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six_ten

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Everything posted by six_ten

  1. six_ten

    bullet hit decal

    Thanks, Kiory. On your suggestion I rebuilt my Geometry and Fire LODs; now it works. I appreciate the help.
  2. six_ten

    Black Powder Mod

    It is. That is the uniform of the 2d Virginia Regiment, about 1777. I've begun just such a map, lots of small islands, lots of sea between clusters of them, so you can start and hop from one to another with a canoe or raft, and travel farther in a larger vessel after you've played for a while and built up some wealth. I'd like to spot a sail on the horizon and not know whether it is friend or foe. In addition to the sea map I have an authentic 18th century landscape based on a real location that was very important during the American Revolution, using a 1781 map of the area overlaid onto modern LIDAR and a lot of research (this is a project I've worked on for 7 or 8 years) I think I'll release the sea map first, and if there's interest in more land warfare, release the land map for company-sized skirmishes and other operations. ---------- Post added at 11:08 ---------- Previous post was at 11:04 ---------- I've begun a page in the Make ARMA Not War contest site: http://makearmanotwar.com/entry/Fzvd2RZSpc#.U7gUX8zD_yM
  3. six_ten

    Black Powder Mod

    The forum software keeps parsing my IMG tags, so no images until I sort that out. Also cannot edit the first post in this thread so I'll start here. I've put quite a lot of work into this mod and I think it is time to share a progress report. I hope it will be as much fun for others as it has been for me so far. It isn't ready to release yet, but I'll post a download link when it is. Black Powder: Trade and Warfare on Land and Sea in the 1770's The gameplay is pretty basic: you start on the beach with nothing. Find some clothing and tools, gather some food and water, and set out to seek your fortune. Harvest raw materials and make useful products for trade, steal from others and become an enemy to all as a pirate, or ally yourself with one of the warring nations and with their letter of marque and reprisal become a privateer. Built so far: Uniformed Continental (American) and British Line infantry, plus hats, knapsacks, haversacks, canteens and cartridge pouches also male Civilians and Militia Model 1768 Short Land Pattern Musket (Brown Bess) French 4 pounder artillery firing round shot and grapeshot field fortifications including cheveaux de frise, gabions, abatis 65' Bermuda Sloop with swivel guns bell tent to store guns, wedge tents for common soldiers, wall tents for horsemen and subalterns, and officers' marquee rail-fences, houses, outbuildings and public structures Currently I'm optimizing all of the above. LOD models are done, all now are UV mapped and I'm making new textures and shaders for them. I still have to get my particle effects sorted out for the guns, at the moment its trial and error. The cannons have a satisfying kick when they fire, but the muskets feel weak and I'm still trying to figure out how to get a delay between the flash in the pan and the actual firing.
  4. I have a section of a model that I want to use a _CA texture for to save polys, it is a netting of ropes. When I apply my material it looks fine up close, within a couple of meters, but any further away and it becomes a weird shiny transparent sheet that also makes water behind it look invisible. In trying to fix it I updated the chainlink fence from OA and copied that geometry, tex, and shader, then placed the fence model section into my model and still have the same problem. Is there something new about opacity in A3 that prevents it rendering correctly or have I missed a step? ---------- Post added at 10:42 ---------- Previous post was at 10:01 ---------- In case anyone else runs into this I'll update this. It might be fixed -- I just now copied over the A3 barbed wire rvmat and applied that to my netting, and in the rvmat it shows: class Stage7 { texture = "a3\data_f\env_land_ca.paa"; useWorldEnvMap = "false"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; The old one was different: class Stage7 { texture="ART\ART_18thc_Navy\Data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; One more test should tell whether setting UseWorldEnvMap = "false" fixes it. ---------- Post added at 10:53 ---------- Previous post was at 10:42 ---------- It worked! ---------- Post added at 11:11 ---------- Previous post was at 10:53 ---------- Now that I've solved this, another question occurs to me: Is a low-poly transparent model cheaper to render than the same thing done in geometry; the netting is large and would add 500 polys to my model. Would I get better performance by modeling it or using the _CA tex on the low-poly model?
  5. six_ten

