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p1nga

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Everything posted by p1nga

  1. p1nga

    Scope Mod A3

    It can be a mission to remove the tunneling effect. As far as the new collimator effect, to my best 'assumptions' it consists of two parts, alpha textures with a radial blurred hole in the center and some form of UV Matrix which moves the UV Texture dependent on the eye position? You can already do the vignetting, it is simply two circular planes with previously mentioned alpha textures, placed at either end of the view port of the optic. You can find those textures in "a3\weapons_f\acc\data\scope_inside_blur_ca.paa" for example. It is a bit tricky to find the correct combination, to achieve the desired effect, and i found scaling the UV enabled you to adjust the edge distance. Here it is in action You do naturally lose a small amount of view diameter, but it seems negligible and in game you notice the fact it looks a lot nicer more than you miss those extra pixels
  2. p1nga

    ASOR Roleplay Objects

    The UserActions are defined in the config so they are setup to go. As far as i know it is Zeus Compatible. Zeus should be able to spawn it near one of the objects it is configured for and it should work its magic, just make sure you spawn it in at the correct spot, i don't think it will handle having to be moved around after spawn. What is next, depends on what the mission makers require for next weeks mission :p We usually have missions being worked on about 4 weeks ahead of the current week, so like at the moment we probably have 3 or 4 mission makers working on the a mission each for the next 4 weeks, they will come up with a requirement and send i will make it, i guess some weeks there won't be a need, so i will make something up.....
  3. p1nga

    ASOR Roleplay Objects

    Yeah sure thing, the general idea is to have a multitude of things that will help Milsim communities bring roleplay aspects into there missions to keep people interested in ways other than shooting bad guys. If you have stuff you have done yourself, feel free to make a fork branch in GitHub and i will merge it into the master. But please people this is not a request thread, one of those may pop up soon...
  4. I use "LodTurnedOut = X;" where X is the value of the RES LOD, so in some cases i use "LodTurnedOut = 1;" to just use the first exterior lod.
  5. I'm not sure i would like to place a Pay To Use charge on any add-on i worked on, but i sure wouldn't mind an official way to collect donations. When you have spent 500-1000 hours working on something it sure sounds nice to get something back from those in the community that can afford it and feel like it is worthy.
  6. If you are not getting paid, it is you're free time, if you are a getting paid it is essentially a job. Working in things that you have no or little interest in is something most professional / freelance modellers and artist do all the time i would expect.
  7. Without any images my guess would be that the texture is not in a proper ratio, textures tend to come out tinted strange colors if you do not have them in a rectangular size and a multiple of 128, so 256x256, 512x512, 1024x1024 etc up to 4096x4096 or 1024x2048 etc. If it is comming up as a single solid color you need to apply the texture on ObjectBulder or fix the hiddenSelections
  8. It is complicated in my head :s It is not related to FFV, it is related to the maximum limits enforced by the engine and DirectX, having machine gun mounts on the rear has pushed the vehicle over the limit and the engine cannot render it at all. It seems i can work it so some variants have rear mounted machine guns, the remote weapons stations allow For the time being the Bushmaster is standalone, lots of request for it to be included in many different things. My official stance at the moment is for it to remain standalone. Once a final version is released (not alpha, not beta) i will most probably reconsider and release the entire thing under a Create Commons license, so long as improvements and changes are supplied back to a core version so everyone can benefit and that sort of thing.
  9. Decision time, and it is a tough one. I made an assumption that completely disregarded something i know about the current ARMA engine, but for some reason overlooked until now. To achieve the level of detail i believe i have on this vehicle i use proxies a fair bit, mostly this is ok, things like shoves, axes, ammo-boxes, chains, ECM jammers are all things that essentially don't need to change textures. I did however also move a couple of overlapping side pieces into proxies (the side mounted winch, and cover) the two of which are mutually exclusive so only one can be shown at a time Now to make the vehicle retextureable i would need to move those pieces back into the core model so you can access them as a NamedSelection. I have experimented and come the the conclusion that i can move them back into the core model providing that i scrap the rear pintle mounts ( which are not shown on FFV variants anyway because it blocks your view when turned out)......this means though that there will not be variants with rear mounted machine guns, which is probably not that big of a deal now we have FFV ability. So Customizable Textures vs Mounted Rear Machine Guns, i think that Customization wins out, and never say never to somehow supporting both, the battle goes on.
  10. I use GitLAB for source control, which is Linux only, so i just got a cheap Windows VPS to run Jenkins + Website on, seems to be working fine, might have the actual website up sometime soon, in which time i will post a link here. Basically i push into GitLAB, do nightly builds on the windows server with Jenkins and Mikero's tools + ARMA Tools and publish the results into a Joomla website for the public to access.
  11. Do you refer to the real life Bushmaster or this ARMA 3 vehicle? The real life vehicle is most commonly now mounted with M2 Heavy Machine Guns (12.7mm / .50) but the EOS-R400Mk2 (Remote Weapon Mount) can support a range of weapons, including automatic grenade launchers, i have yet to see an example in use however. I have even seen a demonstration variant armed with a M242 Bushmaster Chain Gun, not sure of the practicality in mounting such a heavy weapon and recoil onto the roof, I'm sure a lot of strengthening would of had to be done to achieve it..... As for how this translate into ARMA 3, i do not plan on having a variant with mounted Automatic Grenade Launcher. (at the moment)
  12. Bushmasters on over watch above one of Altis's large valleys.
  13. It will have custom PhysX and Engine Sounds, but I'm not doing that myself, it will be outsourced to a couple of people who know a lot more about those subjects than i do, and can do much better jobs.
  14. Yep, you can use the Virtual Garage to Show/Hide those sorts of things, in total at the moment there are 28 'Components' that can be selected from, some of those are linked to others though, so for instance if you select/show 'Ammobox 1' it will deselect/hide 'Jerrycan 1' because they both occupy the same space on the model, cannot show both at the same time. You can do the same using the editor, with the usual code 'MyVehicle animate ['show_ecm',1]; I haven't looked to much into how much a change to VhC will affect any of this, but i do plan to setup the vehicle to use it instead of the randomization scripts i have now.
  15. You may have noticed i have had a username change on the forums, this just brings my account name into line with what i typically use in ARMA and online gaming in general. So, update..... I have improved the wheels, done some more texture work, mostly on the random objects, like the Wood Axe, Shovel, ECM Jammers, but a small bit of the main texture, which is almost complete and ready to do all the weather effects on. I have made an early prototype of the .50 Cal Protected Weapon Station ( No Screenshots yet). The interior now has specular and Ambient Shadow maps. Fixed some issues with the shadows in the Cargo Views, added some sounds for doors and hatches, all dash gauges are now glow in the dark and night time illuminated, the automatic push button gearbox now lights up and correctly displays which gear the vehicle is in, to be noted though the dash only shows 3 forward gears while the gearbox does have 6 forward gears, so once it shifts above 3rd, 3rd just remains lit up. A Teaser/Release/Preview Video review is in the works, im just trying to get a few critical things done and fixed before that happens, im possibly too much of a perfectionist :s
  16. So still working away on a few diferent aspect, but in the meantime here is a different sort of image, it shows the Ambient Shadow, Specular and Diffuse texture all on the same vehicle, was done using setObjectTexture and overlay-ed and cropped in Photoshop
  17. p1nga

