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r8gato

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Posts posted by r8gato


  1. 17 hours ago, r8gato said:

    I understand the carrier is static. But, will it have some interior, usable space, including storing aircraft + working lifts?

     

    16 hours ago, fn_Quiksilver said:

    yea im embarrassed to be a part of the arma community today, after reading the feedback on the carrier reveal. half the feedback is good, the other half is "nice, but does it have ...? cuz if it doesnt that sucks and im now disappointed"

     

    16 hours ago, fn_Quiksilver said:

     

     

    - Gets free aircraft carrier from BIS

    - expresses disappointment. "where is interior wtf" "not drivable wtf" "only 1 ship, carriers dont operate solo wtf" "where is lifts wtf"  "should be sinkable wtf"  "needs damage modeling wtf"

     

    7CPOCga.jpg

    arma players ...

     

     

    im totally excited for the carrier. thanks B01 and BI :D

     

    I'm not sure if my simple question irritated you? I can dream about using the ship for more than just a runway. I've not bashing BI or B01, have thousands of hrs in A3, and an Arma 3 Supporter. The value returned on my investment has been ridiculously crazy. I'm not expecting BF level dynamic environments, but I don't think I'm out of line for asking the question I did.

    • Like 7

  2. 'When I add up dollars to hours of entertainment even including the dlc, I am still far ahead on entertainment value to dollar with BIS.'

    Exactly.

    I paid $90 something to support this games development. Every penny well spent IMO. Very few games let me jump in and dork around for 10 minutes, or play MP COOP for hours on end. Both ends of the spectrum being super fun. Sandbox games are the future, and BIS has helped pave the way, and continue to do so. I want BIS to succeed, if for no other reason then to continue to see more game developers who aren't afraid to allow their games to be modded. I work in the industry. Modding opened the door for me to learn the trade. I want this option to be available for all aspiring game developers in the future.


  3. Arma 3 is now my primary gaming time sink, so I really want the game to be the best it can be.

    Stepping back from the minutiae of this debate, and generally speaking to scaramoosh's thoughts on the state of Arma 3, I have to agree. In it's current state, I really think it's a bad decision if BI sticks with it's Sept 12 release date. I wish they had the ability to push the release date out, work smarter and not harder, and fix the game breaking issues vs adding additional x,y,z content.

    From BI's point of view, if they are trying to build on the current player base, the current state of the game is not good. Most of us are already invested, willing to overlook the ugliness in many cases, for those little nuggets of amazing experiences that I believe Arma is uniquely able to provide. For most gamers, on their way to DayZ Standalone, they are going to give Arma maybe a few days|hrs|sessions, before they stop in frustration, confusion, and lack of quick hitting fun. The number one showstopper being terrible performance and optimization. I have a beast machine, and the game makes my eyes bleed with the horrid frame rate issues at times. I think the various game review sites will give it a 'passing' grade just to be 'nice' and support what BI/Arma is trying to do. Thankfully. From the outside looking in, with no knowledge or context, I think the game would and should get ripped.

    I will assume that most 'seasoned' Arma players will say 'who cares, let them go back to COD 9 or BF5, and leave us to our type of game'. That's fine, but that does not remove the burden on BI to put more emphasis on fixing the game's design to at least the modern equivalent of 'polished'. I think BI has really smart people working on the game. But, I also think they lack the personnel to finesse the game to where it should, and could, go.

    Anyways, blah blah blah...

    Looking forward to some epic moments with you all :)


  4. Man Jester, these tutorial vids are a goldmine for me.

    So nice having somebody that speaks perfect english (my native language, no offense to others), understands what they are doing, goes through the whole process start to finish, is organized about it, and doesn't jump around and assume the viewers knowledge or experience level in Arma dev'ing.

    Thanks for taking the time, really appreciate it :)


  5. Animated prop is working!

    Thanks guys!

    I couldn't exactly pinpoint the source of the animation within Arma 3's 'Lighthouse_F' model...

    So I just dug a little deeper here:

    http://community.bistudio.com/wiki/Model_Config#Animation_Properties

    and

    http://community.bistudio.com/wiki/CfgVehicles_Config_Reference

    --------------------------------------------

    Here's my model config for anybody that might care to see it.

    Obviously those aren't smiley faces to BinPBO hehe

    --------------------------------------------

    class CfgSkeletons

    {

    //skelRefClass

    class Default;

    //skelClass1

    class Mini_Radar:Default

    {

    isDiscrete=1;

    skeletonInherit = "";

    skeletonBones[]=

    {

    "Mini_Radar_Base","",

    "Mini_Radar_Rotator","Mini_Radar_Base",

    };

    };

    //skelClass2

    };

    class CfgModels

    {

    class rotation;

    class Default

    {

    sectionsInherit = "";

    sections[] = {};

    };

    //modelRefClass

    //modelClass1

    class Mini_Radar:Default

    {

    sectionsInherit = "";

    sections[] =

    {

    //section

    };

    skeletonName = "Mini_Radar";

    class Animations

    {

    class Mini_Radar

    {

    type = "rotationY";

    source = "time";

    animPeriod = 1.0

    sourceAddress = "loop";

    memory = "true";

    angle0 = "rad -360";

    angle1 = "rad 360";

    axis = "Mini_Radar_Rotator_axis";

    selection = "Mini_Radar_Rotator";

    };

    //animsMini_Radar

    };

    };

    //modelClass2

    };

    --------------------------------------------------------

    The model is in game with animation looping!

    I'm so happy, I'm gonna go drink a St. Patty's Day beer in celebration!

    :)


  6. I work in the industry and have also worked on several mods blah blah, and don't consider myself completely incompetent in game development. That being said, the Arma tools/animation pipeline have made me feel really re-think my intelligence.

    I'd like to start modding Arma 3, and I'm hoping that someone can point me in the right direction with a 'simple' ingame animated prop like the one linked in the image below.

    https://dl.dropbox.com/u/1961216/Arma3_Dev/MiniRadarSystem.jpg

    I've got the basics down as far as getting static art assets into the game, but can anyone point me to any tutorials/configs/.cpp files/tools that would allow me to specifically add a looping animation to a keyframed model in 3dsmax --> Oxygen 2 --> Arma 3.

    I've watched a lot of youtube tutorials and browsed many Arma dev forums for tidbits of knowledge, but still have not been able to find the specific details that would help me. I can't even recall seeing this sort of animated dynamic prop in Arma 2 or Arma 3, otherwise I would try and reverse engineer it.

    Thanks for any help :)


  7. Sorry for piggybacking off pushBAK's post to ask my question.

    Is there going to be tutorials/sample configs for animated props such as Rotating Radar Dishes, Flags Flapping in the wind, etc? Basic Looping Animation in Arma 3?

    Pre-Arma 3 Alpha release, I have been browsing the Arma 2 dev forums for how to add this sort of 'life' into my static meshes. I use several engines, and I've never had this much trouble getting something so relatively 'simple' to work in an engine before. I approach Arma as an environment artist with little knowledge for Scripting/Coding. I admit this is my main shortcoming, as Arma seems very engineer heavy compared to the other art pipelines I have experienced.

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