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Everything posted by serjames
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As arrggh me hearty !
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There are reference shots on the forum Lifetap... I just assumed we had no model to replicate.
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Thanks as ever foxhound.
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[WIP] Terrain "X-Cam-Taunus"
serjames replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks gorgeous. Have you spoken to Opteryx about some of his custom new buildings most would compliment nicely ? -
Small bugs aside we're REALLY pleased with the feedback we're getting both here, on Steam and within our own Unit... So I guess it's time for my normal Plea. I do this after every release, and tbh it doesn't tend to have much effect. But I live in hope that there is someone out there suitably inspired. SO... Doing these mods takes a LONG time. The modding team proper (I'm just a mascot and general "annoying ideas" guy) are really small, no more than a handful really. We take our time and try to get things right first time out, which as you know means long periods of development, testing, more development, and more testing till we're 99.9% sure it's ready. And we're also absolute sticklers for quality... no slap dash ports here thank-you-very-much ;-) We're grateful to all the support we get from other teams, and likewise anyone who knows us, understands how much time and help we give back by way of coding support or reciprocal sharing of assets etc. But our own Mods would move a lot faster if we had dedicated help..... So who are we looking for: Primarily we need Texture artists, Animators and Modelers. We have real experts who can do all the nasty coding and config work. But we have limited resource on getting the actual finished models. People who can produce authentic looking models and textures or animation / rigging fiends. All welcome. Why is that important: Pretty much every request we get both internally and externally is for new kit. Or for Kit that looks more modern or Period accurate. That's just not possible without good models to base it on; and we've just about stretched the limit on what's already available out there in A1/A2/Community land. Then we have to get it looking right, with awesome textures, in game and moving right... So why would you want to Join us: We're really lucky to have some seriously skilled people who can get your creations into the game. We do this in a really social-able non competitive environment and have become great friends in learning how to get the best out of the engine we have. Apart from one team member, none of the guys had any modding or game development skills before they started and I would say in the short time they've been developing our packs; they have really got good at what they do. We can help bring you along on that Journey. What we are not: We're not a modding school. They just don't have time to teach people how to mod. What we need is people who are already good/fairly advanced at the skill they bring and who are looking for that next step. I.e. Getting the asset into game. This is where we really shine and can help coach and support. But I don't want to play as British Royal Marines: Ideally we'd love it for people to join us properly and play with the kit we produce, that's the main reason we do it... To have a great crack with large coops and TvTs running around in MTP/DPM whatever... BUT we have people who collaborate with us who are not playing members so don't be put off by the "must join the unit" perception. That's effectively secondary to how the team work. So how do I get in touch: Just send us a PM. Lifetap is the "manager" of the team and co-ordinates all the resources to ensure we get the best results. But feel free to speak to any of the familiar 3CB user names you see popping up on the threads. Alternatively we're active most nights on the TS: voice.3commandobrigade.com So that's me for another round... I'll copy paste this into the other pack releases, so forgive the repeats. Please keep the screen shots and video's coming, we love to see how you're using the kit and if anyone spots any other oddities - please let us know. Cheers SJ
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Small bugs aside we're REALLY pleased with the feedback we're getting both here, on Steam and within our own Unit... So I guess it's time for my normal Plea. I do this after every release, and tbh it doesn't tend to have much effect. But I live in hope that there is someone out there suitably inspired. SO... Doing these mods takes a LONG time. The modding team proper (I'm just a mascot and general "annoying ideas" guy) are really small, no more than a handful really. We take our time and try to get things right first time out, which as you know means long periods of development, testing, more development, and more testing till we're 99.9% sure it's ready. And we're also absolute sticklers for quality... no slap dash ports here thank-you-very-much ;-) We're grateful to all the support we get from other teams, and likewise anyone who knows us, understands how much time and help we give back by way of coding support or reciprocal sharing of assets etc. But our own Mods would move a lot faster if we had dedicated help..... So who are we looking for: Primarily we need Texture artists, Animators and Modelers. We have real experts who can do all the nasty coding and config work. But we have limited resource on getting the actual finished models. People who can produce authentic looking models and textures or animation / rigging fiends. All welcome. Why is that important: Pretty much every request we get both internally and externally is for new kit. Or for Kit that looks more modern or Period accurate. That's just not possible without good models to base it on; and we've just about stretched the limit on what's already available out there in A1/A2/Community land. Then we have to get it looking right, with awesome textures, in game and moving right... So why would you want to Join us: We're really lucky to have some seriously skilled people who can get your creations into the game. We do this in a really social-able non competitive environment and have become great friends in learning how to get the best out of