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Everything posted by HorribleGoat
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[WIP] The Mech Superiority Project (Code Geass, Gunda, FMP, More)
HorribleGoat replied to Dr_Wrecker's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What kind of approach are you taking to get them moving? -
When are you going to fix this
HorribleGoat replied to Demify's topic in ARMA 3 - QUESTIONS & ANSWERS
Exactly what I was after, there is right way to use objects as they are intended to use by design and then there are ways to use them incorrectly which can cause buggy behaviour. -
Project - Vertical Lift 2035
HorribleGoat replied to martinezfg11's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I love the hull on it but for some reason the engine part looks always so off when its turned up. Maybe im old fashioned and stuck on the Osprey engines. x9 Fantastic work though -
When are you going to fix this
HorribleGoat replied to Demify's topic in ARMA 3 - QUESTIONS & ANSWERS
Kunduz is a custom map and may use custom assets thus it can be issue with those particular assets or the creation of the terrain. When you say you clip into walls and fall indicates that they are tall which does not sound vanilla assets and thus migh not be as much engine issue but wrongly made or used objects. Although such can happen with vanilla stuff too, I dont think its that common. Which is why its important to give out exact details of the situation and how it can be reproduced. -
When are you going to fix this
HorribleGoat replied to Demify's topic in ARMA 3 - QUESTIONS & ANSWERS
What kind of situation does the falling into the wall occur? Are mods involved? I mean yes you can clip into objects accidentally that's a fact but also its not that common if in vanilla gameplay I think. -
Adding RHS Suppressors to Vanilla Ak12
HorribleGoat replied to Blitzen88's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
no you would have to make your on config addon and make RH a dependency -
Adding RHS Suppressors to Vanilla Ak12
HorribleGoat replied to Blitzen88's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
First of all Robert Hammers addons are RH not RHS. While minor detail its better to not to confuse the 2 with each other. And you would likely have to make a config patch that modifies the vanilla AK/makes a modified version of the vanilla AK to allow the use of the accessories you want. This however would not be multiplayer compatible on places that dont use your addon. -
bLandscapeTools - Introduction
HorribleGoat replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
@mir_o what is the correct version of Blender to use now that 2.79 seems to have reached last stable release and development has moved on to 2.8? bLandscape tools do not seem to work with the latest 2.79 though.- 44 replies
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3D satmap on Gimp or PS
HorribleGoat replied to Tdc.DarKness's topic in ARMA 3 - TERRAIN - (BUILDER)
if you compare to vanilla satmaps they dont have any shading on them, shading is produced by the ingame lighting and terrain normalmap. -
3D satmap on Gimp or PS
HorribleGoat replied to Tdc.DarKness's topic in ARMA 3 - TERRAIN - (BUILDER)
Id maybe use even less shading and also use "overlay" or "darken" as the layer type. so that the satmap does not get that white tint to it. Also don using shadowmap might not be a good idea, it makes the shadows too strong. If you add any shade to the satmap it should be very very minimal. -
CYTECH INDUSTRIES - [WIP] Underground Terrain
HorribleGoat replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In Arma AI building navigation already works on pathways build in into the objects so In theory all the used objects could have pathways on them. -
CYTECH INDUSTRIES - [WIP] Underground Terrain
HorribleGoat replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Interesting and different concept for a mod! Will definitely follow how the development goes! Good luck! -
New to Arma 3 mod, where should I start, and what resources are out there?
HorribleGoat replied to USSR68's topic in ARMA 3 - MODELLING - (O2)
They have a thread in the editing section and they are on youtube. You'll probably find them as fast as I would. -
New to Arma 3 mod, where should I start, and what resources are out there?
HorribleGoat replied to USSR68's topic in ARMA 3 - MODELLING - (O2)
Arma specific part in modeling characters are mainly the weighting so that the character follows the Arma animations correctly. The Sample models provide a good fully functional character sample which you can use as a base/reference. As to how to get things into the engine there are some tutorials around and Id recommend El_Tyranos tutorials series. Even though it is for modeling in Blender the same principles can be used in any 3D program. I dont remember if there is a character episode in the series, but all Arma objects follow very similar config setup and when you understand how to get any kind of object into game the rest can be derived from that. The A3 samples also contain all the config examples needed and basically you can get a model in game by just replacing the character in the sample. The Editting section of this forum also contains a lot of info. -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
HorribleGoat replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
soon™ -
source files "Silverlake" Source Files
HorribleGoat replied to Hadricks Services's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Basically you have to state that they are free to use etc etc because otherwise the strictest of licence applies.- 7 replies
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[WIP] The Mech Superiority Project (Code Geass, Gunda, FMP, More)
HorribleGoat replied to Dr_Wrecker's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Interested to see what comes out of this! But I do got to warn you, mech stuff is probably the hardest to achieve mod you can take on. So expect a lot of head scratching and sleepless nights trying to figure out how different things work/ how you can use the engine wrong to produce walking machines. -
[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Actually I just figure out that the issue is in the transition between movement - the default stand state - and the standing idle animations. I can eliminate it by disabling the idle animations but thats more like a bandaid. -
source files "Silverlake" Source Files
HorribleGoat replied to Hadricks Services's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is a nice gesture but I got to ask if the source files are fully working and bug free? So far all other source material ever released for public use have been complete mess and caused only trouble.- 7 replies
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[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
All the basic movement is done, just need to process the static animations so they're not completely deformed. Community can then help to adjust them to work properly. :D The set did catch a bug that I need to figure out too, but I've fixed the same issue in the previous tests too. Just need to remember what it was related to. @smookie you still around? might you have any tips for me for what might cause the above transition issue. I've narrowed it down to the transition from movement to stop and AI does not seem to be affected. depends on the .rtm file, some short animations are done in few seconds, some can take minutes. The whole set takes about 12hours now If my timing is correct. -
[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So some progress again. I have now a set of 3577 animations converted and in game. 1812 Cargo and weapon animations still to convert but need to upgrade the converter a bit for that.- 353 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
Thanks @Alwarren Will have to dig into the new Blender version at some point so nice to see I can take the Toolbox with me. :D -
Animation - explanation of the magic behind
HorribleGoat replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
you can compare how the sample plane works by just compiling it as it is.- 119 replies
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Can you "retexture" but with .p3d files?
HorribleGoat replied to Beans135's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Replacing model with another like this is not a good idea and has very high possibility of not working at all. -
Animation - explanation of the magic behind
HorribleGoat replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well you can jump into the Arma discord channel and drop question there. Also you should compare your set up with the Arma 3 samples plane.- 119 replies
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