    Stars blown out

    After more testing I discovered some more problems with lighting, a campfire for instance was far too bright, and then I flew around in a helicopter, whose spotlight was somehow broken. I then started over from a fresh copy of Altis config and plugged my map's details in, and the problem is solved. The stars are fine now. Thank you everyone for taking a look at this. I still don't know what the problem was but I guess it was a mistake I made somewhere in moving the lighting out to .hpp.
  6. six_ten

    Colision problem in building

    Do you have a Roadway also? Try that.
  7. six_ten

    Stars blown out

    I'm in the middle of rewriting my config and now using Altis config as a base for it. A thought just occurred to me, could it be that there's a setting for the size of the map that has an effect? Altis and Stratis are both much bigger than my map (which is 8192 m), so could the stars be "closer" and therefore larger on a smaller map than what they were intended for? ---------- Post added at 03:46 ---------- Previous post was at 02:47 ---------- I have located a reference in map_data to starsObject = "A3\data_f\stars.p3d"; skyTexture = "A3\data_f\sky_semicloudy_sky.paa"; skyTextureR = "A3\data_f\sky_semicloudy_lco.paa"; seaTexture = "a3\data_f\seatexture_co.paa"; clouds[] = {"A3\data_f\mrak1.p3d","A3\data_f\mrak2.p3d","A3\data_f\mrak3.p3d","A3\data_f\mrak4.p3d"}; skyObject = "A3\data_f\obloha.p3d"; starsObject = "A3\data_f\stars.p3d"; pointObject = "A3\data_f\point.p3d"; horizontObject = "A3\data_f\horizont.p3d"; haloObject = "A3\data_f\sunhalo.p3d"; sunObject = "A3\data_f\sun.p3d"; rainbowObject = "A3\data_f\rainbow.p3d"; moonObject = "A3\data_f\moon.p3d";
  8. six_ten

    Stars blown out

    "Darkhorse 1-6 The trees and everything else in that image look terrible, so it might be your graphics settings or your hardware itself. Try to take a single screenshot in the same area with all the settings maxed out. " On Ultra the result is the same. As I mentioned in the first post Altis and Stratis stars look nice. If it was my hardware or graphics settings they would not. "M1lkm8n Look in the arma3 rot log too " What's the "rot log"? "HorribleGoat Sorry but, couldn't reproduce this either so far, do you get any error messages while running the map or have anything in the binarizing log files? Could have something to do with your video settings? " Going through the log I find errors: ART_Williamsburg.log Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation <world = "ART\ART_Williamsburg\ART_Williamsburg.wrp"> No entry 'P:\bin\config.cpp/CfgWorlds/DefaultWorld.skyColorInfluencesFogColor'. '/' is not a value String id 0 is not registered No entry 'P:\bin\config.cpp/CfgWorlds/DefaultWorld.skyColorInfluencesFogColor'. '/' is not a value String id 0 is not registered No entry 'P:\bin\config.cpp/CfgWorlds/DefaultWorld.skyColorInfluencesFogColor'. '/' is not a value using non-binarized object a3\plants_f\tree\t_poplar2f_dead_f.p3d Cannot open object a3\plants_f\tree\t_poplar2f_dead_f.p3d using non-binarized object a3\plants_f\tree\t_poplar2f_dead_f.p3d Apparently it can't find my trees. Also there are other errors having to do with my buildings, but the stars issue appeared well before I placed any trees or buildings in the map.
  9. Look in the ARMA3 SamplesF folder, there's a complete house setup with the normal model, damaged, and destroyed, plus the config for it.
  10. six_ten

    Stars blown out

    Here is the config ---------- Post added at 09:09 ---------- Previous post was at 09:03 ---------- Here is cfg_ART_Lighting.hpp
  11. six_ten

    Stars blown out

    I didn't save any image, the config is copied largely from Stratis and the links go to A3 and its files. There's something different going on to produce those huge stars but I don't know what it is. Maybe there's a bit of code that scales the stars image or something.
  12. six_ten

    Stars blown out

    Saved what in the right format?
  13. six_ten

    Stars blown out

    They're not pixelated, just huge. Here's a screenshot at normal fov, not zoomed in. The screenshot is cropped but not resized.
  14. six_ten

    Underground LOD for OB?

