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ShotgunSheamuS

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About ShotgunSheamuS

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    Corporal

core_pfieldgroups_3

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    gaming, paintball, golf, mountain biking, movies, porn, body boarding, food, working?
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    what most refer to as the IT guy

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  • Biography
    Gamer, love ARMA and find it addictive! Enjoy being away from my computer too, like paintballing, mountain biking, fishing, golf and body boarding. And at work... I'm just your friendly IT guy =)
  1. ShotgunSheamuS

    help wanted for making custom uniform

    Right. quickly tried opening the model in text editor, and voila... Your a boss lol, I'll look up this insignia thing, I'm curious about it. Not so sure about the flagpatch on the soldier since it's in the texture, but ill go mess with it just to see the results. maybe you are right. =P Okay well I'll keep my pbo name the same as mod folder name for future purposes, and I'll also try follow your naming convention suggested to avoid clashes with other probable mods. Thanks again for your help! cheers
  2. ShotgunSheamuS

    help wanted for making custom uniform

    Well you see, the config that does work, is placed 3 levels down in hierarchy as well, just like my latest. Only difference is in previous build, I had uniforms, backpacks, headgear and vests catagorized in on folder titled Gear, now all I did was moved them all up into root of pbo, and did some renaming of the folders, and then updated config with new paths, and strangely that doesn't work now, even though I too can't see why it should not work at all. But I figured there was some rule of thumb I wasn't adhering to which you could have pointed out. But if you agree it should work, then I guess i'll call it a bug lol. Anyhow, I'll try moving it to my units folder, and further up till I get to root, if it doesn't work, I'll just revert back to previous build, and make necessary changes there. not a big deal. If that breaks, then hell, it probably could be your suggested changes thats breaking it since thats all changes I'll make. (could possibly explain why modders copy the models into their mods perhaps?) I'll keep updated. Thanks ---------- Post added at 19:10 ---------- Previous post was at 17:48 ---------- Okay so, I got it working... Kinda So i figured out why mod wouldnt load, not sure where the problem lies completely yet, but gonna look further into it, and I can already say it has nothing to do where the config lies, because I tried that, and still didnt do anything, so I remembered I changed the root name of folder from za_core to just core in the new build, and that seems to be the problem, so if I change back to za_core then it works. And this without the need to update my paths in configs, and I think thats why my soldier now has an invisiable uniform, the textures are working, but path is incorrect. The reason I posted this quickly, the belt buckle that is visible in the pic, would you guess that is what the insignia is referring too perhaps? UPDATE So anyhow, quickly updated the paths in my config script, and moved config back to original place, and tested with much SUCCESS I am so very happy right now I could cry, finally i can go back to sleeping properly.. you have been such a big help, I cannot thank you enough. So lastly, I have some last questions. (hope you dont mind answering if you can) 1. How did you identify that the ia_officer had more than one camo property and their names camo1, camo2 and insignia (not camo3)? If I am going to continue with my units uniform mod, I am going to experiment with a few different uniforms, and other future mods (maybe) so without having to poke you for answers, how would I tell which models require multiple textures and how would I tell which textures exactly? With this uniform I noted the ia_officer_co, but would never have guessed the ia_soldier_01_clothing_co was required, even if I knew I needed a secondary texture. 2. Would like if you could elaborate on that insignia, I am guessing it may be that belt buckle? 3. If my mods name is @test_mod, should the pbo name of the mod also be test_mod and not just mod? It is the only thing I can think of, however I am going to stick to that as a rule of thumb anyways. 4. How can I thank you? LOL I'm sure I had another 1 or 2 important questions, but i'll poke you instead when they come up. I'll follow those guides you posted incase it gets covered there. Thank you sooo much for your guidance and time. It is really appreciated and since above "soldier" is just a quick test to get everything working, you assisted me to get him looking "right" so I'll keep him and just rename to Surpher as base example in your honor =P
  3. ShotgunSheamuS

    help wanted for making custom uniform

    Now thats an answer I can work with!!! Makes quite a bit of sense now, thank you for the in depth answer. I will quickly try and patch up my uniform config and draft a quick sample retexture and test, if all goes well, I'll post my success within next 24hours! if not, I will provide you with my config and layout. Thank you again :) ---------- Post added at 23:11 ---------- Previous post was at 21:43 ---------- Ugh, so now I am lost again -sigh- and this I don't understand why. I have made the changes as suggested, and referenced the A3 models directly, but unfortunately now, for some reason, in the editor I can no longer select faction or units. like my mod no longer is active? All I did was suggested changes, changed directory of models, and organized my layout as follows \core (pbo) - Headgear (disabled config) - Models (empty = now irrelevent if I can use vanilla models) - Units - Icon (icon for faction logo/flag) - Soldier - 2014_standard (where my main config for soldier and custom textures are) - ui (icon for uniform) - Vests (disabled config) And here is my config. Appologies for all the comments, being new, I try fill these in for myself as I figure them out, and for future reference to my realism unit who will have to manage it if i ever go MIA one day. #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 class CfgPatches { class ZA_CORE_2014_Soldier //create your own class { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_Characters_F_Beta","A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class ZULU_ALPHA // create a faction. { displayName = "ZA"; // name of faction. (preferebly use abbreviation) priority = 100; // where in drop down list of editor you want them. (lower number moves up and vice verse) side = 1; // 1 is for blu_for side. 2 = opfor, 3 = Indep, 4 = civi icon = "\core\Units\Icon\Icon.paa"; //directory of your faction logo/flag. }; }; class CfgVehicleClasses { class ZA_2014_Soldier_Standard //create a soldier class to be defined below. { displayName = "ZA Soldier"; //name of class in editor/game. (medic, Patrol leader, Second in command, Lead sclout) }; }; class CfgVehicles { class B_Soldier_base_F; // Because soldier will be blu_for, use blufor base. class ZA_2014_Soldier_Brown: B_Soldier_base_F // create a custom soldier base to define soldier base from above, kinda like renaming the base soldier to your own. { scope = 2; // use 0 to use for base only, or 2 for public. 1 is for protected, not sure what that does. displayName = "Standard (Brown)"; // Name shown in editor? or Inventory? uniformClass = "ZA_2014_Browns"; // below uniform class defined in cfgWeapons. nakedUniform = "U_BasicBody"; // naked body model. (this is default) model = "\A3\characters_f_beta\indep\ia_officer.p3d"; // link to custom (or vanilla) uniform model. faction = "ZULU_ALPHA"; // specified in CfgFactionClasses. vehicleClass = "ZA_2014_Soldier_Standard"; // specified in CfgVehicleClasses you created. canCarryBackPack=1; //pretty obvious. (1=yes/0=no) canDeactivateMines=1; //pretty obvious. (1=yes/0=no) engineer=1; //pretty obvious. (1=yes/0=no) attendant = "true"; //pretty obvious. uniformAccessories[] = {}; //eyeprotection, goggles etc? Items[] = {}; //items??? weapons[] = {"Throw","Put"}; // (throw) to throw grenades and (put) to place mines. also add primary and secondary weapons here. magazines[] = {}; // if weapon provided, add magazines here, copy and paste as many magazines as you want. linkedItems[] = {"ItemWatch","ItemRadio","ItemGPS"}; // specify the vest and helmet here as well. respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; // same as above, for if you want to respawn with this after death. hiddenSelectionsTextures[] = {"\core\Units\Soldier\2014_standard\u_za_browns_uniform1_co","\core\Units\Soldier\2014_standard\u_za_browns_uniform2_co"}; // link to custom (or vanilla) uniform texture. (May include more than one!) hiddenSelections[] = {"camo1","camo2"}; // "insignia" //this depends on uniform model, some only require one camo, others more. class Wounds { tex[] = {}; mat[] = {}; }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; // class InventoryItem_Base_F; // class ItemCore; // class HeadGearItem; // class V_PlateCarrier1_rgr; // class VestItem; class ZA_2014_Browns: Uniform_Base //special properties for uniform when taken off. inventory item { scope = 2; // pretty obvious. model = "\A3\characters_f\Common\Suitpacks\suitpack_universal_F"; // model used for when item is on the ground and not worn. displayName = "ZA Browns (Field Uniform)"; // display name in inventory. picture = "\core\Units\Soldier\2014_standard\ui\icon_u_za_brownsuniform_ca.jpg"; // directory to uniform icon for inventory. class ItemInfo: UniformItem { uniformModel = "-"; //not sure why this is left blank??? uniformClass = "ZA_2014_Soldier_Brown"; // this uniform class is your custom soldier base. containerClass="Supply60"; // how much you can carry, i assume number is weight of gear packed inside? mass=80; // how much this item weighs without contents from above. }; }; }; As I said, I had it working before, just couldnt get uniform to work, but yeah I guess all my tinkering messed it up. But here is a script from previous build, before I changed things up. And I tested now, works 100% except for that damn uniform texture. #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 class CfgPatches { class ZA_CORE_2014_Soldier //create a class { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class ZA_CORE //create a faction { displayName = "ZA"; // name of faction (preferebly use abbreviation) priority = 100; // where in drop down list you want them (lower number moves up and vice verse) side = 1; // 1 is for blu_for side icon = "\ZA_CORE\Addons\Unit\ZuluAlpha\Icon\Icon.jpg"; }; }; class CfgVehicleClasses { class ZA_Soldier_2014_Standard //create a soldier to be defined below { displayName = "ZA Soldier"; //name (medic, Patrol leader, Second in command, Lead sclout) }; }; class CfgVehicles { class B_Soldier_base_F; // Because soldier will be blu_for class B_Carryall_oucamo; class ZA_2014_Soldier_FieldUniform_Brown: B_Soldier_base_F //create a uniform base to define soldier from above { scope = 2; displayName = "Standard (Brown)"; //Name shown in editor? or Inventory? faction = "ZA_CORE"; //specified in CfgFactionClasses vehicleClass = "ZA_Soldier_2014_Standard"; //specified in CfgVehicleClasses you created canCarryBackPack=1; canDeactivateMines=1; engineer=1; attendant = "true"; uniformAccessories[] = {}; uniformClass = "ZA_2014_Soldier_FieldUniform_Brown"; //above mentioned class nakedUniform = "U_BasicBody"; //naked body model (use default) model = "\ZA_CORE\Addons\Models\za_uniform.p3d"; //link to custom (or vanilla) uniform model Items[] = {}; //items??? weapons[] = {"Throw","Put"}; //in order to equip grenades and mines. also add primary and secondary weapons here magazines[] = {}; //if weapon provided, add magazines here, copy and paste as many magazines as you want linkedItems[] = {"ZA_Chestrig_Olive","ZA_Beret_Oxx","ItemWatch","ItemRadio","ItemGPS"}; //specify the vest and helmet here as well respawnLinkedItems[] = {"ZA_Chestrig_Olive","ZA_Beret_Oxx","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; //same as above, for if you want to respawn with this after death hiddenSelectionsTextures[] = {"\ZA_CORE\Addons\Gear\Uniform\Soldier\u_za_browns_uniform_co.paa"}; //link to custom (or vanilla) uniform texture hiddenSelections[] = {"Camo"}; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class InventoryItem_Base_F; class ItemCore; class HeadGearItem; class V_PlateCarrier1_rgr; class VestItem; class ZA_2014_Soldier_FieldUniform_Brown: Uniform_Base //special properties for uniform when taken off. inventory item { scope = public; model = "\ZA_CORE\Addons\Models\suitpack_universal_F"; displayName = "ZA Browns (Field Uniform)"; picture = "\ZA_CORE\Addons\Gear\Uniform\Soldier\ui\icon_u_za_brownsuniform_ca.jpg"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "ZA_2014_Soldier_FieldUniform_Brown"; containerClass="Supply60"; mass=80; }; }; }; I'm probably going to have to sort of go back to previous build layout and try your suggestions. But first have a look and see, maybe you can point something out and I can learn something here. :)
  4. ShotgunSheamuS

    help wanted for making custom uniform

    Thanks for the response, really appreciate it. However, without trying to be rude, I would like to ask if you can be less vague? I am a total noob at modding and arma. This little custom uniform mod is my first attempt at anything like this, so I have no background. So anyways, I have questions about your reply. Firstly, the hidden selections, camo1, 2 and insignia. are you suggesting I use that line of code exactly as is? Because I don't quite remember having to define camo and never seen it anywhere in order to define it, perhaps you have a sample if that is the case?. Also you point out two texture for officer? Not sure where soldier_01_clothing fits in, but I am guessing it is camo2 right? and insignia, that is faction related, so needs to point to faction icon? secondly you mentioned using the hiddenselectionsmaterials for rvmat, which i did do, (and had no effect) but why would I lose wound texture? Don't you point it towards the _injury rvmat file for that? I have no intention redistributing the A3 models, not my intention, I just want my textures to show on the model then I will gladly reference the vanilla models. However this mod will only be internal for my unit, whom all own A3 so I can point to vanilla models if that is possible. This changing texture paths based with hex editor, how does that work, is there a how to guide? And yes I googled, and this is really the best I could come up with. With the lack of response to that post, I can see this is touching boundries now trying to just change the texture of a model, and I dont see why it should be such a pain? Surely it is most common and popular for people to make custom camo pattern uniforms representing their country or realism unit? Is that why they include the models in mods?
  5. Hi there guys. My appologies if this has been asked before, or if this topic is in the wrong thread. Struggeling to find an answer, and not sure where this belongs. So I have been holding out from asking assistance with this project of mine, to see how far I can get. So far propper detailed guides have been next to impossible to find, the most I find, are scattered all in pieces here and there, and also most seem to assume you already familiar with editing in ArmA, which I am not (and this is my first ever mod, in any game so far). So, not noob friendly, and for the past week, the total noob I am, I have been trying to figure this out, and slowly, day by day I want to tear my hair out, slap someone really hard, and go cry in a corner, but at the same time I discover something new and figure something out, and I make progress, and it is good. It has been a wild rollercoaster this past... Now I think I am at the last step of getting it to function 100%, or so I would assume (correct me if I am wrong), and I cant figure out how to do it. And here I am asking some assistance. Basically I am trying to make new custom uniforms and gear for my realism unit in the form of a mod. However it's really a matter of editing the existing A3 content, just retexture of uniform and gear to be quite forward. (camo patterns) So, I have mastered the config.cpp files, in which I have defined everything from faction right down to the different gear to wear etc. I have edited the _co textures as desired and I have managed to do the rvmat a few hours ago. So when I test, I have my faction and I can choose my custom made soldier from custom made faction, place him on the map in editor, and there he will be, wearing the uniform and gear I configured and no errors at all. However, the edited texture i made wont apply itself, it displays the A3 default indep camo texture (I'm using the ia_officer uniform). Now from my understanding, (and this is just by looking at other peoples mods explained further in this paragraph), I link the _ti_ca , _smdi, and _nohq textures to rvmat, and the _co texture for my uniform was specified in the config.cpp i made for the uniform by hiddenselectiontextures. Now I am guessing i need to link the rvmat I made to the ia_officer model somehow. I have depbo'd some mods that are made to be custom uniforms, and i see they have models in the mod, not referencing the original a3 models from a3 dir (ofcourse not since it doesnt allow to save), But they are vanilla a3 models, but even those models wont allow me to save. I quickly drafted a test mod, by replacing "xyz" mod's textures with my own, along with the configs etc, and it works great, however I am stuck with using the same layout that person worked with (and i dont always agree with other peoples layouts), and if I dont stick to it, I get error that it cant find texture or model. Now, dont get me wrong, I dont want to depend on other peoples mods, I don't want to be restricted to that layout, the naming convention, or the models they provide, because I may want more and different uniform models and other vanilla stuff etc. But mostly, I got this far on my own, I would like to complete this last piece on my own, I just need to be pointed in the right direction. So now I ask, how do I go about doing that for myself? Somehow get those models and save them linked to the rvmat I made? I have tried searching about p3d models and rvmat and the relation between them, all i get is porting custom made models to O2 or basic text based rvmat config and save from cpp to rvmat. nothing explaining the relationship between the two. So either I am completely on the wrong trail and completely missunderstand, like the week old noob I am, or maybe I am searching for the wrong description for a how to... orrr it is a very touchy and avoided subject, since BI dont allow unbinarizing their content and this may involve that. But then I would just like to know how other modders are able to make these custom textured uniforms and gear using the copied versions of existing models vanilla A3 models working with their custom made rvmat and textures. I cannot just stop here. regards Sheamus
  6. Hi guys, I'm pretty new at all this, so be nice please? I'm having issues running this ResLODRemover program, it keeps bombing out and stops responding, any idea as to why? I am running Win7 64bit, and have tried various compatability modes as well as the various available BIS.dll available, with no success, I do have the relevent .net framework installed as well, and no matter what, It keeps on doing the same thing. Also I have two questions: 1: Will it be compatable with A3??? Our group (clan/unit/whatever you want to call it) have a few guys running A3 on laptops or somewhat dated hardware, and since ArmA prefers to use the highest LOD anyways regardless of low or Ultra settings, this in turn creates a very disturbing and distracting popping effect thats way more noticable than the higher settings, and of course, for low end settings, it will aid them much in terms of not having to display the full high detail models that hog the much needed screenspace for a more consistent look, which is no use currently running in anything lower than high setting since everything at a distance is a mess... Ofcourse, I would have wished for BIS to actually make this a vanilla thing, but for some reason low end machines just have to suffer and "deal" with it. So will this tool work for A3 models as well? Lastly, Theres Parralax mapping effect on the ground, looks horrible with the warping effect and bet that eats unnecessary performance too, once again, would wish BIS to make an option in video options to disable this layer on the texture, unfortunately not. So there must be some hight map that can be removed yeah? I assume mipmapremover can do that, am I right to assume that?
  7. After watching how far Outerra Engine is progressing, I rate Bohemia should for the most part consider scrapping most of the old outdated engine, and port over some of their simulations, AI and other IP and content to Outerra, since it is open source, they can even toy with it right now. But I would think given the amazing talent and mathematical geniuses working on Outerra would be worth employing, perhaps Bohemia should just invest and aquire the company and guys working on the project. It would be a win/win for Bohemia, probably the Outerra team and us consumers. I would love to see ARMA 4 run on this Outerra engine in its final form, but I would also like to see other titles made with this engine. This could be big for Bohemia and other future games.
  8. I agree with what you say, and it is for the most part valid. But I have to honestly say that it doesnt seem to kill the experience as much, and remember, to the newbish people joining ARMA now, this isnt even a concern to them and lets face it, BI are trying to open up to a wider audience. Now I do understand that this could make the hardcore fans feel neglected, but it does make it easier to get into for them. However, the flawed logic that you point out could likely be addressed and corrected and tweaked in a future update to the campaign, however for the most part, I think it could be taken into serious consideration for the upcoming episodes, to which I agree with totally. It would be nice for ARMA to stick to simulation, even though they are trying to go for raw adventure and action. That said, I still think it was pretty damn good, rough around the edges, but still damn good. The cutscenes comment, really not a deal breaker, half life never had cutscenes and it turned out fine. As for the cliffhanger, it was perfect... Really makes me eager for next episode, so I think mission accomplished =)
  9. ShotgunSheamuS

    General Discussion (dev branch)

    I have switched over to stable build, and yeah I can confirm this, I have to actually look to the left of Miller when he does a briefing in order to hear him clearly... Hope this gets worked on and resolved.
  10. Mainly came to put my input for exactly this. That was the part that got me, I literally had to redo that part like 16 times before I actually made it through. And it isn't that much of a case of, "Oh I am approaching this wrong, I should do it another way", because fairly simply put, you get nailed following your squad regardless, and thats where the problem lies... I found it more likely that the mortars were really going for ME and not my squad. I had to break away and go far right away from them to realize this (thinking I wouldnt get nailed), and only then, still die, however! Not as easily, I had a much better chance of survival because of the uneven ground, and then I figured how to traverse that uneven terrain to safety. So yes this part will be majorly frustrating to other players (and this is to an extent where newcomers, your future bread and butter will give up), and the whole "keep moving so they dont get a bead on you" advice doesnt help much for the newcomer or the average player because they will be following the squad to their death beds. I would suggest that during that section, the path gets redirected and leans more right towards the ditch and uneven terrain on the right where mortars are less effective than the flat even terrain the squad is going towards. Just my 2cents on that one. Other than that, This is definately a good experience so far, and I just love that it doesnt feel like a copy paste of A2 at all, I think thats what I respect most. It does feel like something new, and fresh and you guys are stretching your creativity (the future theme makes this doubly as cool). The action is pretty decent, gun play is fun, dialogue feels solid, and well done, story I cant comment yet as this felt much more like a teaser or demo to be honest, AI arent too bad, although I will admit, as far as squad mates go, after your squad leader hits that mine at the beginning, the rest of guys I end up joining, I dont feel them at all, feels very disjointed, and clunky, and they are pretty damn useless to be honest. But maybe that works partly because you are joining up with strangers that you arent suppose to feel connected with yet as a team, it is not expected that they would jam well with the player... However this may become a greater problem in the future as the player will be getting to know the new outfit and yet it would still feel very disjointed. But to top it off, this is really great, I'm enjoying it, and I love the new rain and sunshafts that just add a whole new level of beauty to ARMA. I really do hope to see more performance tweaks, more natural beauty added to the world of ARMA and the rest of the campaign =P Lastly, as the credits rolled over (and yes I watched it, feel it was deserving) I was surprised to see my profile name in the credits at the end before the long list of other players. Very nice touch that, I didnt expect it, and yet it struck a cord =) PS: on the subject of my preference whether I prefer the episodic content or the full content release... I am liking the episodic. It gives me a gap when I need it, like when I want to play mp, or other games, I dont have to be held up to finish arma first. and also, this right here, feedback, which could probably promote improvemnts on future episodes, also a great thing. Personally I prefer this! I would just like to suggest one thing though. When starting the next campaign, could you guys kick it off with a "previously on ARMA" take? The release of the episodes are fairly far apart, and alot of this information about the events and story will probably be lost on me by the time I start the second episode, so just brief intro to highlight the events of the first episode just to refresh my memory before I kickoff episode 2 would be awesome =)
  11. ShotgunSheamuS

