Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

3 Neutral

About Elcoo

  • Rank
    Private First Class
  1. Normaly it's done by just pressing two buttons at once, and I think there are modifier keys at the right column, when editing key layouts. But the thing is, you can't change the WASD commands to your mousewheel, you only can change the Stancemodifier key which is lCtrl by default.
  2. Correct me if i'm wrong, but there is no such thing as "Stance Up". This is set to CTRL-WASD, but you can not change it.
  3. Is it? Where do I have to set this up? Headtracking is working fine so far, I have 6Dof in Helicopters, but not as infantry.
  4. Hey guys, I'm surprised there's no thread about this yet (or at least I haven't found any) I'd love to be able to change the stance of my soldier using headtracking, even if it'd be only stepwise. I think it would be enough to select the main stance using the default keys for prone, crouch and standing up and then going on step up or down by ducking or looking up. What do you think about that?
  5. No, this technique wouldn't change the fact, that geometry grass cannot be rendered all over the terrain. It's basicly a faked illusion, as is the current sinking method and many other realtime techniques. It will still do it's job: Hiding distant soldiers in deep grass.
  6. @Kavoriken: The grass layer has to be a seemless tileable texture. Using a combination of global coords and the position of the soldier you are able to create UV coordinates that create the illusion of a fixed grass layer. It would be hard to explain this in a simple post, but I'm sure the developers know what I mean. There will be no flickering whatsoever, but yes spotting will be easier if the target is moving, which is only realistic.
  7. @mrgreywater: Interesting thoughts about the ghillie suit, I guess you're right, there'll have be a lot of tweaking to get it all balanced correctly. The good thing is, compared to the current "sinking" technique there are more possibilities to tweak. Whereas you could only change the depth a soldier would sink into the ground with the sinking method, you could change alpha, amount of grass sticking up, height of the grass; you could even make the grass sway in the wind by multiplying the UV coords with a wave texture.
  8. What the heck, who deleted my first post?! Edit: Whatever, it's there again^^
  9. Thanks for all the comments, I made a feedback entry on the tracker, here's the link: http://feedback.arma3.com/view.php?id=3505
  10. As I said, the performance impact should be minimal. The soldiers already use complex pixel shaders to render normal, diffuse and specular maps; alpha blending shouldn't be a great deal. The hardest thing would probably be to get the z-order right, so that it blends correctly with foliage near to the eye, but even this should be well solveable. edit: @Tremanarch: You're right, alpha blending is missing, so that the edges fade in better, but in the end this is more or less what I described. @Minoza: I didn't give feedback yet, as I thought it would be easier to explain what I mean in a forum, because of all the pictures etc.
  11. The current technique lets soldiers sink into the ground for about 20cm, so that only parts of their bodies are shown. The thing is, that the transition between ground and soldier is not very smooth, and much more noticable for the eye than a smooth transition. Of course this is still better than no obscuring at all, but I think my describben technique might lead to better/smoother results.
  12. I have a little bit of experience concerning realtime graphics, shaders etc., so here is an approach I would take to render grass at long distances, or at least obscure soldiers smoother than with the current method. So here is a soldier in prone position: http://s1.directupload.net/images/130309/tmseoir6.jpg (307 kB) Let's take a look at the soldiers alpha layer: And now here is a grass alpha layer I quickly sketched in photoshop: http://s1.directupload.net/images/130309/jp5ucqp4.jpg (210 kB) Using pixelshaders and combining global and local texture coordinates, we could multiply the alpha layer of the soldier with the grass layer, resulting in this: http://s1.directupload.net/images/130309/qvojajgf.jpg (155 kB) http://s1.directupload.net/images/130309/uaklkkkf.jpg (266 kB) Now let's place our little fellow on some terrain! Looking through the scope, without the multiplied alpha... http://s1.directupload.net/images/130309/wjyay4ch.jpg (565 kB) ... and here it is with the new alpha: http://s1.directupload.net/images/130309/iyqh868j.jpg (564 kB) Here's what it looks like without scope... http://s7.directupload.net/images/130309/3hd3afbd.jpg (164 kB) ... and here with the describben technique: http://s14.directupload.net/images/130309/doxrq6q7.jpg (164 kB) Of course I simplified everything, so it is understandable to hopefully everyone, but I know this is possible since the day pixel shaders were invented. The performance impact should be minimal, considering no additional geometry has to be rendered and it can be done entierly on the GPU. I don't know if something like this is planned, so I thought I'd just share my thoughts on it. Cheers! EDIT: Thanks for all the comments, I made a feedback entry on the tracker, here's the link: http://feedback.arma3.com/view.php?id=3505 (thx for the tip coulum)
  13. Hey guys, I tested out the Alpha for a few hours now, my first impressions are very good, though there are some things that have to be improved of course, but that's all right in the Alpha stage. Some things that I noticed: - The new combat stances are brilliant and very usefull especially in CQC. I'd love to see TrackIR working together with it though. Like going 1-2 steps up and down from the selected stance by moving the head up and down. - In the lowest stance, the one where the character leans to the right side, I can not aim down sight. I don't know if that's intended, but I find it hard to predict where my bullets are going to end up, as I have the 2D crosshairs disabled. - The weapons taclight seems to produce a very soft and large spreading light, almost like a floodlight, I think it should be more focused. - The ka-60s Spotlight is pointed straight to the ground, so that it is barely usefull to any helicopter passenger or the pilot. I think it should be controllable by the Co-Pilot, so we can really use it to highlight the LZ or search for enemies. - The motion blur effect is a bit heavy, especially as it blurs the sights. I'd like to have an extra controller for that in the graphics options, so that I don't have to turn down post processing just to get rid of the motion blur. - The multiplayer seems to be very instable, me and a friend lost connection after 5-10 minutes and often weren't able to connect to any server ("failed to connect") but I guess that will be fixed in some of the next patches. Might even be a server side issue. All in all I'm excited about the performance of the new engine, the effects, the new gameplay elements - I'm sure this sim will turn out great!
  14. Elcoo

    ARMA 3 - still unrealistic optics

    Even though RTT scopes probably won't be possible, we could still have parallax free reddot sights. Those could be achived by just modifying the UV coordinates of the reddot layer, so that they match the actual targeting position.