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scorch_052

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Everything posted by scorch_052

  1. ODST and Recon helmets in-game and working. Video of shotgun in action coming soon.
  2. Spread's a little tight and needs to be worked on and we could use some better animations but other than that it works great.
  3. So after many long nights, Stirls and I have finally figured out the complicated mess that is ArmA 3 texturing. Shiny shotguns confirmed. And a bonus picture Colored flashlights because why not.
  4. My end goal is to have every single helmet attachment function in some way. So, yes, the flashlight will work as a flashlight, the laser designator will allow you to lase targets, the rangefinder will function as a rangefinder, etc.
  5. STALKER Patches By Scorch052 Click here for higher resolution These are shoulder patches from the popular videogame series S.T.A.L.K.E.R. that I've put into ArmA 3. There isn't really much else to say. Feel free to make requests and all that. Download Credits Bohemia Interactive - Creating the ArmA series GSC Game World - Creating the S.T.A.L.K.E.R. series
  6. Shotgun is coming along very nicely. Martynball's models are amazing and transfer into the game really well. Pics below. As you can see, we're still working out rvmats, but the models and textures look really good so far. Also, besides some issues with the reloading animation, the weapon functions perfectly with full support for attachments, buckshot and slug rounds, and its own custom flashlight.
  7. The pelican is currently on hold as we work out the more essential aspects of the Alpha release. However, it will be the Halo 3 Pelican and will feature multiple different variants. Shotgun screenshots incoming.
  8. SC Urban Apparel Description SC Urban Apparel is a simple retexture addon meant to provide ArmA 3 with more clothing options for civilians. The goal is to provide mostly modern, urban-themed apparel using real brands and clothes. For the time being, I plan to keep this a simple retexture mod, but I may delve into the realm of modelling in the future. I'm more than willing to consider any suggestions so long as you can at least provide me with some sample pictures or point me in the necessary direction. Also, I do plan to include clothing and items that fit with the "Gang Warfare" aesthetic for anyone interested in that stuff. Images See More Planned Features Dozens of different urban clothing options Custom clothes for people who request them and provide necessary resources Customized (and possibly ported) civilian vehicles Custom inventory items to fit the urban atmosphere Custom-modeled headgear, glasses, etc. (Not any time soon) Credits Bohemia Interactive - Providing excellent models, textures, and engine to work with Slatts - Providing a helpful but simple tutorial for retexturing (lost the link) proteK - Partially inspiring me to make this mod and assisting with its design and concept CAF Team - Editing the "Worn Clothes" uniform to properly allow hiddenselections, thus making my life easier ETA There is no set ETA, but I'm working on new outfits everyday and it wouldnt be that hard to release a few small beta packs here and there if there's enough interest.
  9. I can't really figure out a good way to implement head bobbing. atm I'm using camShake. As for the visor, its more of a concept than anything and is nowhere near complete.
  10. While my work may not be as visually appealing as the great Stirls', they say actions speak louder than..err videos speak louder than images, so, here you go. https://www.youtube.com/watch?v=iau39UpT-7Q
  11. Hi, I'm trying to script an ojbect to move whenever the player hits any of the WASD keys in a relative direction. I've figured out the relative direction part. However, whenever I use one of the buttons, the other three stop working. So, for instance if I go right, I can no longer go left, back, or forwards. I'm using setvelocity and getdir to move the object and they work fine individually. Any help would be great.
  12. Watch Halo Landfall or FUD. Its essentially the same just bigger and more advanced. Navy goes from sea to air. Marines go from international to intergalactic. Army goes from national to planetary. Its really quite similar.
  13. Christmas comes early this year, kids! https://www.youtube.com/watch?v=0g4BhSvimuQ https://www.youtube.com/watch?v=zmLw8VblBpo
  14. Maybe. Shouldn't be too hard really.
  15. Spartans are a good bit down the line. However, if we do them we'll do them up real nice with lots of permutations and addons. If you haven't figured it out yet based on all the different variations for the ODSTs, we're planning on providing plenty of options for personalization. Speaking of personalization, expect another update soon regarding things that go on your helmet and may/may not have actual purpose.
  16. So, I'm trying to make custom headgear for ArmA 3 and I've run into an issue. The base helmet works fine and has no problems. However, whenever I add attachments, they cause the helmet to go off center and result in strange clipping issues. A few notes: with the additions, the model becomes asymmetrical the offcentering occurs in the direction opposite of the addition (ie an addition on the left side of the helmet will offput the entire helmet to the right) Images http://i.imgur.com/tPM5iSm.png (486 kB) http://i.imgur.com/baNTaFY.png (528 kB)
  17. No, I added that and when I did, the whole helmet disappeared. I solved it by tweaking the weights and re-positioning the helmet.
  18. It is, right now the attachments are part of the head selection, while also having their own selection marked to not be binarized. The weights are 100 for each selection.
  19. could it have something to do with the weights?
  20. As thedog said, I have the new ONI recon helmet to show off today. I won't bore you with words, so here are some screens http://i.imgur.com/P7r3Zlb.png (236 kB) http://i.imgur.com/zxK6Tl6.png (351 kB) http://i.imgur.com/By8rgpd.png (428 kB) (This image is for Flemdot Jr and any other individuals who dislike how visible the necks are. You can simply equip a bandanna in your profile menu and it will effectively cover your neck. We feel this is an adequate solution in which both parties can be satisfied and it shouldnt hamper gameplay since the player wont be able to see any other glasses they wear.) http://i.imgur.com/iGwkY5j.png (510 kB) (This is one of the awesome emblems created by Proto, expect more soon.) Well, thats all I got for tonight. To keep you informed, I'm currently working on a VISR-style overlay that should appear whenever the helmet is equipped. Right now its merely aesthetic, however, I intend to add features to it to make it more practical such as a compass, IFF tags, etc.
  21. I'm actually already working on that atm. Add me on steam and we can find you something to do. :) Yes. Armor values are planned to be about twice as high as vanilla vests. Not planning on it. In the actual game you can see their neck, as the helmet is a separate piece. (Which is interesting considering the ODST suit supposedly doubles as a pressure suit). I will consider covering more of the neck, though. Refer to the above image for confirmation (Taken from Halo 3: ODST)
  22. Didnt think we were done yet did you? http://i.imgur.com/GbVnPQc.png (646 kB) http://i.imgur.com/h6AwevM.png (697 kB) http://i.imgur.com/UHyDLY6.png (671 kB) http://i.imgur.com/9mNPJDm.png (418 kB) Now with support for squad logos, unit insignias, and custom chest emblems. Mix these with the abundant amount of hiddenselections, uniform and helmet options, and different vest types, and you've got more customization options than you can shake a stick at.
  23. Well everyone else is posting their work, so I guess I will too. Thedog sent me the ODST uniform so that I could tweak it and configure it (I've also added a placeholder material file). Here's what I've gotten in-game: Oh, and for those asking about the visor and whether to have polarized or depolarized, why not both? I've also set up more hiddenselections than anyone would ever reasonably need for maximum customization. Current asset list is as follows: -4 ODST Uniforms (Standard, Left and Right Shouldered, and Shoulderless Recon) -1 Vest -3 Backpacks (I hope to add TFAR support to the manpack radio a little later down the line) -6 Helmet variants (7 including rangefinder/sniper variant) So, as you can see, we're making very good progress.
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