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FoxFort

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Everything posted by FoxFort

  1. FoxFort

    Spetsnaz SSO by FoxFort

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

    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. FoxFort

    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. FoxFort

    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
  5. FoxFort

    Altis Special Police Unit

    New version is ready !
  6. 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?
  7. FoxFort

    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. FoxFort

    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. FoxFort

    Tanks DLC Feedback

    Easy, the most effective way is: Hehehehe, yeah for real how to select them now :D
  10. FoxFort

    Tanks DLC Feedback

    http://store.steampowered.com/app/798390/Arma_3_Tanks/
  11. FoxFort

    My bad

    Meh, it's normal, no biggie
  12. FoxFort

    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
  13. FoxFort

    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
  14. 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[]={?,?,?}; } };
  15. FoxFort

    Altis Special Police Unit

    Hey everyone, I'm slowly finishing porting Mi-24V from ArmA 2 into SPU mod. The new CAS is mix of old and new technology. It will serve as support for ground operations. As this is my first port, process of importing it into ArmA 3/SPU is going slow. With help of Αplion advices, I should complete it just in time to be ready for release after Tanks DLC is out. Here is a sample of Mi-35M in WIP stage.
  16. After this update, I am having better results with HEAT. I was able to defeat Slammer from side, with 2-3 shots ~400m, While for Rhino MGS, I got it from behind with 5-6 shells from ~120m, it didn't explode but I killed the crew so, plus for penetration kills. AMV Marshall is still making holes in T-140 with an ease. This is all during last mini-campaign mission. Also I must noted that HEAT shells are making too big explosions, same as HE.
  17. I'm getting really low performance with HEAT, shot to the turret of AMV nothing. Shot in engine of T-140 nothing, in 3rd mission where you have to destroy your friendly tank, 3 shots in engine nothing.
  18. Well so far I liked both showcase and mini campaign. But what found is, that AMV marshall tends to kill of crew of T-140 easily, front armor speaking. I am more afraid of marhsall then tanks. We don't know for sure how tick frontal armor of T-14(0) is but, if 40mm can kill of crew easily then it's a generaly a bad tank. Of course that T-140 must not be OP, but at least it should be OP frontal armor against 40mm armor piercing rounds.
  19. I made a mistake and there is no way around it. Again I apologize
  20. My apology, when I visited your page, I saw offline since December. i presumed you were gone for good. I'll stop my work on this. Besides if I really wanted to steal. I would not post it here publicy so that everyone can see that i want to work on it. Again my apology
  21. Hey CUP team, I am working on my mod Altis: Special Police Unit. I am searching for an attack helicopter to include into my standalone mod. I have found this Mil-24 port by Chairbone from 2015. It's a standalone but since Chairbone left us, there is no way to ask for permission to modify and intergrate it into my mod. Files are old and I'll need to work on them to bring them up-to-date. I don't think he will be mad as I am going to give him credits for porting it into Arma 3. Cheers
  22. FoxFort

    Altis Special Police Unit

    Working on adapting SPU with new features that will come once Tanks DLC is released, which includes free platform upgrade. Also, working on getting some air support.
  23. Thank you both, now it's much better ! :D
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