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bek

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Everything posted by bek

  1. bek

    RHS Escalation (AFRF and USAF)

    it's cause I was lazy and/or forgot to add it to the zeus/eden list of items; da12thmonkey has added it in now though
  2. bek

    RHS Escalation (AFRF and USAF)

    Finally got around to setting up AK74N (Plum / GP-25) this arvo:
  3. bek

    RHS Escalation (AFRF and USAF)

    You set it in the RHS game options button in the arma 3 menu. By default it is numpad /
  4. bek

    RHS Escalation (AFRF and USAF)

    I thiiiiink you can use steam workshop downloader for that: http://steamworkshopdownloader.com/
  5. FIXED; DOWNLOAD arma 3 optic / scope / reticle / 2d / p3d / template here: Mega: https://mega.co.nz/#!lMVgxRLD!podwp88KitRNwWjFujzb_uZSRGOOA6IPpaO37vdAvbc Dropbox: https://dl.dropboxusercontent.com/u/15050523/Arma3-2dOpticTemplateP3D.zip tl;dr: How do modelOptic .p3d's work? Hi! So for the better part of today I've been trying to work out how I can create a custom reticle in Arma3. I am unable to open default A3 p3d's in objectbuilder; so I can't see how they work. However, I assumed the modelOptic (which the scope's config points to) is a simple plane that's place infront of the game's camera. So I created a plane, assigned my reticle .paa to it, exported that from objectbuilder, pointed my config modelOptic to that exported .p3d. This "works", however, what I cannot figure out is how this is meant to be scaled / how to get the right ratio. I made a test texture, 2048^2, with circles to show border and ratio. In-game, these circles show up quite squashed, and at an unintuitive scale. I assume after trial and error I can scale the UV's to be roughly correct, but this is really tedious and pointless if the ratio is off. How is this meant to be done? Are there legit templates I can use? I noticed some mods have "dagger" in their scope p3d's, which google leads me to believe is the modder QuickDagger who made reticle mods for a2. Did he make a template..? Surely it isn't being done by hand; you want 1 pixel in the texture to = 1 pixel in-game. I must be missing something, right? Does the 2d plane's scale matter? What is the "correct" value? The other problem is, how in obj.builder do I set the UV border behavior? If I don't want the texture to 'repeat' or wrap around the uv border (since 2d reticle has to work at many resolutions), how do I set it to clamp? Am I even on the right track with this? No idea why something so simple has to be so obscure and poorly documented, but that's been roughly my entire experience with arma's tools so far. I don't suppose I can simply point weaponcfg to a texture rather than a p3d? (I doubt it)
  6. bek

    RHS Escalation (AFRF and USAF)

    Entitlement detected; insert coin(s) to continue
  7. bek

    RHS Escalation (AFRF and USAF)

    More optics: and to pre-empt the question: What about the magnifier!? Not made yet, maybe later, certainly not in 0.4.3.
  8. bek

    RHS Escalation (AFRF and USAF)

    Another dynamic loadouts gif, though I don't think this one includes all possible weapons, I might've missed one or two.
  9. bek

    RHS Escalation (AFRF and USAF)

    Mirror from twitter; gif showing Dynamic Loadouts on the Mig-29:
  10. bek

    RHS Escalation (AFRF and USAF)

    It works the same; there is only one 'adapter' attachment which when combined will give you the rail, either the NPZ or the B-13 depending on the weapon.
  11. bek

    RHS Escalation (AFRF and USAF)

    Since I don't recall teasing this here yet:
  12. bek

    RHS Escalation (AFRF and USAF)

    Yes. Underneath it has the same muzzlebrake from the IV8888 video.
  13. bek

    RHS Escalation (AFRF and USAF)

    I thought about having it collapse when you holster, but it didn't seem that important. While it would be neat to be able to adjust the stock for less clipping no matter what backpack or vest you have on, I don't think there's any easy way to do that.
  14. bek

    RHS Escalation (AFRF and USAF)

    Did someone say GREF? If you watch IV8888 on youtube you might see something familiar in the next GREF update... (No ETA yet) (With extra special thanks to clima_x for making the suppressor cover highpoly, without which the suppressor wouldn't exist)
  15. bek

    RHS Escalation (AFRF and USAF)

    @MrFies I've added Blastcore to the server keys, let me know if there are any problems with it (I haven't tested it myself yet). I also added Dynamic Combat Ops (Malden and Altis) to the rotation.
  16. bek

    RHS Escalation (AFRF and USAF)

    It shouldn't be doing that. What exact attachment are you using that gets swapped out to the BIS flashlight, and are you running the latest version of RHS from the workshop? Because I'm trying it right now with the Perst3/2DP combination and it's swapping between the laser and flashlight as you'd expect. Uh, because those are the two options that exist? You pick whichever you would like the initial (default) behaviour to be - either flashlight default, or laser default. Either can be toggled to the other functionality using the key.
  17. bek

    RHS Escalation (AFRF and USAF)

    You should look at the RHS options in game, because that's already a thing.
  18. bek

    RHS Escalation (AFRF and USAF)

    Maybe. It's more of a hassle to manage extra mods though as atm I need to manually update the server when mods update; so when mods I don't use are updated, I won't really know. Maybe if the server gets more popular I'll find a way to automate that. You can already use Dynasound and Enhanced Soundscape though; you should give them a try.
  19. bek

    RHS Escalation (AFRF and USAF)

    I switched the rhs public server over to rotate between Dynamic Recon Ops - Malden 2035 and Altis, so you can jump on there if you want to check Malden out.
  20. bek

    RHS Escalation (AFRF and USAF)

    UB-32 Rocket Pod
  21. bek

    RHS Escalation (AFRF and USAF)

    it's currently sitting in an rhs-developers-only.pbo, along with the LAV-25, Stryker, MT-LB, and 10 million USD in bitcoin. But really, the person who was working on it hasn't been around in a long time.
  22. bek

    RHS Escalation (AFRF and USAF)

    Mi-24 missing ammo was due to an arma update changing stuff; Reyhard fixed it already so you just have to wait for the next update.
  23. bek

    RHS Escalation (AFRF and USAF)

    Updated the game sever with two new PUSH missions (RHS-PUSH-ioannina, RHS-PUSH-capstrigla) featuring the USS Freedom as the US main spawn: Jets DLC not required; only A3 1.70.
  24. bek

    RHS Escalation (AFRF and USAF)

    If it's not textured then you're probably seeing the highpoly yes. If you're talking about textured assets it's because Arma shaders aren't the best and don't support certain features that more modern engines do. In-game lighting also isn't that great, especially compared to to things like Marmoset Toolbag (likely what the out-of-game screenshots are from) / UE4. Additionally in-game textures are in a compressed format, and potentially at a lower resolution.
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