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Hatchet_AS

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Everything posted by Hatchet_AS

  1. The ASDG Attachments project is aimed at providing an array of high quality attachment assets to ArmA3. There are number of various attachments to come, and with any luck, most of them should arrive over the next month or two, or three. Maybe sooner, nobody really seems to know. At any rate, we'll start off with the Atlis Bipod, which is a creative derivative of the "Atlis" bipod system developed by B&T Industries LLC. The bipod itself (standalone), is purely cosmetic at this point, although an optional 'tmr_autorest.pbo' can be found in the package (see notes). Assistance is needed in resolving a functional and standalone, deployment and resting system. If you can assist, please contact myself or Robalo via PM. Supported Weapons: Atlis Bipod (classnames: D = Deployed / S = Secured models respectively) ASDG_Atlis_ABR_D ASDG_Atlis_ABR_S ASDG_Atlis_Katiba_D ASDG_Atlis_Katiba_S ASDG_Atlis_MK20_D ASDG_Atlis_MK20_S ASDG_Atlis_MX_D ASDG_Atlis_MX_S ASDG_Atlis_MXM_D ASDG_Atlis_MXM_S ASDG_Atlis_Rahim_D ASDG_Atlis_Rahim_S ASDG_Atlis_TRG21_D ASDG_Atlis_TRG21_S The short variants of these weapons are not supported. Nor are the GL variants. This is intentional. MLODs and relative resource materials will become available in the future. If so motivated, any individual willing and able can adjust things however they see fit at that point. Requirements: @ASDG_JR: These attachments are configured utilizing the standards within the ASDG Joint Rails project. As such it is required. BIF Thread Download from Dev-Heaven Downlod from Armaholic Notes: The Altis bipod utilizes the PointerSlot on the weapons. You can not attach a bipod and flashlight, or bipod and pointer device. It's one or the other (for now). Additionally, each bipod set is modeled to a specific weapon, and can only be used on the weapon it is designed for use with. (This is sub optimal, but is what it is for now. Maybe forever.) Optional: tmr_autorest.pbo This simply removes the default 'invisible' bipod and related icon, and enables 'bipod' resting functionality only for weapons equipped with an 'actual' bipod (inclusive of BIS models with bipod/grip-pods). It does not affect the normal resting functionality. HatchetNote: Sorry about the quick and dirty imagery (lots of sticks in the fire)! I just thought about adding a mission with all the required stuff to use these things (i use VAS, although it could use some filtering *wink* *wink*). Will add something useful/functional later this evening for those that find it handy. Known Issues: None currently. Planned Updates/Improvements: (Project Level) - Add attachment item #2 (coming very soon) (Atlis Bipod) - Standalone resting feature needed. (if you can help solve this, please contact myself or Robalo.) - Possibly add hiddenSelections (need to revisit that, had some technical issues first time around) Thanks: First and foremost, a sincere thank you to BIS for providing the sandbox and environment to do these things. Many thanks to the modders/scripters/coders both old and new, whose work has inspired and taught us all a thing or two over the years. @Robalo/Buehgler - Couldn't do it without you brothers! I mean I probably could, but it'd be ugly and take forever. Probably just wouldn't happen. @AS Members - The revival begins. It's been an awesome decade plus so far, looking forward to the many years to come. Thank you for the dedication and support in everything we do. All Pro. @Kiory - Appreciate the hours of issue bashing! @Da12thMonkey - On the GEO LOD thought ... will keep those around from here on out. Thanks for that! @Mikero - Thanks for the assistance and tolerating the sometimes redundant/incoherent lines of questioning. @Randy - Nobody has helped me more regarding learning the BIS way. Much appreciated as always! README: README ====== ASDG Attachments by Hatchet, Robalo -------------------------------------------------------------- Component: @ASDG_Attachments\addons\asdg_attachments_c.pbo Description: Configuration files for ASDG_Attachments assets. Features: - The configs and assests under ASDG_Attachments are separated to allow us to update configs without requiring users to download heavier asset packages. All config data is stored here. -------------------------------------------------------------- Component: @ASDG_Attachments\addons\asdg_atlis_bipod.pbo Description: Contains ASDG_Attachment asset models and textures for the Atlis Bipod. Features: - Atlis Bipod -------------------------------------------------------------- Component: @ASDG_Attachments\keys\ Description: Contains ASDG_Attachment keys for servers (V2). Features: - Key(s). That is all. -------------------------------------------------------------- Optional Component: @ASDG_Attachments\opt\tmr_autorest.pbo Description: Modified version of the TMR autorest feature. Features: - Removes the 'invisible' bipod and related icon. Enables 'bipod' resting only for weapons with an 'actual' bipod (which includes the BIS models with bipods). It DOES NOT affect the default resting functionality. -------------------------------------------------------------- README CONTENTS =============== 01. VERSION HISTORY 02. COPYRIGHT STATEMENT 03. TERMS OF USE 04. LEGAL DISCLAIMER 05. INSTALLATION 06. REQUIRED ADDONS 07. NOTES 08. CHANGE HISTORY 09. THANKS 01. VERSION HISTORY =================== 0.10 | 19 NOV 2013 | Initial release. 