    Error in P3D when packing. Mass Tag?

    PhysX is new to ARMA3, so any ARMA2 ported model will not have a PhysX LOD, if you want to use PhysX simulation, you need to add the PhysX LOD and fill it with the appropriate content. Otherwise you can us simulation 'Car' instead of 'CarX' for example to use the old Physics system from ARMA2 for a land vehicle.
  18. Requesting name change to: 'P1nGa' Thanks,
  19. p1nga

    Car turning to sharp and flips

    Most probably it is 'turnCoef' :cool: However it so many values can have effects on everything, just need to experiment.
  20. It's Photoshop Creative Cloud, i think it's actual version number is 14 or something.
  21. Primarily it will be ADF with both Army and RAAF Markings, I'm in the progress of hand painting the ADF Pattern, which is a mix between the pattern taken from the 'Land Warfare Manual' and what works best on the model. When released or soon after i will provide PSD files that others can use to do other camouflage patterns, i will set them up so it has a 'Base Layer', 'Camouflage Layer / Group', 'Edge Wear Layer'.......so hopefully to get a decent quality texture all you will need to do is paint in the middle section, but more advanced people can go ahead and improve the base and edge wear textures and add as much detail as they want. I'm open to including textures made by the community into the mod, anything that can improve it. Also thinking about making a trailer.....
  22. p1nga

    Glowing Dials

    You don't really need to sort the Alpha, you need to use 'Move Top' and 'Move Bottom' on the right surfaces in the right order to make sure the alpha is drawn in the right order. I would select all the normal textured surfaces, 'Move Bottom', then select the glass gauge faces, 'Move Top', then select the cockpit windows, 'Move Top'. The clouded white problem could be shadows, rvmats or just the opacity of the texture.
  23. The Bushmaster is standalone, the ASLAV's is just a fix for the ADF-Uncut one i had put together that now resides in our clans own private mod, no plans on a release of that, it was only as quick throw together for a mission. And yes we use a lot of SMA where i play, because we also develop the SMA mod.
  24. Here are some pictures from the first multiplayer coop test, a few issues, most were known about beforehand and should not be to hard to fix. [table=width: 60%, align: center] [tr] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [/tr] [tr] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [/tr] [/table]
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