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Everything posted by Uro
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Should the Arma 3 Steam Workshop be curated? I ask this because for year upon year now addon authors have been fighting against those people who choose re-upload content to the Steam Workshop without permission nor license to do so. Those users could instead create a Collection on Steam, a collection creates a list of published items, a list that is then available on Steam for anyone to subscribe to and the mods within that list will be downloaded by Steam onto their computers. Instead they choose to re-upload content when they have no legal rights to do so. The community up to now has been working together to fight against these breaches of IP rights, license and permission by reporting offenders to the appropriate authors, who will then file DMCA take-down notices on the uploaders. Following on from this happening en-mass the community collaborated to create the Workshop Crawler, which offers many authors a relatively quick way to search the Arma 3 Workshop for their own content and flag up any items which match their own, these are re-uploads. For those in the know, and those with the ability to read, by submitting content for publication onto the Steam Workshop you are signing a license agreement with Valve that states you have read, understand and agree with the Steam Workshop license and that you have full license and IP/Author rights on the content you are submitting to the Steam Workshop for publication on to their platform. By these people submitting content they do not own nor have license or permission to they are immediately breaking the license they are signing. Steam offers a report function on every item, where you can submit a DMCA take-down notice. For all intents and purposes they have done their part in providing a means for authors to report IP theft and file DMCA complaints on content hosted on their platform. (I'm not going to go into the technicalities of the actions that happen after filing a DMCA report as that would be quite lengthy and not the purpose of this thread.) After a DMCA claim is validated and the item is removed from Steam, they do not punish nor block these accounts from being able to submit content. (If they have some internal flagging system then the existence of it is down to pure speculation, Valve do not make public how they handle the Workshop or accounts with DMCA strikes against them.) Up until now anyone can at any time, provided they have the Arma 3 game on their Steam account, upload any content to the Steam Workshop. This is a good thing in principle because it gives everyone the freedom to publish their own content. The downside to this is that anyone is also free to publish content which they have no rights nor permissions to and are not the authors of that content. This is where the old honesty-based system that the Arma community relied on prior to Steam integration breaks down - because there is no way to prevent these users from re-uploading any content what so ever. If those users have items removed from the Workshop due to a valid DMCA claim, they are free to re-upload that content again, and they can just rinse and repeat this cycle if they wish to do so. If the Arma 3 Steam Workshop was a Curated Workshop, each item submitted for publication would need to be reviewed pending submission, those items would then be reviewed by the game developer/curation team and with a clean bill of health they would be published on the Steam Workshop. Similarly, if they were deemed to not have a clean bill of health they would not be published and the author notified of any reasons why. By curating the Workshop you would immediately close the door on people re-uploading content they do not have license or rights to, as well as having the ability to prevent the publishing of items which contain any IP from other titles. Bohemia publicly state that they openly support content creators, modding and the community that surrounds them. They could show that community support by actively Curating the Workshop, a service which would give those authors back the time they are currently having to spend on protecting their IP, instead they could get back to creating more free content for the community! You already have a trusted community moderation team on these forums, their scope could be extended to include the curation of the Workshop or extended to assist any curation team you create. Fix this problem before it gets even worse, when DayZ gets a Steam Workshop this problem will only become exacerbated. More information on Curated Workshops - https://partner.steamgames.com/doc/features/workshop#curated_workshop
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[Resource] arma3library.gitlab.io - An Arma 3 Terrain Reference Library
Uro replied to Uro's topic in ARMA 3 - TERRAIN - (BUILDER)
It's been a long time since I posted here, I have updated main post with new info's, links etcetera. I lost my forum thingymadoodle for a bit but thanks to some nice Bohemian Support people I have now regained it, Cheers to Support Division! 😘- 3 replies
