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Hatchet_AS

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Everything posted by Hatchet_AS

  1. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Haha. This may or may not be true. Hopefully have things in order to release an 'alpha' version tomorrow. The latest roadway adjustment failed, although it does seem to be stable now. So I should be able to address that this evening and cleanup a little UserAction naming and whatnot. And yep, a little ahead of schedule I guess. :p
  2. Ooo thats pretty. Can't believe I'm just now getting around seeing things here ... really cool stuff though.
  3. Hatchet_AS

    daveygarys Rangers ArmA 3 update

    Wow, awesome stuff here. Very much looking forward to them (again)!
  4. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Added some newer images of the current lighting to the folder. Had to cut a couple detail pieces that were not behaving properly (compass lights for example). Should be able to clean it a bit more when I rework the UV scaling and textures. Functional enough for now. Mk V SOC Imagery Just need to clean up a few config things on the currently remounted A2 weapons. After I do that, I imagine things will be reasonable enough for PhysX/Performance, testing/feedback. Believe I have temporarily sorted the roadway again. We'll see how it acts.
  5. Really great looking stuff here so far. Lots of good ideas on the table.
  6. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Haha, she has grown up to be quite the lady. Hopefully she'll be a real looker with some real clothes on. ;) And thanks for the support and kind words guys. With any luck, this one might also make it in before Christmas. Won't be final, but should be playable for the most part. Gotta get some of those new F-18's on the deck and test the scripted systems out! While I'm here ... I noticed videos I link get watched, but people rarely see the others for whatever reason. So, here is one of the more 'recreational' items I mentioned in the original post. For sure going to be around before the holidays. The new rig has a proper model with IK and things (pretty frickin sweet actually), just needs some paint and a couple more testing sessions to tweak out the physx. Ah, the simple fun to be had with PhysX. (can we get a balljoint already!?) https://www.youtube.com/watch?v=AJiSS2wmvXQ
  7. Hatchet_AS

    Tu-95MS (Remastered)

    Excellent work there, still looking forward to it! :D
  8. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Have not had much time to work on ArmA things the last few days. So I still haven't sorted the current 'attachTo' failure with the roadway on the MkV. However as a temporary distraction, I guess I'll go ahead and switch this thread over to things relative to the offshore project in general. Which includes a few different vehicles that are all in the same workflow as it were. The MkV 'project' being the model to sort functionality and all my unanswered questions in general. Which is why it's a little further down the completion line than the others. I'll try to add images/video for the other models over the next week or so, as I clean things up for texturing and scriptfu application. Nimitz Class Carrier Of all the things I have in front of me, this is by far the most important one to me personally. The original resolution LOD for this model was actually done by a very good friend of mine, a long time member of this community, a mentor to me in my early days with RV, and person who is missed very much to this day, Mr. Randy Stratton. Randy unfortunately was taken from us a little early in this life, and while I miss the time (hundreds upon hundreds of hours) working on things with Randy, I'm excited to be able to bring to you guys what he worked so hard on for many months before passed. In honor of Randy and in ensuring that he is not forgotten, this vessel will be christened the USS Stratton. May he live here in his work, and rest in peace out there. Really an amazing model guys, much like Randy was on a day to day basis. I'm really excited that things are coming together finally. Tremendous amounts of work has gone into converting the original model into what is effectively now 22 buildings of rock solid floating tarmac, hangar and superstructure. Which is to say, there are no holes in it, it currently has fully modeled geo/physx/shadows/roadway/path LODs. The static model is fully walkable/enterable. And there is even a CarrierX (ShipX) variant currently, which is mostly working without any 'magic'. Please excuse the relatively unprofessional quality of the below video, but perhaps worth seeing to some. https://www.youtube.com/watch?v=V21NFq6WUdY Link to some more images (sorry, for whatever reason i dont take lots of pictures..). ASDG - CarrierX Cheers, Hatchet @Mr. Moderator - Is it reasonable to request a thread renaming to 'ASDG - Off Shore Project (WIP)'?
  9. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Well the point of this initial release is for feedback purely on performance. In which I intend to leave some things on (pips, particle effects, and some others) in a forced manner. As again, it is a alpha/beta/stress test. 'Bug-Free' would be nice, but is not the case as some things, simply won't be present. Like the newly discovered method of having functioning waterjets (ie.. the ability for tow in, tow out turning). Not entirely done with the new weapons either, so probably roll with A2 bolt-ons for this first round. (BadBenson and others distracting me with shiny objects with magical powers and whatnot. :p) Removing the roadway actually makes unboarding players and/or AI rather interesting. Actually, unloading AI on a dock is always interesting, but anyway. Hopefully I can fix it. Looks fairly dumb with the getIn/Out stuff positioned to work without the roadway also. But, it's not a major performance testing point of concern outside the 'current' issues. So meh..
  10. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Minor (major really..) issue with the roadway guys, I thought I had a working 'workaround', however that is currently not behaving properly (more roadway shifting issues). Hopefully can resolve it sometime today. Otherwise I might have to revert to a non-roadway version as a temporary fix. But will require moving other things around. Sorry for the delay! Really wanted those of you wanting to be able to test the physx this weekend. Ah well, we'll get there soon enough.
  11. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    @Spectre, You're correct, I have not sent a response, I flat missed it. My apologies, things are moving around a bit with that, so hold tight. All is well on the home front, hope things are the same for you as well. Oh and enjoy the festive day! I've been sorting some tex/mat questions, and testing a couple new things this week. Most of the technical work is done. Should be putting everything less the weapons, back on today. Maybe get some images of the new weapons up though. I did show the ACOG in the attachments thread, but that's kind of minor. Relatively speaking. As soon as I get the weapons back on though, I'll get an alpha release out. I'm curious to get some more feedback on performance with all the current features. Seems fine, but meh.. I'd like to do a hard test of sorts and see what those of you willing to test, have to say about things. Hopefully within the next couple/few days.
  12. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Minor correction, there are currently '18' cabin seats. So it is, 16 seats for passengers, plus the Commander and Driver. Little easier to see in this image. I did have all 20 seats in at one point, but maneuvering the walk space was a little tight. So I opted for the current configuration with the 2 rear facing seats. Sidenote: I did add the handle to the seat backs. Was a little plain sitting right behind another seat. Another part of the cabin area that rarely makes the imagery, but is there for passenger visuals, is the electronics and cabling above the front row.
  13. Hatchet_AS