02. COPYRIGHT STATEMENT ======================= (c)[ 2013-2014 ] AlphaSquad.net. All rights reserved. 03. TERMS OF USE ================ This addon (hereafter 'Software') contains files to be used in the PC simulator "Armed Assault 3" (hereafter 'ArmA3'). To use the Software you must agree to the following conditions of use: 1. AlphaSquad.net (hereafter 'The Author(s)') grant to you a personal, non-exclusive license to use the Software. 2. The commercial exploitation of the Software without written permission from The Author(s) is expressly prohibited. 04. LEGAL DISCLAIMER ==================== The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk. In other words; If your computer should happen to explode, deform, implode or transform into some unknown and perhaps lethal entity, it sucks to be you. While it is our desire to produce error free models, configs and scripts, things happen. And as such, things cannot be guaranteed. Again, use of these mods is entirely at your own risk. 05. INSTALLATION ================ To begin using the mod(s): 1. Copy the .pbo(s) and .bisign file(s) to a '@whatevermod\addons' folder (xx\addons\xx.pbo). Launch the game with that mod and any additionally required mods loaded. For more information about addon folders please check these links: http://community.bistudio.com/wiki/Addons#ArmA_2 http://www.armaholic.com/plug.php?e=faq&q=18 2. There are server keys included with each mod. These can be found in the 'keys' folder inside the relative mod folder or 'opt'ional folder. These should be copied to your Arma3 root 'keys' folder. 3. There is an additional and optional 'tmr_autorest.pbo' included in the 'opt' folder. In order to utilize this functionality, you must replace the 'tmr_autorest.pbo' inside @TMR\addons (or where ever you might have it currently). It is highly recommended you keep the original version. Simply rename it or copy it out somewhere safe. 06. REQUIREMENTS ================ Arma 3: 1.04.111745 or newer @ASDG_JR: These attachments are configured utilizing the standards within the ASDG Joint Rails project. As such, it is required.. http://forums.bistudio.com/showthread.php?167522-ASDG-Joint-Rails https://dev-heaven.net/attachments/download/21200/asdg_jointrails-v0.7.zip http://www.armaholic.com/page.php?id=23242 07. NOTES ========= Comments and suggestions are welcome. 08. CHANGE HISTORY ================== 09. THANKS ================== First and foremost, a sincere thank you to BIS for providing the sandbox and environment to do these things. Many thanks to the modders/scripters/coders both old and new, whose work has inspired and taught us all a thing or two over the years. @Robalo/Buehgler - Couldn't do it without you brothers! I mean I probably could, but it'd be ugly and take forever. Probably just wouldn't happen. @AS Members - The revival begins. It's been an awesome decade plus so far, looking forward to the many years to come. Thank you for the dedication and support in everything we do. All Pro. @Kiory - Appreciate the hours of issue bashing! @Da12thMonkey - On the GEO LOD thought ... will keep those around from here on out. Thanks for that! @Mikero - Thanks for the assistance and tolerating the sometimes redundant/incoherent lines of questioning. @Randy - Nobody has helped me more regarding learning the BIS way. Much appreciated as always! The Files: Download - ASDG_Attachments_v010.zip | Download - Armaholic.com Download - ASDG_JointRails | Forum Link - ASDG_JointRails DEV Update: (these updates are not part of the full package. but will be include in the next full revision (do not link please)) Download - ASDG_Attachments_C_v011a.zip | Adds dedicated ASDG Attachments Crate Example Mission(s): Download - ASDG_AtlisBipod_Example.Stratis
