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Everything posted by nevbox

  1. TEMPLATES: Humming Bird Template Hatchback Template Strider Template Independent Soldier clothing Template usage Huron Template - updated with BIS version Mohawk Template - Based off Dreamrebels work, 2nd template replaced APL-SA Looking for more templates?: - topas .psd templates [NATO] - Saul's NATO, OPFOR, INDY uniform templates - AngelWingGamingJacob's Hunter template - Armaholic Template section - Community Texture Templates (BIS forum) Usage: Steam Guide Edit the colour layer, apply a pattern or anything. Exclusions layer is things that won't change. If you want to change something in exclusions just delete it from the layer. http://i.imgur.com/sksZJZ4.gif (1276 kB) Do not edit mat, this is what will make your texture look good. Layers: Exclusion - Things like lights mats - Mostly a lighting filter. colour - the bit you edit. original - the original BIS texture for reference Hatchback has a rust layer, use a brush set to clear to create rust effects on edges. Can't find a template??? Make one! Textures Complication of texture created myself. Usage(Templates & Textures): Free to redistribute & edit. Give appropriate credit Non-Commercial Downloads Download (Dropbox)(Templates & Textures) Mirror (arma3.de) - Nevbox Changelog: v1.6 Two downloads combined. Folders reorganized. v1.65 Huron - BIS template replaces Nevbox template Enjoy
  2. Could go for a 'virtual inventory' with a simple gui to switch main weapon.
  3. Art dept. has released Templates for Marksman DLC guns! :cool: Nice, nice. Looks like we've set a standard. Hope to see all future content released like this! Comes in arma 3 tools dev branch. http://forums.bistudio.com/showthread.php?179347-Tools-Development-Branch-Changelog&p=2929356&viewfull=1#post2929356 https://twitter.com/davee_twitteer/status/593783768764293121
  4. Simple enough operation. It's even possible in a multiplayer mission only with a dedicated server. I researched and tested it a while back and it worked. Can't remember or find on my PC how.... You can look at source rvmats or actual ones to find out what to do. https://community.bistudio.com/wiki/ArmA:_RVMAT
  5. Hi there, Been playing Arma 3 since alpha launch and not had any major problems, until now. I've been getting this error and it is a reoccurring error, I tried googling with no answers. This error has come up while ingame, in mp and when in the server browser. Which slightly confused me. As I was initially concerned it was me recorded that caused the problem. Specs 4670k i5 (stock speed) 8GB 2133MHZ ram MSI Z87 G45 60GB SSD with OS 500GB disk 3tb disk - a3 disk I've only recently been getting this error after I moved arma 3 and the rest of my games to my new drive, (B) the 3TB one. Any ideas appreciated :) Thanks Pic to follow ---------- Post added at 13:51 ---------- Previous post was at 13:49 ----------
  6. I found out how to do this, unfortunately didn't see other addons before hand, but either way thought I'd share. class CfgMarkers { class b_unknown; // External class reference class mrk_dickbut : b_unknown { name = "dickbut"; icon = "\NVBX_UI\markers\dickbut.paa"; shadow = true; scope = 1; color[] = {1, 1, 1, 1}; }; // class mrk_name : b_unknown { TEMPLATE // name = "name"; // icon = "\.pboname\markers\name.paa"; // shadow = true; // scope = 1; // color[] = {1, 1, 1, 1}; // }; }; Markers must be in arma format pixels 2^x and squares are best as rectangles will be shrunk to squares. I haven't tried other file formats, but they may work. Enjoy. EDIT: Sample pbo https://dl.dropboxusercontent.com/u/178588179/Markers%20Sample.rar Scope scope = 1 usable in editor, not for players ingame scope = 2 usable in editor and by players ingame scope = 0 doesn't show up in editor or ingame, usable by editing the mission.sqm and putting the marker class name in. eg Scope = 0 can cause errors to pop up for users.
  7. Texture Template Creation Tutorial up. few weeks = 5 weeks :cool:
  8. I've created a Texture Template Creation Tutorial.
  9. I haven't got the time for this atm. I'll do a texture template creation tutorial in a few weeks.
  10. I would choose the smallest impact effect and have it 'very likely' to pass through for a chain link fence, you can do wonders with an rvmat.
  11. Love it, if you're looking for more ideas look at Red Orchestra 2/ Rising Storm.
  12. I believe it's fair for people to try create something for their community and be allowed to get something back from that. ie. Their server getting popular. What OP wants to do here is stop kiddies taking his mission effortlessly and fair enough imo. You could add a NoDerivatives term and have add a server check. Unlikely to be followed by most, but will defer larger communities. Good Luck with your missions. :)
  13. Releases combined into one Download and file as done by Miller. ty for mirror. ---------- Post added at 18:23 ---------- Previous post was at 16:32 ---------- Update: Damn, I missed this. On 3rd December BIS released Huron Helicopter templates similar to design of the rest of my templates. I've reworked the BIS version slightly to my layout under APL. It's very similar put you have to be harder on colour correction. decrease brightness and increase contrast etc... http://dev.arma3.com/post/techrep-00017 Hopefully BIS will release more of these and maybe we'll get an official stance on any others?
  14. nevbox

    [WIP] Tilos: Greek Island

    Seems most of my photos are lost, but I can still give you some info. Panoramio is great and shows some nice shots. Imo most of it apart from the main town is very dry and bleak. Much drier than Stratis. I've never tried this, but look into retexturing the villas at ghost hotel or similar. Lots of hotel/apartments in the main town. Edit: The island is also very hilly in places, so I'd like to suggest make some impassable areas for infantry or vehicles.
  15. nevbox

    [WIP] Tilos: Greek Island

    Want some more reference material dude? Went there on holiday a few years back, probably got some photos.
  16. Update: Templates: + Huron and mohawk + Steam Guide in pdf Textures: RAF Huron skin Mohawk originally from DreamRebel 2nd template improved. Under APL-SA
  17. It's not signed. Should work fine with other addons. The sample .pbo is just to help you make your own. Can't be done in a mission.
  18. Go into the editor and load your mission and set all the units from a side to 'non-playable'. This can also be done in notepad++ by opening the mission.sqm
  19. I've been working on this as a project. I've done the: HummingBird Hatchback Strider Independent Solider http://forums.bistudio.com/showthread.php?183444-Nevbox-s-Texture-Resources I've also just produced a guide: Steam Guide Also upvote this: http://feedback.arma3.com/view.php?id=22064 Makes it much easier to create these templates. Decent collection here as well by DreamRebel http://forums.bistudio.com/showthread.php?179985-ArmA-3-retexture-templates-by-DreamRebel DreamRebels work is APL-SA so I might build on it.
  20. Added: Guide on using these templates. Feedback welcome. Steam Guide
  21. Added: Texture section. More templates to come Added today - strider - indy soldier clothing
  22. nevbox

    Legal violations by A3L: Arma 3 life

    The Bus is the model from Crysis 2. The model was likely semi fiction. Also the texture is a dead giveaway. Only with a lot of hard work could someone replicate that texture to wrap exactly the same way round their model. It's a rip %100. There are community's with libarys of illegal RIPs, like the forza one, likely where they got them.
  23. Yeah I've done hatchback already. Cleaned it up and added it to OP. The hatchback template has a background rust layer, you can use a custom brush to create some nice noise and effects. ---------- Post added at 16:09 ---------- Previous post was at 15:56 ---------- Update: Made the templates more dynamic.
  24. nevbox

    Bullet tracers color

    You could maybe do this through an event handler to isolate the bullet, then do something like: _DABULLET setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"];