    ASDG Attachments

    Suppose it is a 'RDS', no clue why it is/was labeled as 'RMR'. Hmm.. oh I know what happened! Will add some pictures of that later on. Good eye Regarding 2D/3D things, we generally use 2D type stuff (see TMR). But I see no real reason why there shouldn't be both options. Not really an annoying thing to manage anyway.
  14. Hatchet_AS

    ASDG - Mk. V SOC (WIP)

    Haha, it is fairly overdue! Thanks for the kind words guys and for voting things up! I'll be putting things back together this week, so I'll for sure update things with more 'current' imagery. Might just convert this thread into a 'master' thread for the Offshore Project in general. Have a few other things you guys might interested in.
  15. One of my favorite maps, now with all the super cool. Great job guys, downloading now.
  16. Congrats! Finally took some time off to go check things out properly, looking good, looking good.
  17. Hatchet_AS

    ASDG Attachments

    Ok guys, I found my way back from the mountains a few months ago. Found myself working in a shipyard for a while, which has been productive. Finally getting settled in, and things are calming down with the competition mostly out of the way (I decided to work on some larger assets while the comp was going on, more on that later, elsewhere). Good news is, in finishing up one project at the shipyard, a couple new items are coming to the Attachments set in the near future. Seeing as how there isn't a WIP thread anymore, guess here is about as well a place to post relative WIP images. Models are done, just need some paint box time, and some copy/paste config work. ACOG Yet another farkin ACOG, because a thousand of them was not enough. :rolleyes: ASI CFS Custom Silencers. Because, why not. (needed something for ASDG_JointMuzzles) More to follow as things come together. Hopefully not long. :)
  18. Hatchet_AS

    SQMEdit V0.1

    Awesome. All pro.
  19. Hatchet_AS

    Boat/Ship Builders! New wiki entry...

    Additional follow-up on the Roadway debacle with the ShipX vehicles. Unfortunately the whole FPS destruction issue is currently limited to the ShipX vehicle class. Hopefully BIS can sort this, maybe just some background calculation that can be shut down perhaps. I'm hoping it's not overly complicated anyway. https://www.youtube.com/watch?v=91zbc2vT3lY
  20. Hey guys, glad you like! I'll troll you a little bit and say I had blast with it once I got all the complicated geometry back in place, and the full length of the vessel was in working order. And while it takes quite a while to bring it to a stop from cruise speed, the really nifty part is that it becomes a fairly stable, walkable vessel. Although that still needs some tweaking/hackery, as sea state can bring the pitching and rolling to a point that animation system breaks down. But we're working on sub systems for a number of these things. Which will all be modular, usable by others. Including weapons systems in proxy form and the like. More on that later though. @Mankyle Just to give a brief idea as to whats going on here, there are effectively two vehicles. One ShipX and the Static. The static model is your typical large structure, made of many parts that look like an aircraft carrier when assembled type. And is assembled in pretty much the same manner as the LHD. I rewrote a script ArmaTec made back in A2 for assembling the LHD, but for all intensive purposes, is still the same script. I just added some extra variables. In addition to that however, Tupolov made some time for me today and added some simple code to manage 'attaching' the parts to the ShipX carrier. I'll be happy to provide that, just not in the position to do such at the moment. Basically it handles placement based on the offset of the sections, in relation to the 'ShipX' vehicle in the world space. Or something like that, that is what asked for anyway. Now, beyond that and perhaps what is truly the most critical aspect to all this ... is how I have built the models themselves. While extremely precise in nature in general, it is also quite specific. I would get into it here, but honestly some pictures would say it a whole lot better. I've remodeled a metric ** ton of stuff to get things where they are now. Honestly, Randy reworked it twice before we actually had it solid in game as a static model the first time (ah the joy, of doing it right). The newer physx lods are pretty 'robust', but also split between the static (where most of the internal physx components reside) and the ShipX vehicle (flight deck basically, and some other pieces). The ShipX vehicle carrys the bouy lod obviously, none in the static models. Worth noting that there is no intersecting of physx anything on any of the models, or geo LOD for that matter. Although much of the geo LOD is snapped, whereas Physx things do not, there is spacing between all of those components. Again, it is very precise in nature. Really can not stress how important that is at the end of the day. Hope that helps a bit. I'll of course break it all down here in the near future. There are still some very real issues that might arise though. For starters, it is perfectly possible a heavy network environment will kill this. I'm fairly optimistic given testing results from some months back though, and still have at least one tweak for that if needed. We'll just have to see. As soon as I'm comfortable with things as they are, I'll get the detailed info to you guys along with some sort of sample. Might give up the super tanker as a reference/guide/tutorial MLOD type asset. Still a bit of testing/sorting to go through. @All/Warlord: http://feedback.arma3.com/view.php?id=21760 (vote it up, maybe it'll get seen) Join us on Skype in the model makers channel, I'm there probably too frequently. ;)
  21. Here's a little something some of you guys might be interested in, suppose it's fairly on topic. https://www.youtube.com/watch?v=V21NFq6WUdY&feature=youtu.be
  22. Hatchet_AS

