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Everything posted by spookygnu
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No! this will be a standalone map. I did however, have a thought about modelling the whole island so that it might be possible to do that. for example place it smack bang in the middle of the gulf of Altis. But you have to understand I have only be going at map making for arma a little over a month now, and I haven't even grazed the surface on making any models yet. If I did get a finished model of Alcatraz made it would most definatley have the tunnel system built into it. As I'm still in the very very early stages of my mod making for arma bare in mind you will not be seeing a version like that at all within the next 6 months or even longer. there's a lot to take in. If anyone is willing to lend a hand, by all means contact me through steam, same name as here.
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Hi all! I present to you a WIP of an A3 model of Alcatraz, hence the name Armatraz! As many might know, I'm the author of the Icarus Solar Station, that was recieved quite well and I thankyou all who downloaded it. I mentioned in the release of that template something about another project. Well I decided to take the leap and go forth into the realms of building an actually addon. Armatraz is an A3 version of Alcatraz with A3 models. I have used real world data for the island and with some help from various members of our community I have managed to release a WIP pic. https://drive.google.com/file/d/0BwGVkyqKfsc0TXQ2WTRib05jeFU/edit?usp=sharing This version I thought would be ideal for a starter island for me, so I could get used to the tools and how to build a terrain. Perfect in size, perfect for model placement and perfect for all who wanna have a few fast TVT, PVP games. This is more so you can have a fuck about on it and just simply run around a model based on the RL island. PLANNED! version 1 release within 3 months Playable demo mission version 2 (read below) Version 2: This will be my attempt at taking a next step forward in terrain building and addon creation. I plan to release version one in 3 months maybe sooner, take a break and then learn how to model. Using the same file data of the island I currently have, my ambition for this project is to have a version that has all the buildings and subnetwork that is currently on the RL island. This version will NOT have a3 buildings. I would like to attempt a 1:1 scale replica of the island with a sub network of tunnels, sewer system etc, then you can all make your version of the film THE ROCK! lol! Also the buildings themselves will look like the real ones, inside will be working cell doors, maybe even the hole in the wall. Sounds ambitious I know, but hey, time isn't of the essence so when it's done it's done! Version one like I said I plan to release within 3 months. I'm making some good headway on this atm, so hopefully it won't be four years before I release it. lol! Thanks.
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As BIS are a little bit poo when it comes to updates to Terrain builder and the rest of the tools, the A3 pre-binerised models do not show up on the map in game. I have been told to use A1/a2 buildings because they are slightly different and will show up, I'm refusing too, call me stubborn if you like, I'm trying to keep the file sucsynced and consistent with the layout. simply because I will not get the result I am after otherwise. Anyway, my plan as a back up to this is to release V1 with nothing but A3 buildings, and, also release an editor template file for you if you want it. This will have a set of markers laid out roughly showing where the buildings are. If BIS get their act together, this work around won't be needed obviously.
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https://drive.google.com/file/d/0BwGVkyqKfsc0blNFTzM5dGp5Sjg/edit?usp=sharing https://drive.google.com/file/d/0BwGVkyqKfsc0T0NMdWNlMHpJVTQ/edit?usp=sharing
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https://drive.google.com/file/d/0BwGVkyqKfsc0OFRvRDZqQnpTd28/edit?usp=sharing
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here's some WIP pics for ya! https://drive.google.com/file/d/0BwGVkyqKfsc0Um5EOEdsU3pFS00/edit?usp=sharing https://drive.google.com/file/d/0BwGVkyqKfsc0UnE1Mi1WV1JzRmc/edit?usp=sharing
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I will take a look vince! thanks for the tip, seen the rock tooooo many times and I'm re-watching it. I'm also gunna check out the series Alcatraz to get some inspiration. Albeit only one series! lol! anyway, I had a slight setback last week over TB, and buldozer and then packing the island so those images are out off date. I wasn't overly happy with the way the terrain was in places aswell, so I've finally re-worked it and I have a pretty good version this time. https://drive.google.com/file/d/0BwGVkyqKfsc0eEdKNnE4VjJ3OG8/edit?usp=sharing textures aren't too great but I was focusing more on how the terrain was shaped tbh, so watch this space and v1 will be in re-build mode over the next few weeks. cheers!
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GetTactical - a tactical-RTS interface
spookygnu replied to zapat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This reminds me of full spectrum warrior back in the day. Loved that game! I've only had a quick look at it so far, but does this have the function to allow units to recognise cover? If it does thats great! If not is it possible to make the cursor contact sensitive and if it is a group you are moving maybe have something that would show how many units you are moving and where they would likely be positioned. Here's a thought, i read someone said something about stacking up, if implemented, how about setting it to have units in order of command or however it works. -
The dog88 did say he was going to afghan with his unit, so i think its safe to say its on hold until he returns.
