toadie2k
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Toadie's SmallArms and Animations for Arma3
toadie2k replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ack, I swore I took that out. Sorry bout that guys, Hotfix up on Page 1 now. Also, directly below. M60E4+Hotfix I could, but without also giving it it's own run,walk, tactical-jog (plus crouched variants and weak-side variants), it would look pretty goofy/broken about 80% of the time you're using it. It's a nice thought, but I'm not ready to commit to doing those most-tedious animation cycles just yet. Just going to have to suspend some belief a little and imagine the A3 soldiers are hella swole MFs that benchpress VW Beetles for laughs in the meantime. -
Toadie's SmallArms WIP thread
toadie2k replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Smallish Update. I figure that video's probably better medium for talking about animation, than text, so here's a video of where stuff's at. If you're not keen on watching the whole thing, the short story is the M60E4 and the source files for it coming next week. -
Toadie's SmallArms WIP thread
toadie2k replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It can to a degree, and I've got it to a point where I'm really quite happy with how close it is (we're talking the character being out by maybe a tenth of a second overall at the end of the animation, which is nothing). It's not spot on perfect, but for how A3 handles animation of both character and gun, it's close enough that it doesn't look jarring. RE; The enfield- oh there's going to be stripper clips, trust me. Wouldn't leave an important detail as that out. Just haven't got them into Oxygen yet, nor animated. Yep, it does that, as do all the AKs I've got in. -
Toadie's SmallArms WIP thread
toadie2k replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Small update, fixed the mad fingers on the right hand bug with the M60, and got Enfield animations ingame(including a rechambering gesture). Still todo: add stripper clip and bullets. I'd have to look into it. It's not on the cards right now, but that isn't to say it won't be in the future. Yeah, I'm working on it where possible. A couple of nights ago I started doing small RVMAT tweaks, which seem to improve the look of some of them considerably. I'll admit I'm not entirely sure. I'll have a poke around and see what's what, but it wouldn't surprise me if ragdolls defaulted to reference pose under the physics simulation. No idea if that's a thing that's alterable on the outward facing side of the engine. -
Toadie's SmallArms WIP thread
toadie2k replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Animation is still kind of like an Arcane Art- lots of hearsay and "it just works" still involved, and few people openly practicing it. Extending that analogy, animation for ArmA is like a branch of that which the knowledge of is only transferred down bloodlines through the generations, stumbling on it's existence is so rare most people are convinced it isn't real. That, and trying to animate in Oxygen is an exercise in tedium, I don't think that helps either. It's not outside the realm of possibility for the future. -
Why does weapon fire rate vary with FPS?
toadie2k replied to rory_pamphilon's topic in ARMA 3 - QUESTIONS & ANSWERS
While techically true,I think that's a bit simplistic in it's implication. Video frame rate and game frame rate are two separate things ,entirely, and while video frame rate correlates game FPS, most of the time, the game frame rate is faster than the video FPS.So when you've got low video FPS, you've got actual issues to sort out.Anyway, to the issue. It's less a case ROF being directly tied to the FPS, more that under high-resource usage the polling rate in the main game tick loop slows and things that are strongly time-sensitive will become less reliable. This leads to the ROF slowing and warping(amongst other things), and while it's not ideal, it's the way more or less all shooters to my knowledge work(can confirm this effect all the way back as far as Duke3D, Goldeneye, all the Unreal Tournaments, Rainbow Six, and as recently as ALL of the Call of Duties and Battlefields). There are ways to compensate, but the returns on them aren't generally massive improvements by themselves and they're tougher to sync in a multiplayer environment( grouping shots that should have happened in a burst results in things like BF4's initial woes with "kill-trading" and other weird nonsense, latency compensation at the extreme leads to rubber banding weapon fire, desyncing it completely leads to.. WELL bad things). Keep in mind, performance is already down and any solution you implement is going impact performance regardless. So yeah, I'm fine with the ROF drop, it's a good signifier of other issues the game is probably dealing with, and it's only really really bad when it gets pronounced enough that you can't function (5-15fps range), and like I said, at that FPS, you have bigger things to be worrying about. The solution is to mitigate the overall performance drop in the first place; work on improving the software if you're a dev, work on optimising your hardware if you're a player. -
2.0 is definitely a cut above even the Arma2 version and certainly well ahead of the sound environment defaults, adds a new dimensions of immersion and tension using even just stock A3 assets. It's a kind of interesting experience to sit and listen to battles unfold in spectator mode, I'll confess I did a bit of that for a couple of hours yesterday. Really, what I want to do though, is get the addon I'm working on JSRS-enabled. So I'm curious- let's say I've got myself raw sounds that fit your system (Indoors,FPS, distance variable gunshots, etc), where should I be looking to hook into JSRS, or is it closed loop at the moment?