from various C&C settings as our goal is to produce units, vehicles and structures with wide perspective on the timeline from Tiberian Dawn to post Tiberian Sun era. Also a single player campaign has been discussed about and we have some quite thrilling ideas on that too. We do not aim to reproduce every unit or building as they are in the original games as certain units are somewhat flawed in a "semi realistic" environment we want to bring to you. We try to interpret the RTS elements to a very different environment with totally different aspects to balance out gameplay vise and thusly there will be differences in unit functions and some are probably cut out entirely. Also we want to expand the arsenal with fitting real world units, but thats all in due time after the C&C units are done. We began the project with Arma 2, but soon after A3 was announced we made the decision to finish the mod on the new updated platform as it provided an upgraded engine to work with and now that the tools are finally out, we've begun to port our assets to A3. There is still huge amount of stuff to do, but here are some teasers to get you in the right mood! (Note that most of our screens and videos are taken on Arma 2) MODDB PAGE Our ModDB page is finally up and running, hopefully we have more to show you soon and if not soon then in at least in the near future. Progress can be followed here or there, which ever way you prefer. Also keep in mind that what you see is still in a very rough state and needs a lot of adjusting. All due time. We'll keep you posted! Thanks for NodUnit for correcting me :D
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C&C - Tiberian Era
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It might be possible to make the RTS system so that it can work with other mods too, but can't make any promises. We will look into it and keep it in mind though. I don't think we will cross use assets although we have planned "superheavy" tanks like the Mammoth for Lost Dragons too. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
:D We've had a bit slow month but there has been progress too! Im going to write up our monthly summary tomorrow and show whats been going on in more detail. We are considering using Trello as more open issue tracker with upcoming and wip features & whatnot listed up and where people can see more easily what is going on and what we are doing for next versions and what kind of things we have planned. For now cant say any dates, but in the near future is our goal. (vague enough right? ;D)- 420 replies
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C&C - Tiberian Era
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey granQ! Tiberian Era has been cooking on a very slow flame for a while, mostly be because of MANW and our decision to concentrate on Lost Dragons because of it. Now that the competition is over we hope to be able to share time between the mods and a lot of the script and function work what we've done with LoDR are usable with Tiberian Era too. The RTS interface is still quite far away though and the concept is still in on the drawing board so to speak, so unfortunately you might need to wait for a while. What do you mean by more open development plan if I may ask? Like writing up what we mean to do as that is one of our goals for near future or with more people? That unfortunately would be difficult for us as we don't have time to start managing a mod group. -
Vehicle anim problem
HorribleGoat replied to willrobinson's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
the class name in the model.cfg has to be the the same as your .p3d name https://community.bistudio.com/wiki/Model_Config