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About indoorbradster

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  1. I'm experiencing a problem with my Object Builder viewport. The mouse constantly flickers while trying to move the camera around, and the sensitivity of the mouse is painfully slow, likely because of this flickering. Even with Direct3D enabled this issue is apparent. My mousepad is 8 inches wide and utilizing all of that space with the mouse doesn't even move the orbit of the camera 90 degrees. This has occurred for months now and I'm dreading the mere thought of opening this program because how strenuous it is. Please, does anyone have a fix, or any idea on where to start to fix this? I've tried reinstalling Tools. I've tried countless combinations of settings in the compatibility mode for the program, yet nothing has worked. I'm running windows 10, and I've heard that the fall update may have caused similar issues. Has this bug really gone months without resolution?
  2. indoorbradster

    Maximum size of model?

    50m is the largest a model can be while still retaining collision, that is 25m from the origin point (0,0) in the x/y plane. Height however can be incredibly high, as far as 100m if I remember right, and still retain collision. My knowledge comes from buildings and environmental structures. A vehicle/character might have different properties at larger sizes, but the geometry limit is pretty universal.
  3. indoorbradster

    Lightsaber System

    It seems like you've created the foundation of hand-to-hand combat, and then extended that to lightsaber combat. Would you consider the possibility of releasing a medieval sword mod using that shared hand-to-hand combat? You've done so well with animations and the striking that it would be a shame if it was limited to only lightsabers. Nonetheless, your mod work has always amazed me.
  4. City environment. Can't wait to kick some covie butt through a cityscape.
  5. indoorbradster

    [WIP] Halo Covenant

  6. We're going off reach as the main reference point as it's close to the time period we're shooting for. That isn't to say it's the ONLY halo game we'll look for ideas/inspiration, we still have a rich universe full of things that can't be found in reach.
  7. I keep my terminology updated for all the greenhorns out there.
  8. Pffft, who wants hinge-heads ruining a good firefight with their plasma weapons? ;)
  9. It's not an easy decision. But after reviewing all the steps we've taken and what has happened, there is no other alternative. Since everyone else is doing this, just to get it out of the way: My models include: • Scythe AA • UNSC watchtower • Modular base walls • Specops building • Communications dish http://i.imgur.com/MLGBhAK.png • M168 demo charge • Military office/barracks • Radiobox • Billboard • Equipment crate • Weapons crate (before overhaul) • Old Mombasa Buildings I'm sorry it has come to this. I'm using my right to pull the models I've created in the development of TEI. To the community, this sounds like the end, but while people still have the desire to drop feet first into hell and bip bap bam those innies, we'll still have a desire to make it come true. :bye:
  10. Posted it on reddit. Might as well post it here. This is flyover test using the RC version currently being worked on. A simple scripted event that could be used in a campaign or co-op mission, for troops on the ground.
  11. I don't know about Halo Online. The international licensing is sketchy. Plus, their whole marketing model in-game seems to ruin how halo feels, at least from what I can see. Then you have the merging of art styles with halo 3 and then 4. It'll be weird. I just hope Microsoft won't use this to justify there being no demand in the PC community for an actual halo.
  12. I'll have to look into it, but even if we could, you couldn't use it at all. I'll focus on the models, but there will be no underground ramps.
  13. Only issue with some of the buildings is they have ramps leading to underground portions. This is impossible for Arma, so I'm focusing on buildings like http://imgur.com/a/Paibt
  14. I think it's something like 2 weeks, at minimum. Human ship speed in Slip-space is around 2 light-years per day.