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Everything posted by Kydoimos
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@Harzach - thank you, matey! I'm anxious and excited with the release! Anxious because I'm bound to have missed some bugs and excited because, well, it'll soon be time to do something new! :D
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@FR_Helios - hi matey! Regarding the missing STR_Campaign_title - I can't seem to replicate the issue - are you loading the mod locally from MODDB / Armaholic? If that's the case, it might be the issue. It should be alright if you use the method here (plus, at least someone will see the PDF I've made, lol!) On the subject of the description.ext, try using this as a template: class Campaign { name = "$STR_Campaign_Title"; firstBattle = Missions; disableMP = 1; enableHub = 1; briefingName = "$STR_Campaign_Title"; author = "Kydoimos"; overviewPicture = "\Resist\Overview\Overview.paa"; overviewText = $STR_A3_StageAOverview; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Missions { name = "$STR_Campaign_Title"; cutscene = ; firstMission = M_01; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class M_01: MissionDefault { end1 = M_02; template = M_01.Stratis; briefingName = $STR_RE_Title; author = "Kydoimos"; overviewPicture = "\Resist\Images\Loadscreen\LoadMission_01.paa"; overviewText = $STR_RE_Mission_Description; }; class M_02: MissionDefault { end1 = M_03; template = M_02.Altis; briefingName = $STR_ER_Title; author = "Kydoimos"; overviewPicture = "\Resist\Images\Loadscreen\LoadMission_02.paa"; overviewText = $STR_ER_Mission_Description; }; class M_03: MissionDefault { end1 = M_04; briefingName = $STR_AT_Title; author = "Kydoimos"; overviewPicture = "\Resist\Images\Loadscreen\LoadMission_03.paa"; overviewText = $STR_AT_Mission_Description; template = M_03.Altis; }; class M_04: MissionDefault { end1 = M_05; briefingName = $STR_ON_Title; author = "Kydoimos"; template = M_04.Altis; overviewPicture = "\Resist\Images\Loadscreen\LoadMission_04.paa"; overviewText = $STR_ON_Mission_Description; }; class M_05: MissionDefault { briefingName = $STR_JN_Title; author = "Kydoimos"; template = M_05.Altis; overviewPicture = "\Resist\Images\Loadscreen\LoadMission_05.paa"; overviewText = $STR_JN_Mission_Description; }; }; }; I'm thinking that ought to do the trick for you! And best of luck with Blood Brothers! Be sure to let me know when you've released it! :D
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@Undeceived - cheers! Hope there's not too many bugs! Did I mention I played Dying Ember last month? Really enjoyed it, man! Let us know when you release your next project! :D
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Okay guys - we're there! Resist is out now on Steam Workshop, MODDB, and Armaholic. I dare say there might be one or two issues, but I'll get a hotfix out for anything that turns up in the next day or so. Finally, because you lot are so great, there's a $50 Steam Voucher give away. The prize is ready and waiting - you just need to find the code... or should I say, grid co-ordinates? Good luck! Also, the Resist website has had an overhaul :P
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Hi all, does anyone know how I can get the mod.cpp active, when uploading a mod via the Arma 3 Publisher? I can't seem to replace the default jigsaw puzzle piece UI on the main menu? Cheers, guys! EDIT: My bad - it's working fine, I had a corrupted file in place - mod.cpp seems to work a charm on Steam Workshop
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Animation - explanation of the magic behind
Kydoimos replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@nitro65 - anything and everything is possible in Arma :) Starting a custom animation for a custom plane is certainly within the game's scope.- 121 replies
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I would just love to do something like this! :D
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Okay guys, some news on the final release; it's very nearly there, just waiting on one last animation from the very talented Bad Benson! Presently doing a final run-through and checking for any outstanding bugs / issues. Won't be long now! For all of you who are interested, here's a full changelog - BIS style!
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@x3kj - thanks so much, for that - interesting what you say about the RGB specular map! I'll definitely give nDo2 Legacy a go, see what magic I can work with it - and thanks for the tutorial link too. I have shed loads to learn, but it's great fun making progress! Thanks again!
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@X3KJ - nice! Thanks for the examples - I see what you mean, they look good (and smooth / clear)! I'll experiment with that tonight and see if I can get some better renders for the dialog / inventory icons! In-game, I've basically used the SMDI / diffuse colouring from the DLC Kart trophies - though I might need to tone down the specular power a tad. Thanks ever so much for your input / feedback, I'm still finding my way as a mod-maker and I'm really keen to produce things to the very best of my ability! :D
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@x3kj - thanks for the tip matey! This is exactly what I've done, but in the renders, I haven't allowed enough glossiness and the normal map strength is too low; what I'll do is re-render the set when they're all finished :) Does this look any better? More gloss maybe? Increased normal map strength?
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@Ceeb - thanks matey, some good ideas there! :D There's certainly a few bits I'd like to work on!