the engine we have. Apart from one team member, none of the guys had any modding or game development skills before they started and I would say in the short time they've been developing our packs; they have really got good at what they do. We can help bring you along on that Journey. What we are not: We're not a modding school. They just don't have time to teach people how to mod. What we need is people who are already good/fairly advanced at the skill they bring and who are looking for that next step. I.e. Getting the asset into game. This is where we really shine and can help coach and support. But I don't want to play as British Royal Marines: Ideally we'd love it for people to join us properly and play with the kit we produce, that's the main reason we do it... To have a great crack with large coops and TvTs running around in MTP/DPM whatever... BUT we have people who collaborate with us who are not playing members so don't be put off by the "must join the unit" perception. That's effectively secondary to how the team work. So how do I get in touch: Just send us a PM. Lifetap is the "manager" of the team and co-ordinates all the resources to ensure we get the best results. But feel free to speak to any of the familiar 3CB user names you see popping up on the threads. Alternatively we're active most nights on the TS: voice.3commandobrigade.com So that's me for another round... I'll copy paste this into the other pack releases, so forgive the repeats. Please keep the screen shots and video's coming, we love to see how you're using the kit and if anyone spots any other oddities - please let us know. Cheers SJ
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Small bugs aside we're REALLY pleased with the feedback we're getting both here, on Steam and within our own Unit... So I guess it's time for my normal Plea. I do this after every release, and tbh it doesn't tend to have much effect. But I live in hope that there is someone out there suitably inspired. SO... Doing these mods takes a LONG time. The modding team proper (I'm just a mascot and general "annoying ideas" guy) are really small, no more than a handful really. We take our time and try to get things right first time out, which as you know means long periods of development, testing, more development, and more testing till we're 99.9% sure it's ready. And we're also absolute sticklers for quality... no slap dash ports here thank-you-very-much ;-) We're grateful to all the support we get from other teams, and likewise anyone who knows us, understands how much time and help we give back by way of coding support or reciprocal sharing of assets etc. But our own Mods would move a lot faster if we had dedicated help..... So who are we looking for: Primarily we need Texture artists, Animators and Modelers. We have real experts who can do all the nasty coding and config work. But we have limited resource on getting the actual finished models. People who can produce authentic looking models and textures or animation / rigging fiends. All welcome. Why is that important: Pretty much every request we get both internally and externally is for new kit. Or for Kit that looks more modern or Period accurate. That's just not possible without good models to base it on; and we've just about stretched the limit on what's already available out there in A1/A2/Community land. Then we have to get it looking right, with awesome textures, in game and moving right... So why would you want to Join us: We're really lucky to have some seriously skilled people who can get your creations into the game. We do this in a really social-able non competitive environment and have become great friends in learning how to get the best out of the engine we have. Apart from one team member, none of the guys had any modding or game development skills before they started and I would say in the short time they've been developing our packs; they have really got good at what they do. We can help bring you along on that Journey. What we are not: We're not a modding school. They just don't have time to teach people how to mod. What we need is people who are already good/fairly advanced at the skill they bring and who are looking for that next step. I.e. Getting the asset into game. This is where we really shine and can help coach and support. But I don't want to play as British Royal Marines: Ideally we'd love it for people to join us properly and play with the kit we produce, that's the main reason we do it... To have a great crack with large coops and TvTs running around in MTP/DPM whatever... BUT we have people who collaborate with us who are not playing members so don't be put off by the "must join the unit" perception. That's effectively secondary to how the team work. So how do I get in touch: Just send us a PM. Lifetap is the "manager" of the team and co-ordinates all the resources to ensure we get the best results. But feel free to speak to any of the familiar 3CB user names you see popping up on the threads. Alternatively we're active most nights on the TS: voice.3commandobrigade.com So that's me for another round... I'll copy paste this into the other pack releases, so forgive the repeats. Please keep the screen shots and video's coming, we love to see how you're using the kit and if anyone spots any other oddities - please let us know. Cheers SJ
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OPX - American Building Pack
serjames replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Bloody hell Opteryx. Those are stunning. Tell me, tell me you DO have this backed up somewhere. Please ! ;-) -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
serjames replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nah, that's the Exmoor edition. If you look closely you can see the ponies and people having picnics. ;-) -
we did it for you mate... Knew that would be the first question :-)
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ShackTac User Interface (STHUD, STGI, and more)
serjames replied to dslyecxi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi loving the new features. Is there anyway to hide the Group Hexagons ? We never ran that as the Hud was enough for us. We tried removing the stui_groupindicators.pbo. But this also seems to kill the clever occlusion routines. ? any chance we can get an option or a code string to remove it ? Thanks -
awesome...
