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Pilot size in heli models... ( somethign seems really off ...)
joostsidy replied to George_Smiley's topic in ARMA 3 - GENERAL
I have worse news for you. Many vehicles and even buildings do not have the right scale compared to the human model. I try to accept it, but yes, it is quite annoying. You can see the same effect if you're for instance in one of those Zamak trucks as a driver. I can be hard to look out the windows and the vehicle feels extremely cramped (the driver head touches the ceiling). Another example is if you sit with your team in the back of an APC/IVF it is extremely cramped if you look around at your team mates. I realize that these vehicles don't have much room, but it can be clearly seen that the people (and their equipment, which is hidden in the game while being a passenger) don't fit properly. As a sidenote, even though the vehicle size complaints are legit, one has to realize that 3d games use a lot of trickery, so you can't say 1000mm is 1000mm anywhere in a game world for any game. For instance, the Arma 3 land masses that are based on real terrains are shrunken on purpose, so that immediately raises the question of what for instance 50km/h means in the game. -
Do most of you really build missions from scratch and actually play them?
joostsidy replied to King_Y's topic in ARMA 3 - GENERAL
Besides rarely playing some of my multiplayer missions with friends, I almost exclusively play my own single player missions. These missions usually consist of a certain setting, for instance "large battle scenario" or "hostage rescue" and a dynamic element where the locations and occupants are shuffled so you know what you are going against in total but you need to do some scouting to see what the situation at a specific location is. Location A might be very hard in one playthrough, but next time that enemy force is assigned to Location B and location A is super easy. It creates some situational story to the mission instances and makes them replayable. To finish creating a mission can be a bit of a drag, but I've developed a strategy over the years. I try to make my missions playable as soon as possible, with regard to creating some triggers and tasks etc. So creating, testing and playing takes place at the same time. When the mission is almost complete, I create a todo list with the missing parts and do a bit of a grind to finish the final parts like placing furniture and mission briefing. The trick is to not be too ambitious, the mission should be about finished by the time you get fed up playing it 😅 I do think it's worth it to have your own complete mission with a nice mission picture, briefing and elegant task list. -
This mod has a cool coffee mug with IDAP texture. It has hidden selections so I thought it would be easy to change it with something like: this setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; Unfortunately it doesn't work, although it does work on a painting frame, which is a very similar object from the same mod. Can anyone see my mistake or explain why it can't work?
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I believe the Jukebox is a fairly standard 3den tool 🤔. Now that I look at my mod list I see: "3den Enhanced". It is probably part of that one if you don't have it. 🙂
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I mean the ones after the "calm" tracks in the juke box. The first one is called "Reaction Forces OST - 01 Reaction Forces". This track (and at least the next 10 in the juke box) are incorrectly listed with 32 seconds length. I played them through Arma Editor -> Tools -> Utilities -> Jukebox.
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I use a Reaction Forces music track for an outro. The track is listed with 32 seconds length, but in reality it plays the full track of a couple of minutes. The problematic tracks are track 23-33 in the Arma music jukebox. Hopefully the true short tracks can be added or correctly configured. I use the Arma short music tracks a lot for short outros with a swooping camera. The Reaction Forces main theme is very cool! 🎸
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The Tura Pickup is one hell of an ugly MFer 😆 I'm pretty sure the militia guy that painted it, did it like that on purpose so no one would want to drive it and he could use the quiet, spacious, ac-cooled vehicle for himself. It's a kind of luxury hiding camouflage. Perfect in a way😆 Very cool that all the pickups have a fuel/water tank option!
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I want to give a big compliment for some of the detailed care that's put in this CDLC. The original arma 3 pilot suits always looked a bit wrong to me, too big or puffy or something. The ones that are in this CDLC look so much better! I assume it is only a texture and/or rvmat adaptation, but the difference is very much noticable!
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I noticed that any suppressor will still disappear on XMS SG when switched to shotgun in 3d person view. The Promet SG does not have this flaw, so it seems it is a XMS specific problem. I hope it can be fixed one day.
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Alternative for onloadname in description.ext?
joostsidy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I use a lot of scripts in my missions, but I create new missions now solely in the editor without opening any type of file. Everything is run from triggers etc. However there is one exception: the onloadname command in description.ext. I have to change it for each new mission. Is there any alternative for it? My feeling is that it should be in the Attributes / General section of the editor. Perhaps I have overlooked something.. -
Where are main rotor texture files of Blackfoot or other helicopters?
joostsidy replied to joostsidy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for responding. Too bad it is not accessible for a retexture. The problem is that the static main rotor is a bit purple. I think they original creator made a mistake with that. Other parts that you would think should be grey/black are also purple, like the wheels and engine parts. I can change everything except the main rotor (and possibly the tail rotor). The animated rotor blur that you mention actually is available for recoloring, but is already grey, confirming that the purplish hue on some of the parts is probably a mistake. It's too bad because I think some of recoloring I created of the blackfoot look quite nice if I say so myself 😄 https://freeimage.host/i/blackfoot-variants.HDxwJZQ -
Where are main rotor texture files of Blackfoot or other helicopters?
joostsidy posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I would like to change the color of the Blackfoot main rotor (static), but I can't find the image file or path. Is it embedded in a p3d file or something? Are the rotors just colored by a material color? Is is unchangable? Ps. I can change the body, interior etc. just not the main rotor. -
Are grey parts of original Blackfoot slightly purple?
joostsidy replied to joostsidy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So I got most of the colors correct now, but the main rotor color is still purplish. I can't find the image file of the main rotor. I doesn't seem to be in the P:\a3\air_f_beta\heli_attack_01 folder.. Does anyone have an idea? Example picture: https://freeimage.host/i/HDxwJZQ- 1 reply
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Are grey parts of original Blackfoot slightly purple?
joostsidy posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've been modifying the blackfoot colors, and I noticed that grey parts like wheels and rotors seem a bit purple. I've been staring at so many colors during the modding I don't believe my eyes anymore. But even without mods the Blackfoot has some slightly purple parts it seems. Do you think so to? Was it a mistake on the original vehicle? Do I need new eyes? -
Mortars and AT Guns: MAKE AI FIRE ! VERY SIMPLE PLEASE
joostsidy replied to RegenConcrete's topic in ARMA 3 - GENERAL
What is the name of the 3-men AT gun? Vanilla Arma does not have an AT gun (*scanning all units in my head*) right? Is it part of the Creator DLC?