    Boat/Ship Builders! New wiki entry...

    Following up on the video above regarding Roadways, it is still broken as illustrated. However, I have fallen back to utilizing the 'attachTo w/memPoint' method of hooking the Roadway LOD to the main model. For all intensive purposes this is functional, as generally speaking the issue with 'attachTo' is the floating point maths precision in the MP environment. Given the fact that we can't currently walk on vehicles while they are moving (without scriptfu anyway), they need to be stationary for usage in that manner. Which mostly negates issues around the Roadway LOD being out of position, relative to the collision/resolution LODs. The other piece that is annoying with 'attachTo' is when the same occurs with Resolution LODs. Thankfully Roadways are not visible, so this also becomes a non-issue. Hopefully that helps some of you that are wanting to do these things. A couple technical notes: This means there is no roadway in the main model, or any proxy reference to a roadway. Instead the roadway is a model unto itself. And contains only a Roadway LOD. The main model also contains a memory point for usage with the 'attachTo' command. You will notice that I have an offset, this was not expected honestly (thought it would place 0,0,0 on 0,0,0 ... but no.) ... but it seems to function properly and consistently. More feedback on the topic would be great, if you are trying it. Relative pieces below, obviously edit the pathing/naming to fit your project. config.cpp class CfgVehicles { // don't forget your inheritence!! class ASDG_MKVSOC: ASDG_Ship { class EventHandlers { init = "[_this select 0] execVM 'ASDG\mkvsoc\scr\init.sqf'"; }; }; class Land_MkV_Roadway: Land_PierLadder_F { //scope = 1; //scopeCurator = 2; //vehicleClass = "Misc"; displayName = "(MKV) Roadway"; model = "\ASDG\mkvsoc\hull_roadway\hull_roadway"; }; }; init.sqf _asdg_mkvsoc = _this select 0; _rw = "Land_MkV_Roadway" createVehicle [0,0,0]; _asdg_mkvsoc disableCollisionWith _rw; _rw attachTo [_asdg_mkvsoc, [0,-1.46,-1.82], "mP_origin"]; _rw setDir 180; _rw setPos getPos _rw; Additional Topic: Regarding having 'mass' objects far from origin, it seems to work. Not sure if/when it breaks, but I currently have a version of the carrier running under Physx (335m total length), hopefully post a video this evening showing it in action. Still sorting a couple technical things with the script foo that is required to make it visually and physically correct for flight operations. Is still quite the circus act all in all, but it is functional. The network environment might still kill it though, we'll see. Oh, and... http://feedback.arma3.com/view.php?id=21113
  23. Hatchet_AS

    Boat/Ship Builders! New wiki entry...

    If you're just after a 'large' Physx boat and not walking about and the like, then really the only issue per say might be with weighting things. While you can have fairly large sized Physx LODs, you may still be limited by the Geometry LOD (where mass is applied) with the size restrictions. Which might make weighting something challenging/interesting. Although I have not explicitly tested having 'mass' objects (not necessarily 'components') far from origin in a model. I suppose there is a chance it might work. In which case, probably nothing really major to worry with. Depending on the size of vessel, you may still have a need to cut things up. But not something I would label as an 'issue'. ---------- Post added at 12:27 ---------- Previous post was at 12:17 ---------- On a side note, for those playing with relative things: https://www.youtube.com/watch?v=BOEty-nRh6M
  24. Hatchet_AS

    [R3F] Logistics

    Awesomeness. Now hopefully I can get some time to go play with things. :p Really do appreciate all the work over the years though guys. I know we've used the logistics piece for quite some time now on our servers. Best of luck in the competition!
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