

clarionhorn
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Everything posted by clarionhorn
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This thread is for tracking progress of my projects. Currently working on a female player conversion. I'll probably include more heads and uniforms later on, but I'm running into difficulties with facial animation. The head is from BIS and has been rigged already, but the name of the bones are wrong. if anyone can give me a list of the newest and most accurate facial bone list, it could help my project along with any future attempts to make new faces/heads. some size comparison tests http://oi40.tinypic.com/tat16b.jpg bones and animations are working properly http://oi43.tinypic.com/m9sjvd.jpg
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glad you liked it, guys. as for larger chests, you'll have to open up the model yourself, i'm completely incapable of adding things to a mesh without screwing things up. i'm limited to subtracting and repositioning vertices at this point. here's also a completed female flight suit. modified a bit since the screenshots so the waist is tight at the actual waist straps, and not above it. unbinarized. http://www.mediafire.com/download/3jeqpe2xb3tiaq7/coverall_f.pbo oh and toxic sludge, exact same thought crossed my mind when reviewing that shot ;) credits: icewindo's female configs and templates cinco's flight suit templates
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because i'd like to know why you would mislead everyone like that with a blatant lie.
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i'm releasing an unbinarized wip with the first 2 lods basically done. you can use it as a template to make your own female clothes. the face animation is working, but not pretty. i also included a female civilian model with a jacket and pants. you'll have to make your own config though, since i wasn't able to get it working as a unit. http://www.mediafire.com/download/8nr241xmm8g9mhs/female.pbo
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Poor Frame Rates no matter the setting on my system
clarionhorn replied to Polymath820's topic in ARMA 3 - TROUBLESHOOTING
lol nor does spending money on new cpus and better coolers to overcock, because the game doesn't take advantage of multiple cores very well. -
"for 65535 timer there is no -high commandline command and maxmem is for now limited to 2047" -dwarden, bis dev. why do people do this? make things up? just because you lie to yourself that the game runs better using these fake commands, doesn't actually make it run better, and won't help others make their game run better. can you please explain your reasoning? i'm just curious.
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Super Fast Animations
clarionhorn replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
haha of course not, he'd have to have the source files. but true, dayz animations are godlike compared to arma 3 animations. much more natural. -
in the older games, you got a medic to patch your wounds, or you crawled your way through, or you reloaded. all of these are better alternatives to taking magic pills.
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Why do we have CPU heavy games when GPUs are much more powerful?
clarionhorn replied to scaramoosh's topic in ARMA 3 - GENERAL
that would be an ideal outcome, but i doubt it. you can't make gta/call of dudebros/battlefield level money in this niche genre, so big companies aren't going to bother, and small companies can't compete with already established brands. we can hope for indie studios, but sandbox milsim is in fact a huge undertaking. it's frustrating yes, but realistically, i don't forsee arma 4 having any real competition. as always. -
it's the damage system, they made it more realistic, so it's not always one shot one kill, however they didn't take into account the poor ai, and even worse reaction to hits. so now they flinch, then proceed to mow you down. unless you keep pelting them while they stand there like a statue. in either scenario, it looks pretty ridiculous.
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Soldier protection (dev branch)
clarionhorn replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
may i suggest that the reason it's not working out may be due to your focus on two competing notions? i mean, when it comes to fun, subjective as it may be, you pretty much cannot be authentic. it's like trying to mix water and oil, don't do it. you'll fail. don't bother with fun, it's a subjective thing that you cannot possibly please everyone. there are no references, no measurements, no real life data to help you design "fun". -
negative. most call of duty characters up until cod ghost looked like midgets with poorly done normal mapping, that were just haphazardly scribbled on in zbrush or whatever. and they have almost never accurately represented any of the equipment they were trying to imitate. once, i even thought their art lead may be learning disabled due to his utter inability to reflect the simplest features of a piece of uniform or equipment or mimick normal human proportion. they also seem to have some fetish for mashing together random equipment they find on google images. example: for whatever reason, they keep basing the sas on the equipment they used during operation nimrod in the 80s, regardless of the setting or time period.
