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schultzit

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Everything posted by schultzit

  1. schultzit

    2017mod - full conversion mod

    Still missing: cafeteria, toilets, shop (for the main terminal building) I will create another structure on the back, 2 floors with 4 boarding gates URO is modelling a multi-storey car park car park and terminal will be connected by a covered passageway
  2. schultzit

    2017mod - full conversion mod

    Awesome! Mmmm mostly terrain builder + buldozer, we're old-fashioned
  3. schultzit

    2017mod - full conversion mod

    Update! Uro almost finished his modular runway sections, we're starting to work on 2 airfields, finishing the naval base - Daringd will soon start working on the Old Town where the castle and general layout has been done already. Our "Countryside Specialist" JonseAO will keep on working on farms in the north-west area! We're also starting to work on remote islands, like this one: Meanwhile, work on new assets never stops. A huge (zeppelin-sized) hangar is being worked on, and many more structures. As usual, we're also looking for an extra hand - coders and modellers especially. If you're interested in this project, drop us a line!
  4. schultzit

    2017mod - full conversion mod

    ICRC Evacuation Camp Burcot Point Battery and Naval Base
  5. schultzit

    2017mod - full conversion mod

    Correct, it's not amphibious. It's got a hull soldered to an ikarus bus, with an additional tube frame around it to hold empty and sealed barrels to provide stability. Those big wooden wheels are connected to the rear axle of the bus, providing a makeshift propeller, all fueled by our woodgas engine system. Steering is provided by a couple of small rudders soldered to the front wheels.
  6. schultzit

    2017mod - full conversion mod

    Lickey Point old sea fortress
  7. schultzit

    2017mod - full conversion mod

    Me and Uro working side by side on Bamburgh, tune in if you want! http://multitwitch.tv/schultzit/urotsukidoj1
  8. schultzit

    2017mod - full conversion mod

    didnt want to be harsh of course, just saying that the 2 scripts have completely different purposes, not that one is better than another since I didn't try yours
  9. schultzit

    2017mod - full conversion mod

    I honestly have no idea about your repair system, never heard of it sorry. All parts of our mod have been written from ground up. Edit: if this is the script you're talking about, ours is a "tad" more complicated. Cheers!
  10. schultzit

    2017mod - full conversion mod

    Small update: RMNB Burcot Bay, including a fully enterable submarine pen model (wip) Military installations and farms by Uro https://twitter.com/Urotsukidoj1/status/635580956997472256
  11. schultzit

    2017mod - full conversion mod

    wow... doc get on slack!!
  12. schultzit

    2017mod - full conversion mod

    this week we'll be working on finishing the vehicle repair system, including all new 3d assets like this cute rim :)
  13. schultzit

    2017mod - full conversion mod

    Post #2 updated with some development pics!
  14. schultzit

    2017mod - full conversion mod

    Welcome to Bamburgh gentlemen! @schultz_it I'll use this post to keep you up-to-date with development as it goes on, so let's get started: New Orkney Pirates' Boat A284 Road and motorway assets
  15. schultzit

    Unreal Engine 4 height map port?

    dont have access to ue4 right now on this pc, but export in .r16, import .r16 in world machine or l3dt and export as .asc then import .asc in TB
  16. schultzit

    Decals hidden beneth terrain

    it's a problem with your config, for sure.
  17. schultzit

    Decals hidden beneth terrain

    From Object Builder, set those surfaces to follow terrain: select all, Shift+E and set it up like this: http://i.imgur.com/RPgjMvN.png
  18. San Bernardino! My motorcycle playground :) 1. Is it possible to make the tunnel which is located there? Yes, that would be a fake tunnel though. Build it at ground level and cover it up with rock objects to "fake" a mountain 2. How to add ladders to your own models? Model the ladder, then create two vertices in the memory lod and name each one selection as start or end (if you have multiple ladders, 2nd one goes to start2 etc). Then in the config define your ladder pair points: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#ladders 3. How to add a damage model to your models (Buildings) Create the damaged version of your p3d, define hit points on the main one and link the two in the config. 3. Probably some dumb error but im not able to get my Textures InGame (Only Model shows up - White - Look for the pictures) Hope someone can help me with this... Pretty difficult without seeing the mlod and all related rvmats/textures
  19. Backstory (will be expanded): Year 2018: After 3 years of economical crisis, with the Ruble at its historical minimum, riots start spreading throughout the whole Russian Federation. Citizens start uprising demanding better economic conditions and extremists groups are seen as the only viable alternative to accomplish a brighter future. The protest quickly turn deadly, with the security forces getting more and more violent. Year 2020: Terrorist group named "Bering Star", in an attempt to take advantage of the civil unrest, attacks a classified biological warfare facility in ÄŒukotka, stealing many biological agents. Russian Federation government keeps this attack hidden, fearing a further increase of the riots violence. August 3rd, 2023: Bering Star hits, releasing an artificial virus in Moscow and St. Petersburg. Government is weakened after years of unrest, and the emergency response is not effective enough. During the following months, the virus spreads in Europe and Asia, with some cases in the USA. While the International Community joins forces to develop a vaccine, it gets clear that the rate of infection is extremely high. March, 2024: 9 months after patient zero, the infection is now spread worldwide. There is no known cure yet. April, 2030: 7 years later, an estimate of 90% of the global population was infected with peaks of 95% in the whole Russian sub-continent. Only 0.04% of survival chance. Big areas in the United States become unhabited, including the San Juan Islands in the Puget Sound. Terrain Features: Size: 20480 x 20480 meters (4096 px * 5m) 1:1 copy of Lopez, Blakely, Decatur, Shaw (cropped), Cypress, Burrows, Allan and Fidalgo (cropped) Islands Elevation data from Real-world 1/9th arc-second DEMs Real roads network Dense forests and realistic vegetation placement - 1.3 million trees General overgrown and decaying feeling, making the terrain perfect for warfare or post-apocalyptic mods Current Status (last update: Dec 18th, 2014): Heightmap: 90% done, needs refinish and roads smoothing Sat Map: 99% done Sat Mask: 95% done Configs: 99% done Roads: 20% done Custom models: 0% done Vegetation placement: 90% done Articial objects placement: 1% done Internal testing: 10% done Public Beta Testing: TBA Screenshots: Videos: Live Development: I usually stream my development on my Twitch channel: http://www.twitch.tv/schultzit Help Needed!!: I am looking for 3d artists to help me create assets for this map. If you like the project and feel like helping me, drop me a line on Skype or reply to this post License: This terrain will be released under ARMA PUBLIC LICENSE SHARE ALIKE (APL-SA)
  20. schultzit

    AppleGate Community Project WIP

    A little update: http://forums.bistudio.com/showthread.php?188415-Source-Files-Jackson-County-Community-Project-WIP&p=2872369#post2872369
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