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Found 5 results

  1. Update 19-NOV-18: Update 07-OCT-18: Alpha Release expected soon. Info here: https://www.patreon.com/posts/21916890 Update 14-MAY-18: Formerly titled "Vehicles and Gear Inspired by GI Joe" Update 26-Aug-18: New videos added to the YouTube Channel: https://www.youtube.com/user/ContingentCG Update 26-APR-18: Due to viewer requests I have started a Patreon for this project. https://www.patreon.com/Rooster3D. Small update. 05-MAR-18 Title of discussion thread changed in order to avoid policy conflicts. If you were looking for the older thread name and found this one, this is not new. It's merely renamed. Update! 22-JAN-18: Here's another video for you all featuring the FANG helicopter. Enjoy! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update! 20-OCT-17: I've changed the name of this thread to encompass more assets and reflect on the whole mod focus, and I have a new video to show. Enjoy! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Original post: Hey everyone! I just wanted to share some footage of part of the mod I'm working on. I packaged it up into an informative and entertaining video for you all. Right now it's a vehicle mod, but I intend to release some soldier gear and possibly some environmental objects. There's some (necessary) descriptive narration in the beginning, but the video gets more interesting after about 2 minutes.
  2. You can't see object geometry through vehicle geometry (z plane). ORIGINAL TOPIC==================================================================== Objects won't render inside vehicle cab in first-person camera. The tablet is attached to a helper (yellow thing). The helper is attached to the plane. It doesn't matter what technique is used to attach the tablet. The attachment works any which way, but no matter what in the first person view, the tablet is missing (it actually seems to clip outside of the cab to some relative position). In 3rd person camera it works as expected. Is there some kind of occluder in vehicle interiors that won't allow objects? The move happens during the half-second fade when entering/exiting vehicles. Is this a known issue? Is there a work-around? I really want a tablet on my lap whilst flying. To surmise: It doesn't matter how to attach. It just can't be seen in first-person (because it clips out of position). 3rd person works as expected but that's useless. Any ideas?
  3. Hey. Some thoughts that have poked me... With the reception interiors of armored vehicles , it seems to me, that time comes for a useful update, which can greatly improve the gameplay of Arma3. Today, (v1.80) inside the vehicles AI or the player does not have the ability to treat themselves, despite the fact that majority vehicles abound with medications. This fact looks, at least strange, if not more. It seems to me that adding the ability to heal itself inside vehicles would be a perfect addition for Tanks DLC, since interiors can now allow the addition of self-healing animation inside vehicles. I think this feature is simply necessary for all passengers. On the positions of Driver / Gunner / Commander this may be a matter for discussion. Here's how I see the details. if vehicle has medicaments, then: 1. On the passanger places the player or AI must be able to handle a wound. The AI always should do it independently (if he is injured and is inside) 2. With the reception of armor interiors, self-medication inside the vehicle must have the treat-animation in the sitting position. (one anim for all sitting) 3. If the AI leaves the vehicle and this AI not have a first aid package, then it should always take a nominal first aid package (one) with them. 4. The quality of the self- treatment inside the vehicle can have a different coefficient of recovery and can differ from self-treatment outside the vehicle (more or less effectively depending on the position and situation) @BIS, please think about these details. This can significantly improve the upcoming Tank DLC and the entire Arma platform as a whole
  4. Hi Devs! Just some impressions of gameplay in the Heavy Armor Interiors. For me, unfortunately, playing inside the tank interiors, I got a big disappointment. On the one hand, the player sees beautifully modeled interiors. Yes, from the visual point of view, it looks great, but on the other hand, when you play inside, there is not even the slightest simulation which is necessary, according to the current interior. The my first problem - the player teleports through the bulkheads of the vehicle. I hope that there are people for whom this is also a problem. Soldier can change his position (driver/gunner/commander) in half a one second and go through any walls not taking into account the current interior. This point already leaves a not good impression for player. Next, I continued to play and noticed that the internal simulation inside the any tank or APC is just zero! After all this, I do not understand what the interior was for? It only looks nice but does not carry any functionality. Devs and users, please look at these screenshots. This is a interior of criticaly damaged tank: You can see that this tank is damaged by 90-98%. "HULL", "ENGINE", "GUN", "LEFT TRACK", "RIGHT TRACK", "TURRET" - they all have critical damages , but inside tank, there is not even the slightest visual sign of any damage! a) where is the smoke inside the cabin? b) where are the sparks? c) why do all the devices work as if the tank is not damaged? d) when you play in the cockpit there are no alarms! (alert sound, flashing light bulbs etc) e) when players tank get heavy hits, player not observe any slightest shaking/sway f) when players tank get heavy hits, player not observe any slightest sound of this heavy hit g) at any damages the glass of observe windows do not have cracks Devs, I hope after release TnaksDLC, you'll add at least a some simulation to beautiful interiors of all armored vehicles. If a tank of player get hit 120 mm or Missile Hit, then the player must feel it - there must be a sway and sound of hitting! If the tank is critically damaged, then the player cabin should have smoke, sparks, the screens must have picture interference or even lost vision, there must also be alarms
  5. class textureSources { class LOGISTIC { displayName="LOGISTIC"; author="BSherb"; textures[]= { "LogisticChinook\skins\Heli_Transport_03_VSS.paa", "LogisticChinook\skins\Heli_Transport2_03_VSS.paa", "LogisticChinook\skins\Heli_Transport3_03_VSS_Glass.paa" }; factions[]= { "BLU_F" }; }; }; So, in this case, I'm trying to replace the glass with a specific texture I have devised. However, nothing changes at all. Not even a different texture that I didn't mean to change. Instead, it seems to ignore the glass and only do the regular exterior of the Huron. Am I putting my textures in the wrong order, am I missing something crucial that prevents certain changes? (If there is a specific order things need to be in where can I find said order?)
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