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Everything posted by six_ten
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Nice screenshots -- can't wait to see more!
- 75 replies
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Considering a Steam Workshop release, but I want to hear from other modders about their experiences with it before committing. As for screens, feel free to post some :)
- 75 replies
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Its here -- see first post. Please post screens, feedback, missions, etc. I'd love to know what you guys are able to do with it.
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Uploading update now. This one includes soldiers, ships, cannons, etc. Its all rough but I'd like to see what missions you guys can make from them, hear about what works and what doesn't. Upload should be ready in about ten minutes, I'll post the link as soon as it is ready.
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I've resumed work on the Black Powder mod and have some new assets to show off in-game. I'll use this thread to organize information about the mod and developments. For now here's a rough sketch of what exists so far. The mod is set during the American Revolution, roughly 1775-1783 Maps: Two maps based on real world LIDAR and satellite imagery, modified with historic maps. One is a colonial Virginia city and its environs, 16 km x 16 km. The other began as a real island group in the Chesapeake but has evolved to become a tropical sea, nearly all water with clusters of islands, also 16 km x 16 km. Buildings: (So far) 17 buildings authentic to the colonial period, some enterable. Factions: United States, Great Britain, and Civilian. (would like to add French and Hessian troops, Dutch Merchants etc. once I get these refined.) So far we have U.S. Continental Line, American militia, British regulars, Loyalist militia, and Civilians Vessels: (armed and unarmed versions) They sail on the wind and speed is affected by the direction of wind relative to vessel. Bermuda Sloop Gunboat Philadelphia, sunk in action and preserved http://americanhistory.si.edu/exhibitions/gunboat-philadelphia) Artillery: 4pdr field gun and limber Naval guns -- 1/2 pd swivels, 4 pdr, 9 pdr, 12 pdr All fire round shot and grape. Field Fortification: Placeable chevaux de frises, gabions, fascines, and abatis. Tents: Common soldiers tents, subalterns' wall type, and officers' marquees. Also improvised shelter from tarpaulins or sails. The Wall tent and Wedge type also have versions that can be used as respawn points when players put them up. Arms: Short Land Pattern Musket (Brown Bess) I've released it as an early test version at https://forums.bistudio.com/forums/topic/206528-black-powder/
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Okay, I've released it! Check the thread at https://forums.bistudio.com/forums/topic/206528-black-powder/
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Sure, thanks!
- 75 replies
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Fixed them (and a lot of others), thanks! I think the Overthrow mod would be really cool too if modified so the UN became British regulars, the criminal gangs pirates, and so on.
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Link is in first post - not sure how much bandwidth my dropbox has, so please only download with the understanding that this is early in testing and you can give useful feedback.
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What was the problem and how did you solve it?
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I'm thinking about a general mod release, alpha or beta or whatever you want to call it -- there are still a lot of bugs to squash, models to fix, textures to improve, and things to add, but I think the mod might benefit from having lots of players try it out and help fix stuff, or at least suggest improvements. What do you guys think? Is it better to hold off and fix everything, or let some of this out into the wild and see what happens? What are pros and cons of each way?
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Looking to create an animated shader -- similar to water but for fabric. Anyone know of an example I can look at?
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Yeah, I just want the sails to ripple, not any other part. I'd thought about the tank track animation but (a) couldn't find the part that animated them and (b) don't want it to be related to user input, rather just to move when the wind blows.
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Can diffuse textures or other parts of a shader be animated at all?
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I want the sails on my boats to ripple, like the surface of water. So I want the texture and opacity, also AS and MC to to remain as they are now, but I want the normal maps to scroll and ripple.
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Thanks -- that's the first one I tried -- I need to get at the underlying shader though -- I don't want the reflection, just the scrolling normal maps.
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Hi -- yeah still working on it -- right now, actually. I'll post some news pretty soon.
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I've made a building, and 4 variants of it using hiddenSelectionsMaterials -- in TerrainBuilder I can only place a single p3d template of that building -- how do I get it to use the different versions?
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Alternate versions of buildings on terrain?
six_ten replied to six_ten's topic in ARMA 3 - TERRAIN - (BUILDER)
What do you mean? -
Any progress on this? I'm looking to do the same thing, also had the idea to try via slingloading, and my first searches brought me to this thread. Does anyone have a working crane?
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Would like to reiterate a request even for a short text description of how we can make custom flags. Any information at all would be helpful.
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This is excellent; smooth sailing.
- 16 replies
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- arma 3
- sailing mod
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Advanced Train Simulator (ATS)
six_ten replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What a great mod! Are there any special requirements for the train models, locomotives or cars, for them to work with this? How long 'til we see the first rollercoaster for ARMA? :) -
[DPBEA] DP Build Everything Arma Series - Split Release - Core/eXpansions/JBAD
six_ten replied to DirtySanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How do I set the wall or other object in place once I have it positioned? Edit: spacebar seems to do it. The more I mess around with this mod the more I like it. Thanks for this!- 27 replies
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- all objects in arma
- vector build
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Buldozer not displaying textures/shaders
six_ten posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
After the update I set my modding tools back up, everything works fine except in O2 bulldozer no textures nor materials are shown -- is there a hotkey or something I'm missing (bulldozer is running from arma3.exe and works fine, including textures in Terrain Builder).