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Hey peeps, A little history: As many of you know (or may not know), I originally created an online reference library of non-editor/non-configured Arma 3 assets over 2 years ago as a community resource for things not available on the Biki after repeatedly seeing similar questions being asked on the Arma 3 Discord from many users new and old, that site initially lived on a Github Pages static website. The Github solution was fine for those purposes, but whilst I was busy on an large update to expand the library in February/March of 2019 for the Contact DLC - which was requested by regulars in the terrain channel on the Arma 3 Discord server (Hi Jakerod 😁) - I had to move the entire site over to GitLab due to GitHub limitations, GitLab has far superior repository options - especially for the website's needs and is much better suited to the project overall, so it will be staying there going forward - for the bookmark savvy amongst you the old url on Github will auto-redirect you to the new home after 10 seconds. The Library: The library as it stands consists of Terrain Asset Libraries with each item having the relevant P3D name, PBO path and asset Classname (where applicable) right next to each item as well as a Terrain Config/Extras section. This makes it a valuable resource not only for terrain authors but also mission authors who need to be able to reference the important information about assets they intend to use in thier projects, or if they don't know the details of a particular terrain asset and need to find it. Sections: Terrain Asset Libraries: Arma 3: Non-Eden section consists of an image library containing all of the terrain non-config assets from vanilla Arma 3, Apex and Argo, these are assets such as Clutters, Bushes, Trees, Rocks and Dead vegetation. Arma 3: Contact section consists of an image library containing all of the terrain assets as well as all non-config assets from the Contact Expansion. Global-Mobilization section consists of an image library containing all of the terrain assets as well as all non-config assets from Global-Mobilization CDLC by Vertexmacht. Terrain Config/Extras: Buldozer Cheatsheet - Buldozer keyboard controls Terrain Split PBO Config - A commented PDF explaining how to split a terrain PBO into seperate config/data/layer PBO files and an explanation of the requiredAddons arrays. CfgWorlds - A commented CfgWorlds class CfgLight - A commented CfgLight class CfgAmbient - A commented CfgAmbient class That's a teardown of what the site contains, you can find it at: https://arma3library.gitlab.io/ Enjoy! As for site updates, I do them as and when I have free time as this site is a hobby project. If you find an issue ping me on the Arma 3 Discord terrain channel or send me a PM on here, thanks. 👍 NB: For any webbies out there I generated the entire website using PHP & CSS which was exported as a plain HTML5 document with JavaScript for interactivity. All images were created in-game using Arma 3 along with custom mods I wrote to setup the p3d's to be loadable in the editor and to have organised export paths. Work smarter not harder as they say
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I figure the best place to chuck this is General. If I am wrong mods', please do move, you guys do a wonderful job in keeping this place flowing and on target & props for you dedication., out of all BIF contributions I admire yours the most for helping steer everyone correctly here on these forums. Anyways enough mod wet-wiping Firstly, I'd like to congratulate CUP in there consistent and dedicated approach to improving, upgrading and modifying legacy content so it is compatible with Arma3's current build since 2013, that is 5+ years and growing, I salute your dedication to the game. In addition to this I would also like to thank RHS for their absolute dedication to their own mod since Arma2 and earlier, alongside CUP members and their collaboration's to show other community members and teams the type of huge project goals that can be achieved via collaboration, honesty and trust between the community groups and members. Secondly, I would like to thank the many anonymous groups, contributors', modelers, coders, mission authors and innovative idea people who keep this vibrant Arma community flowing with Ideas and content - which is free to all!. That last point I would like to highlight on: ARMA and Bohemia''s modding community exists exclusively because people (professional and amateur alike) wish to openly add content to this game engine and to improve and enhance each others experiences, something which I think we all highly appreciate, respect and applaud those active members for doing so in their continued push to fix/improve and enhance the simulation for everyone who plays Bohemia Interactive titles. I would like to think that this collaboration will continue throughout many more BI and Arma titles and through community group collaboration, I hope and pray that this is the case. For the benefit of every community member, new and old - having the entire history of Arma "on-tap" as well as the knowledge gained by those community members is as important to the current iteration of the game and it's lore as it is to any future iteration of the game which is well preserved on the BIKI and truly I think it benefit's the game's continued success and on-boarding of new members to keep the community, genre and player-base focused on improving the title for everyone going forward, whether that is mil-sim via Arma titles or within the DayZ franchise. I hope these successful values are also taken as a great example on how a community is built, can co-exist with any and all members, is appreciated by the community and is further honored by the flourishing DayZ community which is starting to shine with innovation with the Enfusion engine. I bid you all a Very Merry festive period and wish you all the best for the coming year, while I do hope you keep these few pieces of guidance in mind going forward: 1. Most importantly, Enjoy the Game. 2. Make use of VOIP, not everyone is an enemy ;) 3. Appreciate everyone and everything that has come before what you know now - This community created what Arma3 and DayZ are now via simple existing together to create mods and content for everyone,. through their own dedicated innovation and desire to improve these games! 4. And most of all, have a good time with some mates! 5. Anything that involves lasers is cool. [This is mostly because lasers].
