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Everything posted by shadeops21
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Firewill Standalone Series Release Thread
shadeops21 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
IIRC, both in the AMS and in the Editor asset properties, you need to "slave" the weapons to a seat, and in these and other two seaters you have to toggle between the pilot and the gunner (pretty sure it's the case with other aircraft from both vanilla and other mods, not just Firewill's). In the editor, if you see a seat icon next to the weapon, it's slaved to the pilot. Crosshair is generally the gunner. There might be a similar switch/toggle in the AMS, but I haven't looked at it lately to verify. -
Yeah, on mobile I can see the image blocks but no actual image. On the web browser it was just a string of characters, not a recognisable URL like you’d expect with a failed embed.
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Not sure what you tried here, but it broke...
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Western Sahara CDLC Unofficial Discussion
shadeops21 replied to Callsign's topic in ARMA 3 - CREATOR DLC
I'll play around with it... see what happens. -
Western Sahara CDLC Unofficial Discussion
shadeops21 replied to Callsign's topic in ARMA 3 - CREATOR DLC
Which I do. Two files, stored in my vest. -
Western Sahara CDLC Unofficial Discussion
shadeops21 replied to Callsign's topic in ARMA 3 - CREATOR DLC
That's the thing. I don't. The only actions inside the tent are to play video and hire additional contractors. I walk to the "Gathered Intel" bench and there's no actions or anything interactive there. -
Western Sahara CDLC Unofficial Discussion
shadeops21 replied to Callsign's topic in ARMA 3 - CREATOR DLC
Gotta ask, how does one offload any files that were scavenged off of bodies, in order to gain the intelligence from them? Is that an automatic process or do I need to interact with anything? -
All good mate! Glad to hear that you're all safe and sound, though it sucks to hear about your friends and others being less fortunate. Hopefully everything rights itself soon enough. Can't wait to see what's to come next!
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Hey, Fairly new to the retexturing game here. I've done a pretty large texture pack for a group that I've been rolling with for some time now, and we're finding that the uniforms I've re-skinned do not generate a thermal signature when worn. This is all fine, except that for assets like the Kerry's customised uniform (Combat pants with a civilian/guerrilla shirt) we're getting thermal signature on the shirt but not the pants... kinda makes it hard when we're using thermal optics on gunships to ID friendly forces. The G3 (NATO Combat uniform) assets (long sleeve, rolled sleeve and the version with the undershirt) have modified normal maps due to different pocket and kneepad designs, and the .rvmat file has been modified to reflect that. However, the only change between that and the vanilla .rvmat is the line that calls upon the normal map (_nohq). Yet the thermals are still affected (as seen below). I've seen other mods much like mine where the normal is different to the vanilla, yet they can get their thermal signature working. This is driving me crazy. On a smaller note, I'm also trying to add wounding textures to the uniforms as well. But I figure that with those it's just a matter of adding a few more files and lines of code, right?
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Reskinned Uniforms: Thermals and injuries
shadeops21 replied to shadeops21's topic in ARMA 3 - MODELLING - (O2)
I would check your file pathing to each of the applicable texture files within the RVMAT with respect to the normal map, specular map, etc, and make sure there aren’t any typos in any of them. -
Reskinned Uniforms: Thermals and injuries
shadeops21 replied to shadeops21's topic in ARMA 3 - MODELLING - (O2)
My mistake (which I finally rectified years after my thread here, and shamefully admit I only finally learned about a year ago) was not having my Addon Builder configured correctly. I didn't have the "List of files to copy directly" set to include the .rvmat files. So when my pbo was being made, the material files were being omitted from the build, and with no rvmats, no lighting/shading and no thermals. -
I mean, if it has the standard picc rails then it should work fine. It's just the MLOK rails that have their proprietary attachments. At least that's my understanding of how Fin's configured the mod.
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Is there any thought/consideration into making a flag-less version of the Armoured SUV (or an option to hide the flag via garage) for use by 'private entities' rather than government security forces? I'm looking to employ the armoured SUVs for a 'covert high risk transport' but having the flags make them stick out like a sore thumb, especially when using the less conspicuous colours like blue and red instead of the classic black.
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Firewill Standalone Series Release Thread
shadeops21 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Really digging the tiger skin there. Very nice. -
United States Air Force Mod (2019)
shadeops21 replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I kinda figured, I’m just getting sources for tail insignia and other markings for the various squadrons. -
United States Air Force Mod (2019)
shadeops21 replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Starts preparing resources for RAAF F-35As, C-130s and C-17s... -
Since there hasn't been an actual update lodged to the original USP workshop upload, I would assume not. I'm going to go out on a limb and say that they might upload a separate 'new mod' for the new and improved content, then either remove or merge the original mod into its packs.
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That CR-M looks like a "futurised" Rhodesian Recon chest rig, like something a Sci-Fi series would adapt for their characters. Looks real cool. And can't wait for release! Super excited to see what'll come out first!
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Firewill Standalone Series Release Thread
shadeops21 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The SmokeWinders and smoke generators: will they operate on a timer (like a cannon with a burst mode) or just click & hold until you don't want smoke no more? -
Firewill Standalone Series Release Thread
shadeops21 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That... that's just a scary concept in and of itself... an A-10 drone... (Also, wouldn't/shouldn't it be called a QA-10? The F-16s converted to drones for aerial targets were dubbed QF-16s, after all.) -
RHS Escalation (AFRF and USAF)
shadeops21 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd honestly not known that was was thing until seeing this version's log. How long has this been a thing? And out of sheer curiosity, what other weapons have this capability? Really interested to test the differences (but really don't want to go through the entire arsenal of weapons to see, heh).- 16550 replies
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RHS Escalation (AFRF and USAF)
shadeops21 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, noticed that in the SAF/USAF logs that there's mention of folding for the Mark 17's. How is this enabled exactly?- 16550 replies
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Firewill Standalone Series Release Thread
shadeops21 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Man, those LRSSG Strider and Cyclops SQN Eagles look absolutely beautiful. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
shadeops21 replied to Placebo's topic in ARMA 3 - GENERAL
An F/A-18A+ from No 77. Squadron, Royal Australian Air Force, flying with a light precision strike package of one AGM-65 Maverick guided missile and two GBU-12 Paveway guided bombs (on opposing wing) over South Asia. Mods: Firewill's "Project Legacy", South Asia terrain, POLPOX tools- 6850 replies
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Firewill Standalone Series Release Thread
shadeops21 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This looks really good! A much deserved (and much needed) capability expansion for vanilla aircraft! Can't wait to employ different weapons in the Black Wasp!