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Altian Service Medal. It's a generic rounded medal P3D, which should be good for customising. It has defined HiddenSelections too, and a PSD file: https://www.dropbox.com/s/tmrgy92v18bzgv2/Altian%20Service%20Medal.zip?dl=0 Enjoy! If anyone needs help getting it in-game, with the config and model.cfg, do shoot me a line :)
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@[EVO]Dan - thanks man! Yeah, it took quite a few attempts to get the blade-steel looking right! :P @xxgetbuck123 - grenade trip wire! Good thinking! Would love to do a Bamoo spike pit (go punji traps!!!), but I don't know how I could excavate the ground to make the pit - does anyone know if substerranean objects are even possible in Arma? Could certainly do the spikes though!
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Here's a download for the Marksman's Medal; https://www.dropbox.com/s/sbx8q8y5wc7zdmo/Marksman%20Medal.zip?dl=0 It's got a PSD file, so you guys can re-texture it. You'll have to do your own NOHQ and SMDI files though! But the colouring on the SMDI in the PSD should help. Enjoy! Don't forget, if you want to use the PNG files in-game, they need to be 512x512, 1024x1024, etc. The dialog and information images aren't re-sized, so you'll need to do that. And don't forget the _ca extension! :D
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Just finished work on this little fella; not exactly a Tanoa-themed object - but hand-to-hand combat is one step closer in Arma 3...
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Okay guys, I'll be posting content as it is finished. I need to render some images for dialog and inventory icons, so it'll take me a little bit of time. But over the coming weeks, I aim to be releasing as much as possible via Dropbox links. Here's the first and most prestigious medal of the set, the Cross of Honor: https://www.dropbox.com/s/rvrwhxmckb4br4u/Cross%20of%20Honor.zip?dl=0 Moreover, I'll be putting together as many PSD files as I can, so you can edit the medals with ease.
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Poolpunks Object Packs - Work in Progress Thread
Kydoimos replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Damn it, PoolPunk - my next project was a bus stop! :D Good job! Looks grand! -
Poolpunks Object Packs - Work in Progress Thread
Kydoimos replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hiya Poolpunk! Great work, matey! Gave you a little mention here, in the linked tutorial: https://forums.bistudio.com/topic/186065-arma-3-screenshot-tutorial/. Very impressed with your mods and the time you've taken with them! Keep it coming! :D -
Hi there, all I've recently taken out a few afternoons to write a short (and by no means fully comprehensive) guide to taking advanced screenshots in Arma 3. For more detailed information on the art of taking screenshots, there's a succinct list of links at the end, including one to Karel Moricky's fantastic overview, which really does the subject justice. Chances are, it might be helpful for some! Also, if you're looking to be inspired, check out Padrino's work here - I think it really underscores the benefits of using custom animations to bring your scene to life. Kydoimos' Screenshot Tutorial As well, if you spot any mistakes in the PDF document, do let me know. I wouldn't be surprised if there's a few. Good luck with your photography! Can't wait to see some Tanoa snaps!
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Kydoimos replied to Placebo's topic in ARMA 3 - GENERAL
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Character faces...all we gonna get?
Kydoimos replied to Fanatic72's topic in ARMA 3 - QUESTIONS & ANSWERS
Hiya chaps, In case you're interested, there'll be a dozen or more new faces arriving with my final release on Resist; including four or five Persian faces. You'd be most welcome to download the campaign PBO, extract the faces, and use them for your own work (with a quick mention in the credits, please). I hope you like them! I also think BIS will probably add some new face textures with the Tanoa expansion, but we'll have to wait and see :) -
[WIP] Terrain - Isla De Spero
Kydoimos replied to Richie's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking splendid Richie! :D -
@Alex150201 - Try something like this for your animation config: class CfgMovesBasic; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName="OFP2_ManSkeleton"; gestures="CfgGesturesMale"; class States { class CutSceneAnimationBase; class Drakon_Briefing: CutSceneAnimationBase { file="\Resist\Animations\Resist_cutscene_2_Drakon_1"; head="empty"; terminal=1; looped=0; speed=0.0072880002; ConnectTo[]= { "AmovPercMstpSnonWnonDnon", 0.0099999998 }; InterpolateTo[]={}; }; You'll need to mess about with things like 'interpolateTo' and 'ConnectTo', maybe even 'InterpolateFrom' as well. You'll also need a death animation, I guess? In case the character gets shot while they're fast roping? Have a little look at the A3 animation's config and also, Smookie's wonderful thread! Very helpful stuff in there :) Also, regarding the last mission, I'm still working on Resist, but it's still only 5 missions - that said, I've spent the last six months creating a whole bundle of extras - from new objects, uniforms and textures, to fixes and optimisations. New, Armaverse-themed content though, is on the agenda for early 2016...
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@Alex150201 Lol, I missed the 'Alex'! Apologies, reminds me of that old television series, The Prisoner: 'I'm not a number, I'm a free man!' :P In relation to the Dropbox link, I'll post it here (at the beginning of the thread, perhaps?). Might have to wait until next week, but I'll put up what I've got so far. Might require some scripting magic to really take advantage of the objects and dialog. images - but I could probably cobble something together for a little demo mission! Ah - and also, Resist - yes, this baby is nearly finished! Got the final release pencilled in for the end of the month! Bad Benson is just working on some last minute animations which will either arrive with the release or as a later update!