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GetTactical - a tactical-RTS interface
spookygnu replied to zapat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I like the look of this. Nice job dude! -
I had thought about making something else nearby, but thought against it as I wanted to solely focus on just building this as my very first thing. There are nearby islands in RL but that would mean making the map bigger to fit them in. If someone wanted to there's no harm in using an LHD or the Nimitz to use for SF inserts. Or even start of in boats at the edge of the map using a triggerzone so if they did get a prosoner out or whatever and they left that trigger then mission complete.
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Here's another pic for you all folks! This is the feel i was going for?? http://www.servimg.com/image_preview.php?i=115&u=17988627 If you are interested in the map i'm open to suggestions on what to do with the map. The image shows the main cell block area, and the route i was taking. I was wondering how people felt about having A3 fortifcations on it??
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What??? not sure I get what you are talking about?? if you are on about a video of my build, the image shows the current state and as the first post mentions, its a WIP! Only I have the files! So, no there isn't anything recorded yet!
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Smoke will be back at the end of the week! He did mention it earlier in the thread. Rest assured guys this map is one helluva piece of work. I'm not giving any secrets away. Unless you pay me! : P
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its already there, you need to look in Empty\infrastructre its in three parts and you put it together yourself.
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Cant move in arma 3 buldozer in terrainbuilder
spookygnu replied to Juhansson's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
just to reinterate on this, I did the same thing and removed everything except buldozer -window in the launch params and I got the controls working aswell. -
Articulate: Squad Voice Command Utility for Arma 3
spookygnu replied to Mpstark's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Is this still getting developed? I used this with the united we stand mini campaign and found it reallly good to use and alot better than VAC. Any update on dev progress at all? -
UGAF - United We Stand - Original Campaign
spookygnu replied to RGBeats's topic in ARMA 3 - USER MISSIONS
Probably right there! I love the Phoenix mission. That was epic! I just felt the need for this to be coop at that point clearing the compounds quick and easy with ya buddies. Did the perfect assault at the last compound, split my team two left two right, me watching over the wall. lol! and then just let them do the biz. Should have recorded it tbh. lol! I'm from the North West (UK) myself and I have had a few good responses using Articulate tonight albeit a few repeats to get the AI to do something. I will look at the MS stuff to make sure it is properly setup though just so I know that it can fluidly hear me and respond better. I just need to get used to the different commands. -
UGAF - United We Stand - Original Campaign
spookygnu replied to RGBeats's topic in ARMA 3 - USER MISSIONS
Only played the first mission so far and already I'm hooked on this. I tend to not play much SP because you can't quickly order ya men about, then you mention ARTICULATE. WOW! what a mod, although slightly buggy, this helped me play this campaign better. Plus I'll be using that for more missions to come. I'll be mentioning it to our guys at 3CommandoBrigade.GU. I'm sure they'll have fun playing this through. Might I suggest the possibilty of having it as an SP/MP option as well. This would run great as a COOP game. Your ideas are great and I can't wait to get through the rest. Great Job. -
hi mate! its aka mdog from you know where! you don't get a user config for it, you just add this the same way you do any other mod or addon. The items are in the editor when you open it up. They are catergorised about 3/4's the way down the empty lists. infrastructure, Commercial, Town etc etc.
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ARMA 3 Addon Request Thread
spookygnu replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
If I knew how to config, model and animate I'd create a planet of the apes mod for Arma 3. If it can be done with Dinosaurs why not chimps on horses and human/AI surviving. Does anyone know if its being made yet? -
Foxhound has put a hotfix on the download page for the time being until theDog88 returns. I have a feeling he has now ventured to Afghanistan with his unit. So panic over now. Thanks Foxhound!
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if you are downloading this as of today, I'd advise trying to get a hold of the previous version of ARP2 objects to open the template. I'm awaiting contact from theDog88 on the situation of the current version of it. It is throwing up errors and to help you get into the template asap, using the previous version is my only solution at the moment. It will take me quite awhile to update all the ARP objects atm. Sorry about this folks. I'll fix it as soon as I can. Spook
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there seems to be an error now in my editor aswell when the Icarus Solar Template is loaded, with the updated version of ARP. What I did was rename the @ folder to ARP2v2, so I still had the old one. It won't load with that file enabled. So what I was thinking, to save me a helluva lot of time to update my template. Can I host the previous verison on Dropbox please? that way people won't need to worry about the errors for the time being until I get round to finishing an update on the map.;
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Sorry I havnt' been in touch over helping out witha demo for the release. I've had the RL issues and GU stuff to contend with of late myself so I really haven't done much in the way of putting anything together. I can assure you though, when I get around to making another map of somesort I will be using this addon to fill the gaps where I think I need them. So glad that there is something like this out, I couldn't have made the ISS look authentic otherwise. :dance: