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Everything posted by emoglobinsky
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Thx a lot for the Aiming fix ! Lovely devs ! I only have another complain, is when it's night and you control a unit : the unit will force to use its NVG if it has in inventory... So even if you control the AI you can't control the vision :p
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If it can be usefull for that bug fix : I had similar problem with iron sight. Over 40+ units that i remotely controled throught 5 different games, i was able to iron sight only 1 time. My friend who was playing with me had no problems... All of this was as a Zeus slot in MP mission "Altis GM +2". Never used the editor, just the Zeus interface. Yesterday i tried again, i spawn a blufor unity, then took control : i was able to iron sight. Then the unit died, sending me back to zeus interface > new unit spawn > remote control > can't aim anymore. And for all the units during the game. But my friends had still no problem to aim while dying a lot as many units.
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The New York City Project
emoglobinsky replied to bracer's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm really curious how you dealt with collision, can you show us a sample / wireframe of a collision mesh for a building ? -
Steam Key for us that bought through your site?
emoglobinsky replied to OlaHaldor's topic in TAKE ON HELICOPTERS - GENERAL
Same question, in would like to know if this deal : https://store.bistudio.com/take-on-helicopter-hinds-dls-bundle gives access to a steam download rather than just a link to a manual instal ? -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
emoglobinsky replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey, if you want to make a small break of modeling, maybe you should try to create some terrains ? I just put hands on Worldmachine and it's so fun to toy with ! -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
emoglobinsky replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Imo "'Better' is the enemy of 'Good Enough'" ("Лучшее - враг хорошего"). Only few people will notice those things, and you obviously. What matters in this game industry is to fake, not to copy-paste realworld, but just to fake it. During a school project, one of our teacher asked us to do some cinematics to show a city with "life", we told him that it would take too long for us to do something cool with trains, airplanes, etc.. moving, and then he answer us that he didn't wanted to see a train, he wanted to feel it : so we used some train horns sounds, with crowds sounds. And we saved a lot of time for a nice result (not percect, but good enought for our project). That being said, any of those names are nice and will give the right feeling to the player. Just a matter of what you really want : doing a perfect thing that will take ages, or be fast on certain choices like ukrainians names :p -
New York City (By Bracer84)
emoglobinsky replied to nightovizard's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
^ BIS forum, fun breaker since ages. Also, i would love to see that map released and how he did it ^^ Maybe OP can you contact him via youtube ? -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
emoglobinsky replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice work as usual, would you mind to show us all your building in game with that stalker settings ? Oh and btw, did you see this new game coming from stalker team - ? -
Importing Leopard 1A5 From Arma 2
emoglobinsky replied to tempestriser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Pufu : Why ? Your sentence don't make any sense. If he doing it for himself, he HAS to know already ? -
EM_buildings - new buildings
emoglobinsky replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I don't think i'll ask BIS for TOH models lol ^^ and tbh i don't want to edit them, i'm still noobing with the terrible tools. Editing looks way more difficult than doing from scratch. About sidewalks and roads. I would have loved to be able to make them, but i read somewhere that objets are limited to 50x50m and to my knowledge "vertex collision convex meshes" are not supported by engine even if it would simplify ALOT our work. And i have noknowledge in terrain creation and don't think i'll try to learn. but anybody can create modular sidewalks ^^ -
EM_buildings - new buildings
emoglobinsky replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nope, that would demand a huge amount of work. Right now, tools / engine / pipeline are really terrible, so it takes a lot of time to have my objet from my mind to the game. I'm focusing on delivering something that i can actually finish someday and i can't afford to get lost in tons of stuff (like openable doors, destruction, LODs, high def materials, etc...) My stuff will be very basic and static. ^^ Like i said, all buildings wont be fully enterable : they'll have some sections were you can go in : typicaly you can enter in the front door > walk the stairs > hit the rooftop > climb down a ladder to be back to the ground. @Xendance :I'll try to post my process for the next building, still not sure what it'll be ;p -
EM_buildings - new buildings
emoglobinsky replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Family's growing. 4 buildings right now. -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
emoglobinsky replied to Placebo's topic in ARMA 3 - GENERAL
What CPU can you recommend to me ? Because upgrading a pc is very expensive, especiallly for just one game (any other games are running at very high without any fps drop...) -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
emoglobinsky replied to Placebo's topic in ARMA 3 - GENERAL
Can you explain me why i have shitty ffps when I play arma 3 in MP ? OS: Windows 7 x64 CPU: Intel Quad core 2.6GHz GPU: Spphire HD 7950 vapor-X 3go Memory: 8.0GB DDR3 In any MP game with no latency, i'm around 20-25 fps in "very high" and as same in "Low". When i'm playing with editor in solo i don't see any big freeze... -
EM_buildings - new buildings
emoglobinsky replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thx, ambassies i don't know, my aim is more to deliver a set of bulding that could fill a small quarter for CQB than to make each buildings that exist ^^ If it bring gameplay and can be fun to play in and around, why not ... Here is a shot of my latest work : trying to go with some US-ish building (still have to do collision and shadow lods :/ -
Why are we not seeing new A3 maps yet?
emoglobinsky replied to samsamm777's topic in ARMA 3 - TERRAIN - (BUILDER)
Hi Rip31St, show us more of that "Paris" map ! -
How to make a icon for my model
emoglobinsky replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
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How to make a icon for my model
emoglobinsky replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
God... Not even an auto-scalable icon by calculating max y/X of the model ? This engine is fabulous. Each tool seems to be made by the Devil himself. I just noticed that O2 isnt in meters : i think each unit of the grid is about 0.6 o 0.8 meter. Not sure, but i use the measure tool to calculate from origin, and i counted +15x x10y, so i wrote mapSize = 25; , guess what ? Not matching XD -
How to make a icon for my model
emoglobinsky replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
Do you have an idea why, following your process, my icon is so small in the editor ? To gave you an idea what i did and how : i just printscreen my model from o2 in top view, then put it in photoshop, align it so that borders of the model are borders of the image, then converted it to .paa .. And Voilà , it's small. -
2017 - Official Announcement!
emoglobinsky replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Love the camp concept, we can see a very nice link to the "Build modular mod" to allow people gathering and create new camps ! -
2017 - Official Announcement!
emoglobinsky replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Because in fact, in Dayz it's just some bugged AIs that make a big lack of gameplay. So calling those 2017 creature zombies or infected, in the end is not a problem of concepts, its a problem of gameplay elements: many people want to have slow yet dangerous AI, and some people prefer to have some humanoid AI that can run (in that case, i bet its because they can't do new anims for zombies/infected/pedobears). So stop saying its 100% different from Dayz. It has almost same gameplay elements, maybe a different background story, but ingame feeling and mechanics will be almost the same. That being said, the beauty shots are nice and i wish you luck to finish this mod ! -
EM_buildings - new buildings
emoglobinsky replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
As much as i'll be able to handle ! I still have a lot of errors in my log file i can't solve and some other project that drain my freetime, so i don't give me milestones about this pack. -
2017 - Official Announcement!
emoglobinsky replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would love to see real zombies movements : walking slowly, stumbling like an undead ! -
EM_buildings - new buildings
emoglobinsky replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Right now, i'm not able to make a fully interior building, but some enterable room only (for otimization mainly, and because it become harder to deal with a huge model in term of collision, shadows, etc...) for example : first building have 2 interior floors that you cant reach (and i dont include props models like chairs, tables, etc...that i hope will be added in visitor). So like someone asked : a mall would be great, but also very hard to do. I'll give it a try, but i fear that it will be haaaaaaaaaaaardly possible. So when i make a building i try as much to give different entry point, and try to not make them facing each others : "is there a sniper on that roof ? You can access it by stairs, ladders or just find a higher building then shoot him". Well, if you have some serious knowledge about island creation, i might be interessted ! Its too complicated for me and I don't have time to learn visitor tools and techniques.