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Community Upgrade Project - CUP Terrains
Uro replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats on the CUPdate, have a good crimbo and hogmanay my dudes! -
TB uses GDAL libraries to translate the input data into whatever magical internal format TB uses - as it should when working with GIS compliant input datasets. Looking more into modules like gdal_translate and other modules will give you a more technical explanation of just exactly what the GDAL libraries are doing with your input data under the hood, which may be beneficial if you are familiar with Houdini and its code-based workflows. The long and short of xyz vs. asc is that xyz contains a lot of geographic data that is not used by TB(redundant data), but TB still has to read and process that data through the GDAL libraries when importing data, so it will take a long time to process the data and cherry-pick what is and is not required. ASC is an ascii based heightmap containing positional grid data on vertice points with a small header which contains the origin co-ordinates (X/Y) for the data contained within the file and thus is much(loads) faster in being processed by TB and the GDAL libraries compared to XYZ.
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Should the Arma 3 Steam Workshop be curated?
Uro replied to Uro's topic in BOHEMIA INTERACTIVE - GENERAL
Yep for sure they would, Valve only EVER take action towards the Steam platform when they have a direct threat in the terms of bad PR, or anything detrimental to their sales or the health of their sales platform. Steam IS a Digital Store, sure it has trashy forums and all the bolts and whistles you would traditionally associate with a community website, strip those back and it is merely a sales/marketing platform. Valve will never do anything to upset the balance of them creaming in profit, so it is up to the users of their platform to voice their concerns or any concerned developers who use their platform to make interim arrangements to deal/mitigate Valves shortfalls. -
[Resource] arma3library.gitlab.io - An Arma 3 Terrain Reference Library
Uro replied to Uro's topic in ARMA 3 - TERRAIN - (BUILDER)
It's mostly automated on the webside of things,. still some little configgery in Arma to do to avoid a lot of post work on the exported imagery. I'm probably gonna re-write and refine my custom functions more for the Arma side to streamline it, since the less manual it is the better. I wrote all the backend code last night and all the heavy lifting is done with php for the most part.- 3 replies
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Concept / Idea: This Mod is based on and inspired by Yves 'Jetman' Rossy's wing-suit system which utilises a carbon-fibre wing and is powered by four Jet-Cat P200 jet engines. Yves Rossy is a swiss aviation pilot and enthusiast who is always pushing the boundaries of human flight with his experimental jet-packs which has brought him the title 'Jetman' and thus the name of this mod :) If you want more info/media search for 'Jetman' on Youtube. I also drew inspiration from Flay's Hang-glider mod which started me thinking about all the means of human flight that could be possible in the Arma 3 engine. Although this mod is heavily based on Yves Rossy's wing it is not a carbon copy. Mod Development: The Jetwing has been in development since August 2016, during which time it has went through initial-idea -> concept -> 3D modelling -> texturing -> game rigging phases. The wing, harness, engines and engine mount models are fully ported into the Arma 3 game engine including all LODs, Textures and Materials. I have to create a suitable chute-bag to compliment the wing and complete the aesthetics of the model, it will sit in the space between the wing to the rear of the harness. Aside from the chute-bag the mod is into the development / testing phase where I am fine-tuning the flight model, working on animations and creating the associated code/eventhandlers to enable a smooth transition from launch > flight > landing. ToDo: Port parachute bag model. Polish code/EH. Tweak the sounds. SP/MP Testing. I may do some camo-variants, we will see. Screenshot: Video: Credits: Models, Textures, Materials, Animations, Configs, Code created by me. Yves Rossy - for his innovation. Mikero - for his tool suite. BI for Arma 3. Thanks: Zeealex - Vertex weights magician. Redphoenix - Early concept thoughts & imagery, critique and enthusiasm. PuFu - Rigging Advice and model critique. Licence: TBA Notes: I know there is a Jet-pack mod in development which is a different type of jet-powered flight than the 'Jetman' concept, it's impressive and I wish it all the success it deserves. Hopefully these mods can sit side by side along with all the other innovative mods out there!