  2. Here is the issue: http://puu.sh/5cjLE/c1d7823e39.png At short distances everything is as it should be. Which is fairly obvious with the texture details. Current model status: - LODs in use - res1, viewpilot, geo, shadVol - Only flags in place are, 'LODNoShadow=1' on the resolution LODs. And 'autocenter=0;' on the geometry. - All LODs contain proper geometry, no generated or checkable errors at least. Components in place and whatnot. - All maps have been checked. No unneeded Alpha channels exist. - All UV's are intact, materials assigned and all that good stuff. - RVMATs are solid (is obvious when fiddled with), and contain no 'renderFlags'. Myself and a couple of the other guys have beat this left, right, up, down and sideways. I have been through the process of eliminating LODs, copy/pasting things around, flagging anything that even remotely makes sense. And let's see ... yep, about 30 repacks/tests at this point (arrr! the madness). Through it all this issue persists with consistent behavior. At any rate, here is what seems to matter/fix things, and honestly only confuses me more. If I start copying res1 to additional LODs (2,3,4,5,6,7), it incrementally and fairly precisely improves the distance before things go screwy. When at res7s automagical range, there is no visible Blue Sky being rendered (what i assume it is) on the models, and nowhere in between. Granted you can't really see the bipods at that range anyway, it seemingly resolves the issue. The problem with this is, there are a great number of models that only have the above LODs that do not behave this way. This again is an attachment (several actually). I do not see this on any of my boats or structures. Which also do not have additional resolution LODs. Thoughts, insight, best guess are all very welcome at this point. *update* I have not resolved the issue but believe it to be related to the shadow lod now. I removed it completely in sorting things, noticed there was no blue sky effect but it crashed very quickly when backing away the model in-game. Put the shadow lod back, deleted all but the main chunk ... and in-game it is indeed only that piece of the model being screwy. What I think is going on, is the engine is swapping through whatever shadows lods I give it (standard shadow volume ? 0,10), and then because i don't have some other type of shadow lod defined, the engine is trying to render based off my lowest detail resolution lod, which is not low ... and thus goes poof. I'm also seeing binarizing adding an additional shadow LOD? The one I can't account for is a Stencil LOD, I assume it's normal, but perhaps related. I would think it's based off shadow lod 0, all foreign to me. My best guess. :j:
  3. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Isn't there a LCAC already floating around? Thought I saw one amongst all the A3 stuff, or perhaps it was just released for fixing up. I can't recall at the moment.
  4. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Ok guys, thanks for all the feedback! And feel free to give some more ideas! Especially on smaller floating structures. I'm thinking perhaps a barge system would be really functional. Although no real reference stuff gathered at this point. Some more imagery for 'medium' class stuff would also be great. Not that I'm lazy, but time for sorting reference stuff is limited in my world. VBSS things are exactly what I'm after here, outside of something like the Cyclone Class vessels (which seems very functional), but also fits into VBSS things if you're the enemy. ;) @The questions and comments regarding container/cargo/VLCC (very large crude carrier). I indeed do have a VLCC model, and it is pretty insane honestly. Holds a ton of AI and they for the most part, play nicely. It is in the 300m long class of vessels, and I do intend to utilize it's hull and main structures to make an additional 'container' and 'generic cargo' versions. I'll try to shoot some newer imagery of that once I'm back home and on the work rig. I'll include some images of the Semisubmersible also. Both of those assets do have things like, large accessible structures, helipads and ladders for boarding. @Warlord, Sure man, if you have some assets laying around that might lessen the workload or just need some tweakage to be functional, I'm all for productivity. In that same regard, I do have an additional Cargo ship currently I obtained from TheDog. That one is actually in a mostly finished state as is, although I do need to rework a system for the 'containers' still. And a couple misc. geometry/texture things. It's a fair bit shorter than the VLCC, I think around 135m or so. Very cool asset though, and I'll probably make a Physx version of it, for non-static eye candy. For those that are perhaps working on vessels and might need some help with things, get into the modelling channel on Skype, I offer lots of help there, generally on a daily basis. Lots of knowledge beyond myself there also.
  5. Thanks for the formatting adjustment. We just don't want people who 'skim' things having something like that locked in their heads. If you guys need in a hand in sorting it, as usual, I'm here to help. You know where to find me.
  6. Congrats on the release guys. I'll mention while I'm here, I do not appreciate the formatting and non-specific statement regarding 'ASDG_JR'. :plain:
  7. Hatchet_AS