    As for faking it, could you create an elevator room: player enters, door closes, press button and elevator shakes and seems to descend, then player teleports to an identical elevator interior in an aboveground "underground" complex , whereupon the door opens into it?
  15. six_ten

    Random armed civilians uniforms

    The above method works well for different models (just tried it in mine). I'd like to use a similar method to randomize the "camo" selections in my custom uniform: I have selections in my model "camo_shirt", "camo_vest", "camo_pants", and "camo_socks" in my uniform model. I haven't used hiddenSelectionsTextures before so I could use a hand with writing the line hiddenSelectionsTextures[] = {"ART\ART_Character\Data\Full_co.paa"}; How do I have a variation of the above randomizer assign different texture for the shirt, the pants, etc (not changing models).
  16. six_ten

    Backpack config ?

    You'll find what you need in Steam\steamapps\common\Arma 3 Tools\Samples_F\Test_Character_01
  17. I have a rifle based on the \Samples_F\Test_Weapon_01. When it fires a gas emits from the bolt and the main muzzleflash erupts as the bullet leaves the rifle. I want all this, but I need to introduce a delay. I want to: pull trigger gas/small flash emits from bolt area 1 second delay, THEN weapon fires projectile with flash. It does all this now, just simultaneously. How do I introduce that delay between the trigger pull and the bullet firing? Is there a simpler and more efficient method than the one described five years ago in http://forums.bistudio.com/showthread.php?70978-Weapon-Shot-Delay ?
  18. After a lot of experimentation and searching I ran across this post that may put me on the right track (posting here in case anyone else looks for this in future).http://forums.bistudio.com/showthread.php?134453-Add-Eventhanlder-to-a-weapon-or-magazine&p=2177554&viewfull=1#post2177554
  19. I can't get an EH to work inside my rifle config; the one I use in my cannon works fine (as it is a vehicle). Should I call it in the ammo config?
  20. I wonder if this would work if I used a submunition ammo, with the first stage being a very slow projectile traveling from the breech to the muzzle in .75 seconds, then the submunition activating and moving at the "real" speed.
  21. I'm a little confused by the licensing so I hope someone can put into plain English how I should proceed. I'm making a map. All of the buildings and terrain are my original models, textures, etc. For trees and grasses so far I've used A3 plants only. If I update some A2OA plants and trees from the data packages and include them also, does that mean that the map cannot be protected, that it must be unbinarized and released as APL_SA or should I put the A2 plants into a separate pbo and release that as APL-SA while the rest of the assets remain protected?
  22. six_ten

    Uniformed example model?

    There is. Look in \Steam\steamapps\common\Arma 3 Tools\Samples_F\Test_Character_01\A3_vest_example.p3d
  23. six_ten

    Simple brick multishader

    Solved after an accidental discovery. I had a texture in the selection in Oxygen, when there should only have been the rvmat. Removed the texture, my brick looks great now.
  24. For more than 6 hours I've been hitting a brick wall so to say in trying to make a simple brick wall multishader. At this stage all I want is to tile a main brick texture, then in certain parts have a different brick show on top of it. I've done this (and very easily) in a number of other programs over the years but I am baffled when it comes to getting it to shade my wall in A3. The MC covers the brick completely and there seems to be no point in my using the _CO textures (which are important in this case). Can someone help? My mask seems to have no effect at all. I'm not interested in using an MC map though it seems to be a necessary evil. All I want are my bricks to show, is there a way to have an MC that has little or no effect and allows the brick colors to show? My real goal is to have 2 similar brick tiles mixed to break up the sameness overlaid in select areas with a third distinct and different colored brick with dirt in places overall Anyone have a simple example of a multishader that does that?
  25. Thanks! I really appreciate your help. I'm in the middle of trying to figure out how to get a brick shader built with the multishader; have been hitting a brick wall for 6 hours (except it doesn't look like brick!) I'll try out your configs now, a welcome break.
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