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Yes and no, currently in Arma there exists no way for me to implement the mechanics I would require in which I would want to release it. In the interests of clarity this might see the light of day in a future engine or if features are added to RV that enable the implementation I desire, until then I will have this thread locked.
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@Tom_48_97 is there any progress update on the Object Viewer viewports issue mentioned previously? This issue has been with us since November-ish last year and is pretty frustrating to work with, any progress updates on it even if seemingly minimal would be great thanks Reposting FB tracker link for ease: https://feedback.bistudio.com/T127168
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Uploading content to the Steam Workshop that you do not have explicit rights to (I.E you are not the author/owner/IP rights holder) would be in violation of the Steam subscriber agreement which is presented every time you attempt to publish content on the workshop, if you don't read this prior to publishing content that is due to your own negligence. Saying that it is okay to upload a pack of mods and set it private is simply a non-starter, would be in violation of the Steam subscriber agreement and is one of the reasons why the community created tools to scan the workshop to facilitate removing such infringing content. As Gunter correctly said you should setup a collection of mods that already exist on the Workshop, rather than start uploading other peoples content. You can then just link your friends to your collection and they can one-click Workshop install all of the listed Workshop items within the collection. If a mod does not exist on the Workshop and is available elsewhere contact the author and inquire about Workshop availability, if they come back and say no, then that means no. Remember, just because something is available on the internet it does not automatically give you rights to do with that content what you please.
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@Tom_48_97 is it possible to have the test_house_01_F model in the samples updated with https://community.bistudio.com/wiki/Geometric_Occluders so we have a working example to go along with the wiki article? Edit: also opening up any internal diag.exe tool functions for GO's would be useful to us too, thanks :)
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Do you have a screenshot of the bridge? A visual aid can help us help you debug your situation. Further to the above comment, there can be some AI driving issues when they is geometry or other roadway lod planes above the road section. I would also recommend using Lappihuans Buldozer tools road vertice tool to verify your road vertices 'connect' to the roadway lod of your bridge.
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Camera rotation error/trouble in Object Builder
Uro replied to Sentado's topic in ARMA 3 - MODELLING - (O2)
I reported this issue 2 weeks ago, it is yet to be assigned a developer on the feedback/bug tracker. Issue is here - https://feedback.bistudio.com/T127168 -
@Tom_48_97 I just posted up in the Feedback tracker regarding Windows 10 'Fall Creators Update' issues with Object Builder's viewports. FB link - https://feedback.bistudio.com/T127168 Video of issue: Are you aware of this issue and if so is there an incoming fix for it?
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Heya, the links on the licensed data packages page has a bunch of broken download links https://www.bistudio.com/community/licenses/licensed-data-packages
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16 Months since I asked for Official documentation on the lighting, they also haven't even replied to @PuFu 's request for diffuse/AO baseline bake settings for buildings under the new lighting yet so I wouldn't get your hopes up :)
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[HowTo] X-Cam, iniDB and Arma3_x64.exe compatibility
Uro posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hey guys, I keep seeing the same topic of 'How do I get x-cam working with 64bit Arma?' coming up on the Arma 3 discord #terrain_makers channel, so I thought I'd post up this quick guide so it is documented somewhere other than discord and to save me having to repeat myself over and over, anyway here goes... This quick guide assumes you already have X-Cam installed and working with the 32bit version of Arma 3, if you do not then please run through X-Cam's install instructions prior following this guide and validate it is working with the 32bit version of the game first. I will not be offering any support for this since it is simply updated dll's and nothing to do with the inner workings of inidbi nor X-Cam which are both discussed at some length within their own forum threads. Grab the new dll's (iniDB.dll & iniDB_x64.dll) from my github page https://github.com/Uro1/-inidbi (You only need the dll files, the rest of the repository is exactly the same inidbi addon that you should already have installed). Grab make_file_x64.dll from @killzone_kid 's website here - http://killzonekid.com/arma-64-bit-extensions/ Drop the iniDB.dll & iniDB_x64.dll into the Arma3\@inidbi folder. Drop make_file_x64.dll into the \Arma3\ root folder. You may have to 'unblock' the dll files in Windows depending on your systems security setup, to do this right click on