-
Content Count
705 -
Joined
-
Last visited
-
Medals
Everything posted by spookygnu
-
Never say never!
-
Thanks dude. When you say ran through??? You didn't mean through a wall did you?? I hope not. Doors, breakable windows and operating shutters will be worked on. As well as ai pathing and various texures and uv's. Can you report the stair issue in the rso creations discussion thread please. What building it is and what occurs. Thanks.
-
Duplicated post for some reason
-
Ai pathing is on the list amongst animated doors, breakable windows etc. We wanted to get the builds to a state people could at least have some fun on them. Hence an alpha release atm. Bare in mind ai pathing will take testing and with that amount it could take time to get right.
-
No only armaholic. Sammael can you discuss this elsewhere before it hijacks the thread. Read the armholic page and it will give you info on what they can be used for. Also if you wanna build a city with over 100000 objects you will need alot more than 70 different types of buildings. Trust me I KNOW! No we don't take requests. We have enough to do with the projecys we have on our plate right now. Modeling is not that hard really you could learn it. I did in six months.
-
No only armaholic
-
Have you read the armaholic page?
-
All builds are enterable and only have one destruction model type at present. We are looking into those types for future updates. Bare with it for now please. Hadn't realised the first post should've said alpha release.
-
Its been news since opteryx released his source files. But that is the type reaction i like to see. Hope you enjoy it.
-
Post your feedback here please. Until we have finished everything, this thread will stay open.
-
Today is the day Armaverse. We are pleased to release the Alpha for the RSO Buildings pack.
-
Is that good enough for ya?
-
No. Don't be asking silly questions like that!
-
3 days left!
-
Project: "Battle of Fallujah" Map
spookygnu replied to Rebel Man's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
there are some areas that are vegetated, but its not gunna anything like Stratis, Altis or Bornholm. Buildings occlude so you shouldn't have much of a big issue. The map is flat aswell, so terrain won't bother the FPS either. -
Project: "Battle of Fallujah" Map
spookygnu replied to Rebel Man's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the only way you are really gunna see an adverse affect on the fps with the map is by having the map at least populated to about 75 %. Although the map is 15x15km squared there is no harm in you dropping you View distance for both the map and objects. So I don't see why it should be such a problem. -
Update incoming. Mark one eyeball! This ones a goodey!
-
Project: "Battle of Fallujah" Map
spookygnu replied to Rebel Man's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
ok, has Rebel put them into his map yet through TB yet? -
Project: "Battle of Fallujah" Map
spookygnu replied to Rebel Man's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
no I mean, to place them?? XCAM? Mapbuilder?? 3den?? -
Project: "Battle of Fallujah" Map
spookygnu replied to Rebel Man's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Donbass, what are you using to make these templates? -
Terrain Textures only allows 4 colors.
spookygnu replied to jimmybulmer's topic in ARMA 3 - TERRAIN - (BUILDER)
oh right! I thought it was actually within the params of the "xxxx X xxxx" px. Maybe that was where I was going wrong then. -
Terrain Textures only allows 4 colors.
spookygnu replied to jimmybulmer's topic in ARMA 3 - TERRAIN - (BUILDER)
SO the tile is the size of what you set in TB properties for your map. I think I understandd this right. My current map is 40960x40960 The tile size of that is reduced by 10 making it 4096, correct? So I then make a template in photoshop of squares that consist of 4096x4096px. this then houses a maximum of 6 colors within that tile. I also have to take into account how much I have stated for overlap, 16px, 32px, etc etc. I have been thinking about this for quite a while and if I get this right, my maps will look sooo much better with detail on the ground. If I am right the best way to think about doing this guys is to have a generic colour you use all the time on your map, like grass, or dirt. Dirt is probably best you can find this everywhere. Then all you need to think about is having five other colours to fill the tile. I'm thinking of doing a full layer in photoshop of dirt to cover the whole map, then with an added layer, using the template of tiles to fill in each tile with a maximum of five other colours. This way you can eventually fill your map with up to 30 or more textures, like Auss did on Australia. This is just me thinking about it theoretically, not actually applied this yet, but if anyone knows of a better way to apply the process, please chime in. I'd certainly like to know more. -
Terrain Textures only allows 4 colors.
spookygnu replied to jimmybulmer's topic in ARMA 3 - TERRAIN - (BUILDER)
I think maybe explaining how big a cell is might help. I'm still struggling to find out how to do this. I thought I had done it a while back but never succeeded due to me not knowing how to work out how big a cell actually is. -
Random place objects by sat. mask, app.
spookygnu replied to STACKER's topic in ARMA 3 - TERRAIN - (BUILDER)
I notice in the images that you have used one of the masks generated from TB. Can you import your own surface mask? Mine is 20480x20480. What's the size limitations on the images? -
Random place objects by sat. mask, app.
spookygnu replied to STACKER's topic in ARMA 3 - TERRAIN - (BUILDER)
I'd be very interedt in using it dude. Pm me.