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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    [WIP] Frith_Robots

    Im a bit supprised but positively so. Also @lordfrith The latest pics look great! Only one thing Id suggest is maybe add same grey stripe material on the edges of the sleeves and the neck hole, it could make it more finished looking as the hex pattern cuts off very unevenly.
  2. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Sneakpeek on something new in the making.
  3. HorribleGoat

    [WIP] Frith_Robots

    @haleks That is indeed quite special. Hows the framerate in that? xD Also looks like our drones have still use despite our slightly lenghty development..
  4. Servers dont use terrain as is. They run scenarios that are build on a terrain. So if no server is running a scenario build on Vidda, then theres not really a way to play on it online.
  5. HorribleGoat

    Arma Tools

    You might want to rename it to something like Arma 3 Project Manager.
  6. HorribleGoat

    How to scale objects

    There are reference models on Steam too. Arma 3 Samples. I would however suggest using some better program than Object Builder for 3d modeling. Blender for example is free, has addons for full Arma compatiblity and has quite a lot of tutorials on how it works.
  7. It is just one program that can be used. Perhaps best would be to first learn how the Arma Terrain workflow goes and then decide A) If you even want to continue and B) What tools you want/can actually use to create the material that is needed.
  8. HorribleGoat

    Terrain Builder - MapLegend does not exists

    Start with PMC wiki ultimate terrain tutorial to learn how the basic tools work. Starting to work with broken and very badly made source files (Kelleys, Jackson, etc life map) will not get you anywhere.
  9. There is no ready workflow for that so it probably can be done but it would need you to write the converter for that. Also you would not be able to load A3 objects into Unity so you would only be able to create the terrain in it. Most people use L3DT for terrain data generation I think so you could look that up.
  10. Sounds like most what you've envisioned coudl be done to some extent at least. All kinds of creatures are quite difficult to add though, but not impossible. Poly limits have nothing to do with the dimensions of an 3d model. you can have a simple 6 sided cube thats 1 meter tall or 100 meter tall and the polycount is the same. That being said, Arma has limits on how big (dimension wise) objects work in the engine.
  11. HorribleGoat

    Zee Identity Pack

    The configs could remain and just the models replaced with new ones either as placeholder for new ones or just as permanent backwards compatibility fix. Looks brilliant! And Id say older heads can be removed to keep it consistent.
  12. If no licence is mentioned on release, it is always the strictest possible. So it is not APLSA or anything like that, basically you can use it as a mod as intended but nothing else.
  13. Parteeeeee! Should get on to using 2.8 at some point. X9 just too many things to do and no time to properly dig into it.
  14. HorribleGoat

    ARMA 3 Addon Request Thread

    New movement sets like that are very difficult to add, so highly unlikely to happen. And no it is impossible to add such physics to crew.
  15. Try setting up your tools and P: drive by the PMC guides: https://pmc.editing.wiki/doku.php?id=arma3:tools And dont run OB from the launcher. Only from the direct .exe or shortcut to it.
  16. HorribleGoat

    Mikero PboProject Error

    @Drty_Windshield If following PMC tutorial works, then it is something odd you do in your own process. do a terrain with PMC so that it works, then try to pack it after every alteration you make to pinpoint what it is that breaks it.
  17. Or place the object as proxy in OB and view it in OB buldozer. Other than that there are not fast ways to do it.
  18. HorribleGoat

    Advice needed, might be worth a laugh

    2. Be very careful when downloading models as many "free" models are actually stolen from other games. 4. Before you start looking up how to "do stuff for Arma" you must first learn how to "do stuff". As in all programs have a lot more tutorial material on how to use the tools in general and very little material on how to do some very specific thing so it is best to first learn how the tools work and then apply that knowledge to something more specific 5. If you are referring to Mikeros Toolset then those would be an alternate tool package that improve and add on top of the existing Arma tools. They are not absolutely necessary but can be very useful. They come in free and subscriber versions and the free tools are enough for modding. 6. As Dedmen there said for modeling Blender would be the best choice if you dont know anything yet as it is good and free program. Also https://pmc.editing.wiki/doku.php?id=arma3:tools PMC wiki is a collection of proven to work methods of doing stuff with Arma and it might be good to set up your tools the way described in them. (The instructions there do make use of Mikeros toolset too, but that would be for your benefit)
  19. https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial https://pmc.editing.wiki/doku.php?id=arma3:terrain#real_world_data These should get you started
  20. HorribleGoat

    What's the meaning of that?

    @fallout data Dont make new posts constantly for every little problem you have. It would be better to make a one big post where you ask things instead of million small ones. Most of these questions can be answered by reading the manual of programs or reading/watching tutorials and older forum posts where same things are already asked. I strongly suggest you set up your tools properly with these steps: https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive And then go through El_Tyranos tutorial series so that you can learn how things work in Arma modding.
  21. Fancy flying there Blud! The map looks and works fantastically!
  22. Secondly Arma 2 stuff are not completely compatible with Arma 3 upgrades, so even if you had permission, it is unlikely to be able to use everything made for A2.
  23. HorribleGoat

    [WIP] Female base model project

    Thanks guys. I did not expect the ragdolls stuff to be this difficult since everything should be configured as the Arma Man is but I probably should have expected the trouble. xD The latest "bug" is just my own making though as I just added random +10 to different values in the ragdoll config just to see if anything is affected. The "out of the box" config duplicate is pretty close to working right, I just have to figure out where the issue is now that I can be sure my custom ragdoll stuff is actually used by the engine.
  24. Best advice I can give to you is to not use Object Builder for such work as it is not really good for that. You seem to have a very complex model there so you should process it properly into a game ready state in some proper external 3D modeling tool, like Blender or 3DsMax
  25. HorribleGoat

    [WIP] Female base model project

    So I've been messing around the base config and have got around the ragdoll config for the ArmaWoman and while it is a another deep murky swamp to waddle through blind I have managed to make some "progress". So the problem has been that the bones do not quite seem to keep the joints connected or something similar. But today I at least confirmed that my custom ragdoll config is in fact in use:
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