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blackpixxel

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About blackpixxel

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    Gunnery Sergeant

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    BlackPixxelDE

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  1. blackpixxel

    Arma3 Videos

    A short video with the first days of action on our Global Mobilisation server!
  2. If it is really just an intro music, why not add it to the initPlayerLocal.sqf? Then it will get executed for every player. The problem with playMusic is that it is only local. RemoteExec is another way which could solve this: https://community.bistudio.com/wiki/remoteExec
  3. blackpixxel

    Audio Tweaking (dev branch)

    The CUP SPG9 sound is in fact a sound that was created for the M3 / Carl Gustav
  4. blackpixxel

    Arma3 Videos

  5. blackpixxel

    General Discussion (dev branch)

    I really like the new tanks (especially the T-14), the new AT weapons and the new vehicle variants. Is this one new as well? I hav never noticed him before:
  6. blackpixxel

    Jet DLC?

    You may want to check if you already have bound the panels to some keys. I guess it will be removed from the action menu when this is the case to avoid cluttering.
  7. blackpixxel

    Jet DLC?

    An F15 has two vertical stabilizers and a long fuselage. So there is enough surface to guide the air downwards when the aircraft keeps a slight upward angle during knifeedge. The Sentinel drone as a flying wing does not have any larger vertical surfaces, so the only way it could perform a knifeedge loop which it currently can in Arma 3 is by really overpowered engines.
  8. blackpixxel

    Jet DLC?

    You have to connect to the Drone via script command, then you can fly it. I would say it has the worst flying behaviour of any of the planes in Arma. It does not have a vertical stabilizer/ controll surface. While in a real flying wing yaw controll is achieved by opening butterfly-like flaps on one side of the wing, there is no visual represenation of that on the Sentinel Drone. But you can still fly knifeedge without dropping the nose thanks yaw drift. It can even fly knifeedge loops. The flight model of all the new jets feels really bad with the unrealistic yaw drift and the missing turns when banking left or right.
  9. blackpixxel

    Jet DLC & Compatible Sticks

    Does the banana on the stick remove the input delay + the limit in maximum stick movement rate? Both make the AFM very unenjoyable.
  10. blackpixxel

    TF47 Launchers [WIP]

    TF47 Launchers 1.4.2 DropBox-Download: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 -temporary zeroing fix by switching to 2D scopes The scopes won't be animated when you change zeroing, but when you see through the sights the 2D optic will correctly work.
  11. blackpixxel

    TF47 Launchers [WIP]

    Damn these are bad news. I guess the scope will have to be part of the weapon then.
  12. blackpixxel

    TF47 Launchers [WIP]

    Yeah, somehow the ironsights are animated, but when you attach a scope it won't rotate. The scope rotation is achieved by animating the sight proxy. But it looks like that the animation source for that will stay at the value of the iron sight zeroing. So it doesn't matter how you set the zeroing of the scope, the animation will only see the last zeroing of the iron sight and won't change. A temporary solution would be to place the scopes into the launcher model, so that they are not removable. The SMAW would lose its syncronisation of the zeroing of the two muzzles then. But this is still better than non working zeroing. Edit: Ah, the indexing of the animation sources has changed. Then the fix should be easy to make.
  13. blackpixxel

    TF47 Launchers [WIP]

    Hi, no, the M72 of RHS is not done by me, I think P1nga made it? Yeah, the Area Defense Ammo would be really cool, but I have not found a way to do it ingame. You cannot simply spawn a ton of bullets, something like the directional mine tech would be great, since it will only do damage in a certain cone and walls etc. will block it. But I was not able to use it as weapon ammo. Maybe someone with more config knowledge could achieve that. At the moment I am redoing the M3 UV map and textures. When I made the M3 I had very little knowledge about UVs and textures. So I used the Blender Auto Unwrapping, which is why there are some very visible seams on the M3. I also made 2 4K textures for the M3 itself and a 2K for the scope. Since 2K textures look better in Arma than 4K which will get downscaled to something like 1K anyway, I am now aiming to put the M3 on a 2K texture and the scope + ironsight on a 2K*1K, just like I did with the SMAW. This should lower the filesize aswell. Hopefully the M3 will look better in the end. When I am happy with it I will send it to RHS and CUP. Just a little WIP shot
  14. blackpixxel

    TF47 Launchers [WIP]

    The textures only looked better on ultra settings, on every other setting it was washed out because of the mip maps. With the current texture size the mip maps will only appear on lower settings, so that now the textures should look sharper most of the times. I noticed that the airburst cfg menu sometimes disapear. I will try to fix that tomorrow by moving it from a script into the config as a useraction.
  15. blackpixxel

    TF47 Launchers [WIP]

    The launchers are unchanged, so there is no need that RHS does anything with them.
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