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F/A-18 Super Hornet and Su-35S Flanker E
serjames replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With all due respect John, we are trying to help. I come away from this conversation somehow feeling that I have done something wrong In identifying the RPT log? It was never my intention to distract anyone or create a problem I would hope that was clear? If there is an internal beef with ACE we're not aware of please don't take it out on me. I'm genuinely keen to see the best use of the mod and have enjoyed all the iterations so far. -
Heh. Worded it much better than I could have. Run on sentence 'n all ;-)
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F/A-18 Super Hornet and Su-35S Flanker E
serjames replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok well as long as you are aware. Thanks. Sj -
F/A-18 Super Hornet and Su-35S Flanker E
serjames replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So what was the outcome is the error to be ignored or will you fix it ? -
F/A-18 Super Hornet and Su-35S Flanker E
serjames replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
My report was created in exactly that circumstance. My call to test and define what mods we use. Rpt's are key to that. Tbh I have 0 slowdowns due to logging. MP play makes 1000% more difference in SP I run >60fps at 4K in most instances -
F/A-18 Super Hornet and Su-35S Flanker E
serjames replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure I can agree about the RPT logging. I'd agree if modders were more conscious of the errors their kit is spamming. (Present company excused of course) but without logging we would have no idea what caused that error /crash etc. It shouldn't be us that test, but modders can't be expected to check every combination. So you get reports like Mine Sarkgen is right, just disable Ace frag -
Nice to see you back Kaelies.... Loving the concept - definitely something different and liking the fact you've gone all out to completely invent something new :-). The Camo Textures look ACE by the way
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I'll give it a run - looking forward to seeing it in action again. Love the ability to place more units down and have them included - very clever. Ref the Module, yes your scripts do it in the editor..... but the module concept we're tossing around is designed for use by Zeus only. Why is that so important for us ? Of the 4 operations we run a week, 3 of them are Zeus built and guided and all the mission builders have expressed excitement over getting your kit into the game, but at the moment only 1 Op which is pre-scripted and built in the editor would work properly with SAMs Anyway great to get them working 1st, that's key obviously. SJ
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I think the module for me would be something I could drop down in Zeus and then group to a SAM or radar system and then have it run your clever stuff in the bacground. I.e. Tracking and BVR. Wouldn't have to do anything more clever than that really :-)
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It was https://community.bistudio.com/wiki/remoteExec
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Glad it was useful... So my subtly with Zeus didn't go un-noticed eh :-). It's pretty much indispensable mate once you have gotten used to it. If you wanted help getting the "module" concept cracked a couple of our mission builders had some interest.... Let me look back and see what function they mentioned hang on
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Object Dumper - Mod checking tool / playground
serjames replied to Gudsawn's topic in ARMA 3 - COMMUNITY MADE UTILITIES
..actually you're right I had forgotten about this... Cheers Jamie ! -
Please poke the ACE boys... they've broken it not us :-)