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Everything posted by Kydoimos
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Hi all! I was hoping one of you kind souls might be able to tell me how to define the audio for gunfire in house / structure models. As I am sure you're aware, with the new audio update, gunfire sounds different from within a building; I just want to know how it's done! Thanks as always, for any help on the subject!
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Thanks so much - that's great news! Wow, other samples too? Do you guys never sleep?! :D
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@Megagoth1702 - mate! You're nothing short of a legend! :D Thanks so, so much!
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Hi all, A very quick question regarding the audio development - on the subject of the gunfire tails and audio occlusion, namely the reverb-like effect that you hear when firing weapons indoors, how does the game know that you are inside a structure and a different audio tail needs to be played? For example, is it something that is defined in the structure's config, or in the model's geometry LOD? I can't find any information on the subject and would like to be able to employ such effects for custom buildings. I understand the tails are defined in the weapon config, but I don't know how they're registered in-game. Thanks in advance, for any help! :D I know this is feedback thread - so my apologies if it's a little off track!
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Defining Audio Gunfire Tails for Houses
Kydoimos replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
Thanks Jackal326, for all your help :D Sadly, I tested firing inside my building today and the sound does not change by default; there must be something in the model that notifies where the audio tails should be changed. Indeed, it may well be in the Geometry LOD - does anyone have any ideas? I've scoured the internet and can't find anything! -
Hiya all - thanks so much for all your posts, comments, and remarks! I'll try and respond to each as soon as possible! DJankovic, mate - that's a great idea - any thoughts on what object I should begin with for the tutorial? Something fairly simple perhaps? Would anyone else like to see a comprehensive tutorial? I've downloaded all the relevant recording material, so I can film my work on Blender etc. :)
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Hiya guys, Was curious to know if anyone might be able to give some advice on a little problem relating to hiddenselections and damage textures. Now, I have a computer screen which correctly shows as damaged when it is hit. I also wanted to add the same screen as a hiddenselection, so it could be emissive and users could change its texture. However, when I add the hiddenselection, it overwrites the damage textures. So, essentially, I can get the damage textures working, and the hiddenselections - but not together! Does anyone know where I'm going wrong? The config is below. Maybe I need to add a new transparent plane, positioned just in front of the screen, for the damage texture switch? But if that works, is that really the only way to do it? Thanks all! Hugely appreciate any help - as always! :D EDIT: If anyone is stumped by a similar issue, it can be fixed by inserting an overlaying, transparent plane. Looks like hiddenselections will overwrite areas that are shared with the damage textures. class Portable_GCS_Base_F : Portable_GCS_F { author = "Kydoimos"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Military"; displayName = "GCS"; icon="iconObject_1x1"; mapSize=2; scope = 2; _generalMacro = "Portable_GCS_F"; model = "\data\objects\gcs\portable_GCS.p3d"; vehicleClass = "military"; hiddenSelections[] = {"screen_01", "screen_02", "screen_03"}; hiddenSelectionsMaterials[]={"\data\objects\GCS\GCS_01.rvmat"}; hiddenSelectionsTextures[]={"\data\objects\GCS\GCS_01_co.paa"}; class HitPoints : Hitpoints { class Screen_01 : Screen_01 { armor = 0.1; material = -1; name = "Screen_01"; visual = "Screen_01"; passThrough = 0; explosionShielding = 0.4; radius = 0.25; }; class Screen_02 : Screen_02 { armor = 0.1; material = -1; name = "Screen_02"; visual = "Screen_02"; passThrough = 0; explosionShielding = 0.1; radius = 0.25; }; class Screen_03 : Screen_03 { armor = 0.1; material = -1; name = "Screen_03"; visual = "Screen_03"; passThrough = 0; explosionShielding = 0.1; radius = 0.25; }; };
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Because we're that tough, yeah, we can sport Hello Kitty bed covers! (But, er, this won't be in the final release, but, you know, if you want it - I'll send you the .paa file!).
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Hi all - edited the bunk beds a bit; I was concerned with the thinness of the mattresses (they were very thin, even by military standards), so they're a little bulkier now. Plus, did a complete re-texture, so there's now a wire mesh on the underside of the bunks. Also added some rubber stops at the base of the frame and a very precise fold along the outer cover. I'll throw in AAF and CTRG covers too. May even do a civilian / FIA variant as well, if time permits :) EDIT: CTRG version now, too:
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Damage Textures and HiddenSelections
Kydoimos replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
@abash - thanks for your help, mate! Always appreciated! I managed to do a workaround in the end, by creating a transparent, overlaying plane :D -
Defining Audio Gunfire Tails for Houses
Kydoimos replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
Jackal, thanks mate - that's super :) I wonder how the game engine knows when to play the 'interior' tail sound? I was thinking I might have had to add something to a LOD. Perhaps, simply inheriting the house config might be enough? I was curious as to how the 'interior' is detected on the model. Maybe it detects the location of the geometry (e.g., four walls, ceiling, etc.). I'll test it out and see if the 'interior tail' plays inside my structure by default! Thanks again, matey! Really appreciate the help! -
Here's the latest work from the last two days; it'll have hiddenSelections so you can get your Hello Kitty duvets on there :D
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Thanks for all the positive comments guys, really helps keep me focused! @PrivateEvans - you know, druglabs could work really well for Tanoa too, so I'll definitely look into that :) @Djankovic - interesting! I might drop him a line at some point! Currently working hard on a series of sewer segments, which you'll be able to piece together. They'll have roadways and path LODs, so AI will be able to navigate. Coupled with the manhole cover, it should literally lend another level to mission making :P Oh, and also, just finished this PDF for the Ground Control Station. I'd love it if you guys could give any feedback; for instance, anything you feel ought to be included. Perhaps I should include some in-game screenshots, showing off some compositions? Not sure, didn't want to get too bogged down in it!
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I'd absolutely love to see an AAN-style intro, to bring us up to speed with action in the Pacific!
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Wow! :) That's a tall order! But there's certainly a few things there that are already on my to-do list. Pictures to go on the walls are already finished (see below). Posters, yup, no problem; already got some in the pipeline. Large TV with no stand (also in the works!). Soldier's bunk beds - have crossed my mind. I've got a single bed prepped, but the bunk bed might make a nice variation. Apples, oranges, and assorted fruit wouldn't be too hard to russle up either.
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Indeed it is! It's loosely based on a real-world, civilian company, Microdyne. Certainly! At present, I'm working on objects per scenario requirement; but in the future, for sure, it'd be great to develop such additions. Thank you for the ideas! Cheers, matey! :D Glad you like it. There's quite a bit that you can't garner from the renders though; such as the illuminated panels, buttons, and interface, the animated and spinning fans, as well as the damaged textures for the digital displays. Plus, there's also a packed variant which I finished yesterday:
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And to kickstart this thread, here's a Portable Ground Control Station:
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Hi there, Macser! Just wanted to say thanks so much for your hard work on the Arma Rig - I love it and use it loads! So much of the stuff I do, I couldn't do without this important feature - thanks, man!
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Eden missions for build a campaign
Kydoimos replied to FR-Helios's topic in ARMA 3 - TROUBLESHOOTING
Curious to know about this; are the 2D and 3D editors compatible? -
Custom Texture affecting FPS
Kydoimos replied to O.Languedoc's topic in ARMA 3 - QUESTIONS & ANSWERS
One workaround might be, to create a special custom vest that uses a 'name' texture (a texture with all the unit names you need, where the model has different UV selections for the individual names) - it's a bit of work, but could be a solution? Or, maybe a vest proxy, with a series of names on a _ca texture? Not sure, just throwing some ideas into the mix :) -
Hi all, I was wondering if anyone might be able to give me a quick pointer; basically, I'm looking to define a simple action. All it is, is I have a simple animation state that I have created, but I wanted to add a death animation that occurs when the unit is killed. Now, I understand that this has to be defined under 'actions' rather than 'states', but could anyone show me how it's done? I know I need to use the 'die="animation_name", but I can't quite get the syntax for the class Actions. Here's what I've got so far: Many thanks, chaps! Edit: Just found a helpful post here: https://forums.bistudio.com/topic/167580-animation-explanation-of-the-magic-behind/page-2. Should resolve the issue, will try later :) class CfgMovesBasic; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName="OFP2_ManSkeleton"; gestures="CfgGesturesMale"; class States { class CutSceneAnimationBase; class Animation_Pilot: CutSceneAnimationBase { file="\Helicopter_Wreck\Animations\UAV_Pilot"; head="default"; actions="sitActions_UAV_Pilot"; speed=0.0072880001; ConnectTo[]={"UAV_Pilot_KIA", 1.0}; InterpolateTo[]={"UAV_Pilot_KIA", 1.0}; }; class Animation_Pilot_KIA : Animation_Pilot { file="\Helicopter_Wreck\Animations\UAV_Pilot_KIA"; head="headNo"; looped=1; speed=0.3187999; ConnectTo[]={}; InterpolateTo[]={}; terminal=1; interpolationRestart=1; }; }; };
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The Unsung Vietnam Mod 3.0 WIP THREAD
Kydoimos replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Heya guys - just a quickie, to say 'keep up the amazing work! It's looking friggin' awesome!' -
Thanks mate, should be all sorted now! :P Was a nasty little bug - basically, came about when I introduced the new gear saving - the objective completed early if you had a certain rifle equipped at the end of mission 4. Complete oversight my end, apologies!
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Have you found it yet? :P It's on a randomiser; it can be under the stairs in the tower, in a bush amongst the ruins, or in the far corner of a ruined section opposite the house with the scaffolding.
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Thanks so much, mate! :P So pleased you enjoyed it! Well, I'm busy making some assets at present (including a fully functional sewer system!) - so, there will be some cool new things to decorate Altis with soon! Watch this space :) Also getting the hang of animations, particle effects, and the like; so it's giving me some new options too - really can't wait to share with you all! Been working my arse off, lol