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six_ten

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Everything posted by six_ten

  1. Fixed, thanks to Horrible_Goat: Open Object Builder. File --> Options --> Path for Textures --> P:\ That's all it took. Works fine now.
  2. I downloaded from Armaholic, extracted the mod, placed it in my A3 install, opened launcher, enabled the mod, opened Eden, placed soldier, hit play -- ctrl B and no menu showed up. What have I missed?
  3. six_ten

    [WIP] Black Powder mod

    I wanted to be able to sail up to a dock and tie up the Yawl, Gunboat, or Sloop. I Looked at code by GNAT and Diesel for inspiration, and came up with a workable but clunky way to do it. Talked a bit with Soolie late yesterday about it and he created a new and I think great looking method. Check out this work in progress:
  4. six_ten

    Saving terrain height edits?

    Yeah -- DO NOT hit Rebuild Terrain, that will recreate the landscape from your original source terrain. Instead, just save your map. When you update your sat or mask images you don't have to Rebuild. Just save your project and the changes will be saved. After I sculpt my terrain and make significant changes to it I hit File --> Export --> Terrain Heightmap and then if I'm sure I'm satisfied with the changes, replace the Source terrain model with the new one every so often. (Keep an archive version of the original elsewhere though).
  5. six_ten

    Tanoa Trees  

    Mikero's tools has a package of dummy low-res objects -- using them you can add Tanoa assets to your map. I've done it and they work fine.
  6. six_ten

    Nassau 1715

    She's really looking good. Does she sail yet?
  7. All of my custom boats now sink in the editor. They haven't changed, and they worked fine before. Now when I place one it sinks through the water and the terrain, and vanishes. Boats in previously saved missions sink as soon as I load the mission in editor. If I am the driver when I start the mission the boat is underwater and rises to the surface and sails fine. Not sure whether it was APEX or the last ARMA update, or something else that broke this but can anyone offer a fix?
  8. Think about what the barrel is made of. The factory paint is green, but the barrel itself is steel -- steel here can be grey, but also a bit rusty. Draw "wear" on your texture: find the parts that stick up and get abraded. Paint a bit of grey steel, some rust on that, then overall a bit of dirt, grunge, scratches in the smooth fresh green paint. shiny unworn steel exposed where the paint is worn recently, duller steel and rust in the areas that were worn off a longer time ago. Then do similar for the paint above it: fresh looking shiny green paint in areas that don't get rubbed, duller, scratched paint where there's some abrasion commonly, and so on. When you get some experience and really want to make it pop, try a multimaterial shader for it -- mask the steel, the paint, whatever materials the object is made of. For now you can do just the simple shader, simple texture, and get some practice. This might give you some insight: http://www.cgsociety.org/index.php/cgsfeatures/cgsfeaturespecial/the_top_ten_tips_of_texturing
  9. Why don't you mod this feature now? Detect the ground texture under the vehicle (like you do with SoundHit), check if its raining, if so, slow the vehicle by some percentage.
  10. six_ten

    Nassau 1715

    Beautiful. She should definitely sail. Drop me a line and lets talk; your econ mod idea lines up pretty close to what I've had in mind. Check your PMs.
  11. Black Powder Mod Work-in-Progress Thread http://i.imgur.com/GCYFsjV.jpg (118 kB)
  12. Thanks for this -- I'll try it this way and post my results.
  13. six_ten

    Arma 3 Lack lot of Realisim

    Good, so we all can look forward to your mod making that possible.
  14. It is the Castillo de San Marcos (Ft. St. Mark when it was under British control 1763 - 1783.) From the courtyard to the outworks, even the terrain it is a close to exact scale model, so any changes will be those to make it more like the actual fortress. As for getting in, code a climbing rope or portable ladders :) Bring your ideas to the Black Powder thread over in the WIP mods section of the forum. This thread though asks, how do I combine several models as one in game, as guys do with large ships and the like?
  15. six_ten

    [WIP] Black Powder mod

    I've added a fairly accurate model of the Castillo de San Marcos to Tangier Island. There are of course also field-made cheveaux de frise, gabions, and so on for field fortifications anywhere you choose to build them. I'm always interested in other research too, so I'll be happy to see what pics you have. When I get time I'll make proper reload animations based on manuals of the time. For now we have to put up with modern ones.
  16. That's not how copyright works.
  17. Get the Samples_F heli working and you'll start to see how this all works.
  18. As posted below, use an antiwater plane. Go to your A3 Samples and look at the boat in there -- all the code and model is exposed and editable to you. Get their samples working in your game and you'll find that making your own models work becomes much easier.
  19. You can use one model with "with a single config file with multiple defined classes in" and the corresponding scripts for fuel, water, etc. In your model, select the parts of the barrel whose textures you want to change and create named selections. I might do something like Camo_Lid, Camo_Label, Camo_Body (I usually preface the tex selection names with Camo so they're easy to distinguish, but they can be called whatever you like). In your config you then have a HiddenSelections entry and you list all of those IN ORDER, even if you're not going to change one or two of them, and then you wind up with something similar to: hiddenSelections[] = {"Camo_Breeches","Camo_Coat","Camo_Hose","Camo_NeckStock","Camo_Overalls","Camo_Shirt","Camo_Waistcoat","Camo_Z"}; hiddenSelectionsTextures[] = {"ART\ART_Character\Clothing\Breeches_Linen_CO.paa","ART\ART_Character\Clothing\Coatee_2dVA_1777_CO.paa","ART\ART_Character\Clothing\Hose_Linen_CO.paa","ART\ART_Character\Clothing\NeckStock_Black_CO.paa","ART\ART_Character\Clothing\Overalls_Linen_co.paa","ART\ART_Character\Clothing\Shirt_Linen_CO.paa","ART\ART_Character\Clothing\Waistcoat_Linen_CO.paa","ART\ART_Character\Clothing\Z_co.paa"}; Using the above I'm able to change out for example Breeches_Linen_CO.paa for Breeches_Wool_CO.paa and so on. If you think you'll only ever want to change one texture on a version you can simply select the entire model, add a named selection like "Camo" and be done with it. I have a lot of barrels and would like to have one version that supplies drinking water -- what script are you using for that?
  20. six_ten

    ARMA 3 Addon Request Thread

    Black Powder mod has infantry, artillery, and sailing vessels. We need a working melee system.
  21. Is there something I've overlooked? I have a sail on a boat -- when I use a xxx.CA texture for the sail, the side of the sail in shadow, when I look through the sail it allows me to see the ocean floor as if there was no water. How do I fix this?
  22. My first guess is that not all the LODs have their shaders properly set.
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