each DLL and select 'Properties', go to the 'Security' tab and hit 'Unblock', Click 'Apply', and then 'OK'. Do this for each of the DLL files you have just installed and you shouldn't have any issues with those files in relation to Windows security. In the Arma 3 launcher DISABLE BattleEye. (FYI - You do not need BE running for offline work and there is a chance it will block DLL's used by addons causing you more grief down the road, remember to re-enable BE for online play). Congratulations, You can now launch X-Cam with the 64bit Arma executable as you would with the 32bit version. NB: You may need to grab the Visual Studio 2015 redistributable's (both x86 & x64 versions) from Microsoft's website for the dll files to be compatible with your system, modern versions of Windows should have these installed already but just in-case you run into issues I have linked the download page here - https://www.microsoft.com/en-us/download/details.aspx?id=48145 For those interested I forked the original inidbi repository on GitHub, updated the code-base to VS2015 and compiled both x86 and x64 dll's from the updated code all of which you can find on the GitHub page linked above. I have not updated anything else within the inidbi addon other than creating new DLL files so you can stick with using the default X-Cam install instructions and inidbi setup, then just drop the DLL's into place as described above. As for BattleEye compatibility, I did contact BE via email and requested they white-list the DLL's used by IniDBI & X-Cam and provided the source code to the iniDB DLL's, but they weren't interested and the reply I got wasn't exactly what you would expect from an outfit touting themselves as a professional anti-cheat vendor, so just disable BE to keep your sanity. Hope this helps some of you out on your quest for x64 glory! -
Win10 Pro x64 My PC does not randomly lock up like reported above, however TB and Buldozer frequently disconnect from each other resulting in one or the other of the programs crashing and a resulting loss of work. Running TB in compatibility mode does nothing to improve the situation for me and really should be used as a last resort for legacy software that is no longer being updated, afaik the A3 Tools as a whole are still being updated so aren't quite legacy yet. Part of the problem I think Terrain-Builder is having with Windows 10 and specifically the Creators Update that has recently rolled out is that it comes with an updated TCP stack supporting some new features and while TB does not utilize these it will not know how to interpret them either which could be part of the issue I am running into regarding the two applications disconnecting from each other. Prior to this Windows 10 update I could run TB+Buldozer without too much fear of it crashing, although it did, just not nearly as often as it does now. I'm all for TB getting some love from BI since it really hasn't been touched since it's addition to the Arma 3 Tools suite. The GDAL libraries it uses for example are version 1.6x which stem from 2009, that's an 8 year old library now and the current version is 2.2.1 which brings with it a raft of bug fixes and feature improvements. Anyways just adding my 2 cents to this thread, doubt much will happen but you never know.
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Please please please redo your low poly on the van and re-bake it from the high poly. There is zero curvature on the wheels, the arches, the doors or the ladders/roof-racks Quite frankly I have seen ripped content with better quality models. All the following screenshots were taken with all video options set to Ultra. The textures on all of the vans are also super low quality/resolution, even if you have to split it across more sections to improve their overall fidelity please do it. For example you can make out individual pixels of a texture easily in-game on these models in all variants, also the rear light clusters and LED strobes on these vans look like they have been copy/pasted into the textures to get around the over-all low quality of the rest of the textures. I don't often crit on BI for their vehicles, while I am no expert modeler either, these vans are seriously sub-par for what is going to be paid content and while considering this has been in development for a year I would have expected far better quality of content and attention to detail, for what is a showpiece of this DLC.
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Yeah either your using a different profile OR you had a hard game crash that corrupted your profile data,. this has happened to me before when testing addons and I was sub-25, ever since I have used a different profile for my dev stuff. Luckily the KOTH admins do profile restores for anyone rank 25 or higher so as @R0adki11 says your best bet is to make contact with the KOTH peoples and seek their advice on what to do next.
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Disable BattleEye in the launcher, it will be blocking the dll.
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Bumping to due to no official response and licenced data packs still being unavailable.
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workshop crawler ArmA 3 Workshop Crawler - Find reuploads of your workshop submissions within minutes
Uro replied to optix's topic in ARMA 3 - GENERAL
That feature was available,. I think they disabled it for now pending code and performance refinements.