    ASDG Attachments

    Thanks again Foxhound! (all pro as usual ) We'll clean that up next update.
  8. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Probably not any time soon, if ever. Those vehicles do exist currently although I'm not sure if they were ported to A3 or not. @All, I regrettably must continue the sincere apologies for lagging with things. As Murphy would have it, the shoulder really has limited my ability to get things done the last month or so here. Good news is, I'm about done with the side project and will be returning to full on ship building stuff here next week. Bar falling out of another boat and popping another shoulder out or similar. I'm gonna try to avoid that though. :rolleyes: Unfortunately, something of recent has really messed up the FFV stuff I had sorted on the MkV. So probably going to strip that for now. But outside of that, I think all the new tweakage should be good. Performance LODs are back in now, along with some scriptfu for various things. Like loading/unloading CRRC(s) or SDV, anchoring option (rope type, or rock solid type (for mucking about on the deck)). Don't think I ever pushed the updated PhysX stuff, so that'll also be a nice change for most. She is a bit more aggressive now. Something I would like some feedback on, is what kind of 'Medium' class ships would you guys like to see? If you're not sure what that means, we'll call it 40 meters in length or larger. Also, floating platform type structures. The semisubmersible I've been working on is 100m square basically. I'm looking for functional examples or thoughts on some objects that would be about that size or smaller. Maybe floating barges? You guys tell me.
  9. Hatchet_AS

    ASDG Attachments

    Thanks for updating things Robalo. I really should finish some of these toys up.. Almost done playing with radios, antennas and things. :rolleyes: Hopefully the BI implementation of the marksmen things will change some things for the positive moving forward. I am pretty much holding idle until that happens and we can see what's what. Which I think is soon right?
  10. Just my 2 cents here, but regarding AiA, can't please them all (took a bit of effort to keep that peaceful). And Lingor, well, I hesitated quite some time ago bringing it up as I knew you were already busy with Panthera and Duala (and it's somewhat off topic). And while both maps I really enjoy and I'm thoroughly excited to check Winthera, I truly love Lingor. :)
  11. Hatchet_AS

    ACRE2 Public Beta Release

    Many thanks guys! Things have been running very well for us, and the functionality is first rate. Personally encouraging guys to give it a go, drop some feedback, and all that good stuff.
  12. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Haha, thanks nuxil, and yeah.. sidetracked with ACRE things. Been moving the Carrier and Semi-submersible along also though. I apologize to all, I did actually fail to upload the latest revision from a couple/few weeks ago (hasn't really seemed missed). Will try to get to it this week. Operational word there being 'try'. Slightly dislocated shoulder and normal life stuff being rather annoying.
  13. Hatchet_AS

    PLP BeachObjects

    Haha, sweet. Very cool. This type of stuff is always needed, all pro.
  14. -snip- Is irrelevant at this point.. Good luck with it though gentlemen.
  15. Hatchet_AS

    Paddle Mod - RELEASED!

    Those are both correct. And sorry, the video was black.. got all the sounds, but thats kinda 'meh'. Very unfortunate, the dropping of the bag on the back of the MkV actually resulted in an epic explosion. With the MkV ending up on shore a 100m, some AI dying and all that good stuff. :butbut: Will check it out here again soon. - After thought, Robalo mentioned you have some sort of push things around cleverness? Was thinking that could be really helpful with some deck operations, or shoreline for that matter. Thanks for the update!
  16. Hatchet_AS

    Paddle Mod - RELEASED!

    So checked it out, and most of it went well. The quad is aspect is fine now. We can both access the actions regardless of who throws the bag. The attachment on the MkV is great from the crrc, and we can both access things there, but that is when a few things break down. First thing we noticed on land, was that while Robalo could deploy the bag, if I picked it, when the new rope is created he could not see it, and it was not attached to the crrc for me. If I dropped the bag, it would reattach to the crrc and we could both see it. If Robalo picked the bag up, it all appeared normal from my seat, and he could drag it around or whatever. Regarding attaching to the MkV, throwing the bag onto the deck works great (seems like it's locking whenever it lands, nifty.). However if either one of us picks the bag up, the rope stays attached to the boat. It might have created another rope, I can't recall. I think it did and the crrc move some distance off. When dropping the bag on the back of the MkV, it resulted in awesomeness, although not likely the intended sort. I recorded the brief session, so I'll upload that in a bit and send a link.
  17. Hatchet_AS

    Paddle Mod - RELEASED!

