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FoxFort

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About FoxFort

  • Rank
    Gunnery Sergeant

core_pfieldgroups_3

  • Interests
    Various stuff
  • Occupation
    No, just visiting :)

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  • Gender
    Male
  • Location
    Republic of Srpska
  • Interests
    Stuff

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  • Biography
    Gamer :P

Recent Profile Visitors

665 profile views
  1. Spetsnaz SSO by FoxFort

    Blast from the past ! After 3 years of being abandoned. Finally I updated this mini mod/addon.
  2. Blastcore Tracers A3

    Hey new version is up, mistakes have been fixed: v1.26 - Fixed: Error missing green texture - Tweaked: All tracers are now a bit smaller. v1.25b - Fixed: Main files now don't require ACE mod. http://www.mediafire.com/file/9q9b0nb5sw3ebwz/BCTracers_Edited_v126.rar or http://www.armaholic.com/page.php?id=29359 Also fixed sources files: http://www.mediafire.com/file/hj1gfm16gofvsx4/BCTracers_Edited_source.rar Oh boy, making tracers look good is not easy. Making them look good with FXAA ON leads to them looking awful with FXAA OFF and if you make them look good for FXAA OFF, then they are too big with FXAA ON. Tracers look better with FSAA ON (x2,x4,x8). For best effect, keep video setting "Depth Of Field" from 20 to 40 max.
  3. Blastcore Tracers A3

    Hey Everyone I have finally updated tracers to be visible on Termal image. Check it out: http://www.mediafire.com/file/l1evlyzrnjvmgvn/BCTracers_Edited_v125b.rar Also here are the source files, free to use them anyway you want them as long it's not a clear 100% copy/paste and reupload under new name. http://www.mediafire.com/file/xzlu7iwggc4bdy9/BCTracers_Edited_source.rar Changelog: v1.25 - Tweaked: Tracers are now visible on Termal image. - Tweaked: A small changes to tracers color. - Tweaked: Optional: ACE now is addon to main files instead of being a replacement. Bamse fix for RHS smoke glich: http://www.armaholic.com/page.php?id=31443 Cheers
  4. FLIR/Termal glow

    Thanks man !
  5. Altis Special Police Unit

    New version is ready !
  6. FLIR/Termal glow

    Hi Does anyone know what makes models/objects/stuff "glow" when looking via FLIR/Termal sights? That "heat" effect on live unit, is that done via material? How to make it? EDIT: Hmm, I made a mistake, wrong part of forum
  7. Binarize kills path to materials

    Yeah, well I decided to feck it, i copied original files that where problematic one from A3 files, put them into my mod and problem solved.
  8. Binarize kills path to materials

    I made P drive and extracted all files via ArmA 3 Tools. So now on P drive I have "a3" and my "altis_spu" folders. Inside my "altis_spu" there are two folders: "spu_hind_data" and "spu_hmmwv_data". ("spu_hind_data" will be "spu_hind_data.pbo" and "spu_hmmwv_data" will be "spu_hmmwv_data.pbo") Inside of "spu_hind_data" and "spu_hmmwv_data" are configs, models, textures etc. - ADDON BUILDER - My Path to priject folder is: "P:\altis_spu" My Addon source directory is: "P:\altis_spu\spu_hind_data" Does it look properly setup?
  9. Hi I just recently started working with porting A2 model into A3. So Noob here. I set everything right and when I launch my vehicle in unbinarized addon all paths works as planned, no errors etc. So now when i binarize, my vehicle has losses paths to penetration materials which are in a3\data_f\penetration. But rvmats that are included with my vehicle files are there and working fine, only paths to A3 default materials are missing, in my case it points to hit effect. Now when my vehicle is hit there is dirt spash effect instead of metal hit effect. (binarized) Unbinarized it shows correct metal hit effect that it takes from a3 default files. When I open my binarize p3d and unbinarized p3d via notepad++ or elitness, the paths are the same "a3\data_f\penetration\metal_plate.rvmat", unchanged. All my paths that point to a3 files are like e.g: "a3\data_f\penetration\metal_plate.rvmat". So how can I prevent my p3d model losing paths to a3 default files after binarize?
  10. Tanks DLC Feedback

    Easy, the most effective way is: Hehehehe, yeah for real how to select them now :D
  11. Tanks DLC Feedback

    http://store.steampowered.com/app/798390/Arma_3_Tanks/
  12. My bad

    Meh, it's normal, no biggie
  13. My bad

    They where quiet about download but at 19:00 CET new video has been uploaded and after few minutes DLC update was released for download. In my case I waited for 13 minutes, nothing. After I Validate files download has started
  14. Tanks DLC Feedback

    Ups, someone is running late :D So far 10 minutes, no update downloading, but new video is up :D EDIT: After Validating files, download has started :P
  15. Hey everyone. I am trying to find instructions on how does spacing (distance from one to another) works. But it I don't see anyone asking that, so I must be missing something very obvious. So I would need help with: How does "position[]={0,0,0};" works? - Currently I am using random numbers in positions just to get any spacing. For example how to create Wedge formation via config file? How to set that leader is on the tip of wedge , 2nd unit is 20 meters from him on his 4 o'clock, 3rd person is 50 meters on his 8 o'clock, etc? How Line formation would look like? Here is example we can use: class example_Wedge { name="Wedge"; class Unit0 { side=1; vehicle="any_unit"; rank="SERGEANT"; position[]={?,?,?}; }; class Unit1 { side=1; vehicle="any_unit"; rank="CORPORAL"; position[]={?,?,?}; }; class Unit2 { side=1; vehicle="any_unit"; rank="PRIVATE"; position[]={?,?,?}; } };
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