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seamusgod

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Everything posted by seamusgod

  1. seamusgod

    Shooting through Scopes etc.

    oh god, please never let that see the light of day in a3
  2. seamusgod

    How come the 3GL only has one shot?

    not really, unless you skipped boot camp and spent all of that time letting your arms atrophy.
  3. seamusgod

    Terrain Improvement (dev branch)

    don't a lot of modern games use brushes to achieve similar end visual results? i don't think you'll need to wait till outerra. those engines are mainly attractive due to their ability for procedural terrain streaming, it doesn't do anything that isn't already possible in most retail games in terms of terrain noise textures.
  4. this is a request to bis studios to release the mlods for the arma 2 soldiers. i know the basis russian is possible, but how about the west soldiers? would really appreciate the iotv model.
  5. seamusgod

    Suppression Effect missing in ARMA3

    the whole point of a simulation is roleplaying.
  6. something cool to do if you haven't done so already, turn deadzone(floating aim) all the way up, then go into sit posture and look at your character aim around in 3rd person. notice how the upper body swings and rotates around realistically while the butt sits still? to me this is the ideal way to do the sit posture(i'll explain my reasoning later). your lower body should be stationary while your upper body has a limited degree of moment(i propose 75 from the center on x axis and 50 degrees on y axis.) but i'm aware this is not the only way. currently, you can spin around with 360 degrees of freedom while in sitting posture, obviously the problem with this is the fact that the lower body is not animated, but if it can be animated, then there's still remains the problem that turning around in this posture is instantaneous, therefore deadzone aiming for this (and other related features) would have to be forced. i'm really interested in just what type of system bis is going to choose down the road. clearly this is a very difficult issue due to the challenges i mentioned. my preferred method of animation, with more restrictions on movement considers the practicality and logistics of implementing sit aiming(and similar animations and actions) to what is admittedly and older and more stagnant engine than say cryengine 3, but it also forces certain restrictions on otherwise realistic actions for the sake of consistency. the other option allows for more freedom, but clearly is is far more challenging to implement in a way that would not ruin immersion or break gameplay. i'd like to hear some other ideas on how the sit animation and related features and be handled and hopefully improved upon. would also be great to hear what bis has to say on the issue.
  7. seamusgod

    Stupid AI Tricks

    what would improve the ai in those lines is if they were less robotic and had the ability to look around independent of the direction their squad leader is looking or moving. in general, the ai needs to look around more often, and quickly, especially in combat or aware mode. and not only their heads need to rotate, but their body as well to provide proper rear security. right now if you place a guy in the editor watching one direction, he'll watch that direction forever. where's the autonomy? you want an ai that isn't just a blank slate that requires you to micromanage everything it does. an ideal ai should do certain things naturally, and the commands will then modify or override their behavior in appropriate ways. and i don't know about you, but i have never seen the ai move backwards on their own. i mean if you order a squad member to watch direction, then order him to move away from it, he'll have to turn around. it would be great if the direction command modified these movements and tactics. for example: commands>danger>watch direction east>move west, would cause the subject to look east while walking backwards towards the west.
  8. seamusgod

    astast: WIP Thread

    regarding the pant picture you posted a few pages ago, i don't know if you're doing it for rendering purposes, but i'd advise against complete symmetry. it makes asymmetrical texture details impossible if you mirror the uv map textures and it doesn't look natural especially if you intend to emphasize the details like the folds on the inner thigh with normal or ao maps. i'd post the link to the picture but it won't let me
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