    -mad snip- Ignore me for now. Things are fixed, Robalo and I are testing. :p
  18. Hatchet_AS

    Paddle Mod - RELEASED!

    Haven't forgot you brother! Will be checking this in the AM, life is doing that thing it does, preventing me from doing what I want to do. It got Robalo also. :( I'll also get you something for a mempoint name. But honestly since you're the guy with the functional bit here, why don't you create one that makes sense. Then all of us making boats can be compliant with that. Maybe less for you to fiddle with at the end of the day that way. ;)
  19. Hatchet_AS

    Paddle Mod - RELEASED!

    Awesome, many thanks Feint. We'll check it out sometime today and report back.
  20. Hatchet_AS

    Lockheed C-130

    Freaking sweet, like the JATO and Shrikes, and other bits. All pro.
  21. Hatchet_AS

    Paddle Mod - RELEASED!

    Thanks for the reply Feint. I tweaked the Mk.V, works much better now. http://steamcommunity.com/sharedfiles/filedetails/?id=382362407 :cool: I'll ask Robalo for thoughts if we catch up today on the 'quad' scenario in MP. He'll probably have something useful. A couple extra thoughts while I'm here. Not that I'm a fan of adding more action menu things, but it would be if you cool pull yourself in from the CRRC. Although knowing how the rope stuff works, that might look a bit odd. Not a biggie either way. The other thought was it would be nice perhaps to utilize a different 'name' for the mempoint, or perhaps sort some type of array option. With the non 'SlingLoadCargo2' taking priority. The issue for me locally is that I have a half dozen sling load points (not for helo's, more for dock operations), and yeah, my number 2 is no where close to being in a happy place for towing, none of them are really.
  22. Hatchet_AS

    Paddle Mod - RELEASED!

    Heya Feint, wanted to say thanks for a great and truly functional mod. We've been playing around with CRRC's and the Mk.V quite a bit recently. Robalo and I jumped on the dedicated earlier and were trying to sort things, but did a few issues in the MP environment. Would love to see this fully functional in that regard, to which we happily offer any assistance we can provide (you're quite capable though). Here is what we were doing and noticed at the time: Took a CRRC out to the Mk.V parked close offshore, and attempted to throw the bag onto the deck of the Mk.V, in hopes of 'reeling' the CRRC in. Bag landed on the deck fine, but it took us a minute to figure out that the person 'throwing' is the only one who can work the other end of the rope. Which we figured out when throwing it at the shoreline a short bit later. Which was really cool, I like what you did there. It would be awesome if someone else could grab and work that end of the rope. If it does do that currently, we might have missed it, so please excuse my not having read everything or poked around your code. :p An oddity we noticed on shore was that whenever one of us picked up the bag, that player would be standing inside a quad. Not visible to the player with control, just the others. Also Robalo mentioned he saw in a video that you could attach and tow things. We couldn't sort that with the MkV, I assume it's perhaps lacking a needed mempoint for these things? It was really cool in the short time we played with things, and we've really enjoyed the paddling aspect.
  23. Schweeet! Stellar work on the animations, need more of this stuff across the board! Very cool on many levels.
  24. Just stopping in to say, 'Awesome work guys!'. Tupolov dropped a link for me early this morning, which I took as a hint to go check things out again. Really impressive guys! The WarRoom is just fantastic. So, kudos, props and all that. Really looking forward to getting more familiar with things and integrating it what we do on a regular basis. All pro.
  25. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Ha, seeing as how someone dragged the thread back into view ... I guess I should comment on things. Firstly though, I hope everyone has had an excellent holiday season! Things were pretty well around here. Spent a fair bit of time with the family, but also managed to get some ArmA related things done. Fortunately, BI will be looking at some files here soon, hopefully we can figure out some of these 'larger' issues. And maybe with them witnessing some of the other things ... perhaps get some of the peripheral things sorted. This is relative to the MkV, Carrier, and Semi-Sub ultimately, and any other vessel in the works by others with similar needs/functions. As this has been the intent since before the holidays, I honestly haven't fiddle with OffShore things much at all. I will try to fit some time in to update the MkV animations (i managed to export most of the cargo sets without camera bones right at Christmas..), and include the new physx setup in the next couple days. Hopefully more suitable for you guys wanting more turning. AI also seem to be able to handle it currently. Which was rather annoying to sort, but meh.. much better now.
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