    Arma 3: Community wishes & ideas- NO DISCUSSION

    It is hard to believe in the near future, that all current weapons in service would cease to exist... Personally I love the future setting, and the new weapons and stuff, but I agree, it doesnt feel all to real missing a large portion of todays assets. I sure hope the devs do a forward port patch to bring over A2 weapons and gear and vehicles etc.
  12. ShotgunSheamuS

    Arma 3: Community wishes & ideas- NO DISCUSSION

    More animations yeah, surrender, pushups, crunches, marching, and all other military related anims, and hey dancing, boxing and other animations could be great for other entertaining activities, maybe even mini games, the whole rolling sideways while pointing directly upwards, or scootching your arse over the ground like a dog with worms is getting old now lol.
  13. ShotgunSheamuS

    General Discussion (dev branch)

    I think from this, BI should maybe consider learning from this about what they say in future. Clearly there are loads of missunderstandings, and all because BI were discussing what they would like to bring to ARMA 3 even though it wasnt an official announcement. But see it this way, some people just hear this "blah blah blah F35 blah blah blah blah 3D editor blah blah blah blah blah...." Now that said, also bear in mind, you guys are devs, working on the game, anything you say does not get taken with a pinch of salt. It gets taken seriously, saying you would like to do this and this in arma, is like saying I want to do this in ARMA and I will do whatever it takes to impliment it because im a developer, and I will see it through... Some people are like that, so whatever you guys mention, can be considered as a "semi-official" announcemnt... Rather avoid it. I'm pretty much sitting on the fence here, both Petka and the community make arguments and both can be considered valid given the perspective, but BI should learn from this. In future, dont mention or even show things that arent guarenteed to be in game, instead, surprise us =) The new rain and rainbows were a big surprise, so keep going that route, makes people more excited seeing something awesome they never really knew about! Thats all I have to say on this.
  14. ShotgunSheamuS

    How to get the most out of ARMA 3 singleplayer?

    LOL yeah Wasteland being the main attraction, but seriously he has a point, because all these dayz and wasteland players are playing the domination and invade and annex servers too, and they are a huge mood killer! I guess A2 is becomming too "OLD" for their taste, and wasteland stratis is getting boring since wasteland ALTIS is just too boring and spread out lol. But yeah, nothing more annoying than gungho crazed players who are out to just kill shit... How many times have I been playing with guys, and on first sight of enemy they just open up, without informing the sqaud where the contact is, because the idiot just wanted the kill. And the virtual ammo box? OMG, the all in one sniper/AT/medic/pilot/demo/squad leaders also, just really... -sigh- I will end my rant here. CoFlash, your best bet is to just join a realism unit for a pure ARMA mp experience, thats what i ended up doing. Most realism units are pretty strict, and theres a fairly involved selection and training session that goes with it to weed out these junkies. I too am fairly new to the MP scene, playing arma online for about a year now, though been playing solo since OFP. and I still am primarily a solo player, so I'm with you on the campaign. Waiting patiently, and also playing user made missions, and fiddling with the editor myself.
  15. ShotgunSheamuS

    General Discussion (dev branch)

    Instead of creating and applying a wet specular material to each asset, could you just create generic specular wet-material and apply it accross all assets? For example pourus surface like clothing would have a darkened wet soaked fileter, and light specular shine to it, whereas non-pourus surfaces like metal etc would have a heavier specular shine to it, with a droplet bump map like texture for the rain drops? Wouldnt it be easier then to just catagorize textures under a group of pourus and non-pourus and each group would have relevent materials applied to it? Just trying to think out of the box here.
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