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Why do we have CPU heavy games when GPUs are much more powerful?
clarionhorn replied to scaramoosh's topic in ARMA 3 - GENERAL
well, i hope when they announce "upgraded engine" for arma 4, it won't be another lie. hopefully it'll be "new engine" -
details will get drowned out by mip mapping anyway, so i question the necessity of having things like readable wash tags. a lot of those big companies miss details because of deadlines, you don't have this restriction, but it's also a form of organization and management. by the time you get these addons out, visual technology may have advanced enough where your work may be moot. i know a few ambitious mods that have suffered this fate. best of luck.
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yeah, i used the default setting, but you can actually turn the specularity level down in the rvmat. i don't know why bis doesn't do that, because it helps a lot. you can see more of the details, like the pores on the skin and some sweat beads, which would have been drowned out by high specularity levels. i use about 30% specularity with the default smd and smdi maps.
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yeah, the head and body are separate. you can use her head on normal body, it just looks really bad because the male bodies are buff guys with bulging muscles and vascular hands. here's a screenshot comparison these customs models are lower quality because transported from past games, but they are weighed, which is good because i don't have much success with weighing bones .
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Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **
clarionhorn replied to Wiki's topic in ARMA 3 - GENERAL
the ofp narrative was engaging. the dialog was so bad it's funny sometimes, but nonetheless appropriate. it can be interpreted like a satire of war. the cutscenes used multiple angles and pans and some interesting guitar music. in arma 3, they tried to play it straight. the dialog sounded silly that way. also, i was not a fan of the lack of cutscenes. as i said, they improved ofp's story. but in arma 3: i hope in ep 3, we don't get the same formula rehashed a third time. -
How likely for TOH content to be placed into arma3?
clarionhorn replied to dezkit's topic in ARMA 3 - GENERAL
imo, citing performance reasons on features that are already extant in published games where you can experience first hand that there is no performance problem just a bit unbelievable. -
RHS: Armed Forces of the Russian Federation A3 WIP Thread
clarionhorn replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
what kinds of helmet can we expect? i see your arma 2 version has the regular infantry helmet, but what about sphera and k6 series? it would be great to see those brought to your professional standards. -
Soldier protection (dev branch)
clarionhorn replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
correct me if i'm wrong, but blended transitions just means you make a lot of "in between" animations, then play them in segments depending on the action before and after the ragdoll, right? it seems right now the game is missing lots of "in between" animations. people instantly go from belly to prone, for example. -
Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **
clarionhorn replied to Wiki's topic in ARMA 3 - GENERAL
yeah, i think the way ai is, just doesn't suit stealth, so i would really adamantly suggest BIS drop the entire stealth aspect(at least for daytime, their vision seems appropriately poor at night). -
Soldier protection (dev branch)
clarionhorn replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
like they got pinched by a crab. i will wait until they implemented blended ragdoll. this is just the beginning. -
How important is Ram to Arma 3 performance
clarionhorn replied to brasscakes's topic in ARMA 3 - GENERAL
the variation in performance is so great within the engine itself, that benchmarks are somewhat meaningless. a unit could get stuck somewhere and not enter the fight, an explosion occurs a few seconds after/before on the next benchmark, etc, etc. 1 to 5 percent difference is basically no difference in terms of fluidity. -
M200 and other coax. sounds deafening
clarionhorn replied to UltimateBawb's topic in ARMA 3 - GENERAL
yes, only when in 3rd person mode, though. it's very quiet inside the vehicle. it's wrong, because if you stand next to it, it's not that loud. there must be an issue related to 3rd person mode. -
How likely for TOH content to be placed into arma3?
clarionhorn replied to dezkit's topic in ARMA 3 - GENERAL
originally planned but cancelled due to resources being diverted to dayz. they are hiring a new content assistant, but i think that's only for art assets like vehicles, weapons, etc, not flight models, and it might still be for a dayz.