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Found 7 results

  1. Splendid Smoke > reworked smoke effects 1. What does it do? 2. Features 3. Troubleshooting 4. Source 5. Changelog 6. Download What does it do? The mod reworks the smoke effects of various weapons and events. In the initial version this includes much bigger smoke clouds created by all types of smoke grenades. The main aspect is the improvement of the visual experience while not decreasing the performance compared to vanilla. In general this means that the amount of spawned particles remains unchanged. Features The following list presents all added/changed features: reworked effects of smoke grenades and smoke shells double the size more volume due to increased spreading blocks the sight of AI same particle amount than in vanilla (performant, particle limit is not reached faster) compatible with common mods like ACE small and compact, no overhead perfomant Troubleshooting The smoke effect does not look like in the video? If you use any mods, try again without (vanilla). If the problem still persists, locate the problematic mod. Ensure that SplendidSmoke is loaded after this mod, this should fix the issue. In either case contact us here or at GitHub so we can fix the issue also for others. The smoke effects do not apply to a modded smoke grenade? The modded grenade probably does not inherit from the vanilla grenades. Contact us here or at GitHub so we can add support for this mod Source The source of this mod is available at GitHub, it is published under the GNU General Public License v3.0. Changelog 1.1: - fixed signature keys not working 1.0: - initial release Download Download here (no other addons required) or via Steam Workshop
  2. Idea was to create a feature where you get 'something' for headshots. A side reward for accurate shot, mostly for CQB. Kill-feed is not the ideal option for arma or popping text with sound ..so I came up with this. Description: Headgear should have some protection, but what about goggles and NVG's? They shouldn't be that durable, especially if a unit gets killed with headshot. Helmets seems to be all static which are not. If you put a .50 cal round to the head, It's simply not possible for helmet to stay one piece. So I made them destroyable as well. Weapons with different caliber will act different on headgear, according to armor level. For example you won't be destroying armor level 3 headgear with a MX rifle although you might destroy level 2 helmet. For armor level4 headgear, you need high caliber weapon. There are different particle effects including coughing blood, big spray (of blood) going off mid air etc etc. For the helmet damage, powerful enough weapon caliber (like asp kir, gm6 or .50 cal) will not only destoy helmet; it will cause helmet parts to catch fire briefly. Brand new visual effects for head wounds, fatal or not. particle effects: friction sparks, glass shards, blood, fire dust, electric parts failure smoke, headgear parts and hat / helmet fly-off Randomized particle effects according to gear present on unit Each effect is randomized within itself for authentic simulation HMD / Helmet destruction by a head wound mainly depends on chance which is currently at %77 HMDs can be broken with a non fatal shot. This depends on used weapon type and damage value. Helmets can only be destroyed with weapon calibers equal to and/or higher than 7.62 Other factors such as helmet's armor level taken into account with weapon caliber for a better simulation 5 different sound samples for HMD destruction played random each time 8 different sound samples for helmet taking heavy damage Damage from a very high caliber weapon such as .50cal mounted on offroad, GM6 Lynx can cause parts to catch fire briefly In order to make 'catch fire briefly' fx visible you have to have particles 'high' in video options Performance demand of this add-on is minimal as It uses no loops and nothing is added to Arma scheduler Version: v1.14 Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1273833677 Github: https://github.com/the0utsider/ballistic-impact
  3. Simple test: In vanilla Arma, place an ammo bearer at salt lake on Altis (not too much objects, here). In Editor, change its loadout for a bunch of smoke grenades. Preview and throw grenades. Before throwing, I got something like 90 FPS Throwing 2 grenades, not too far, FPS drop to 70, Continue throwing up to 6 grenades, FPS drop to 40 Walking inside the smoke, FPS fall down to 10 !! Config: CPU i7-7700K @ 4.20 GHz video : NVidia GTX 970 Arma on SSD, 8 GB RAM All video settings to ultra or max and: AO: HBAO + medium FSAA: 8x ATOC: all trees + grass PPAA: CMAA
  4. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  5. Hi, I am working on my first mod which is supposed to add a new support module for zeus that works like the mortar or howitzer one but drop a huge smoke for cover purpose. My idea was to pop a first particle effect above the module placed (40 or 20 meters above) to simulate the shell detonating and the smoke falling to the ground. Then pop up a second particle effect on the ground to simulate the smoke coming back up and creating an effective cover (a wall of smoke). I used this mission and this wiki to test the different particles effects and then writing the correct "ParticleArray" in my script : I have the first part ready, I can place the module with zeus and the script is executed without any error but no smoke is displayed at all and I can't figure out why. Can anybody please take a look at my code? Config.cpp class CfgPatches { class rcdc_SmokeBarrage { name = "Smoke Barrage"; author = "Redleouf"; url = "https://github.com/boulayb/"; // author[] = { "Redleouf" }; // authorUrl = "https://github.com/boulayb/"; // version = 1.0.0; // versionStr = "1.0.0"; // versionAr[] = {1,0,0}; requiredVersion = 1.60; requiredAddons[] = { "A3_Modules_F", "A3_Modules_F_Curator" }; weapons[] = {}; units[] = { "rcdc_Module_SmokeBarrage" }; }; }; class CfgVehicles { class Logic; class Module_F : Logic { class ModuleDescription { class Anything; class EmptyDetector; }; }; class rcdc_Module_SmokeBarrage : Module_F { scope = 1; scopeCurator = 2; category = "Supports"; displayName = "Smoke Barrage"; // icon = "\rcdc_SmokeBarrage\data\iconBarrage.paa"; function = "rcdc_fnc_moduleSmokeBarrage"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 1; isDisposable = 1; is3DEN = 0; side = 7; class ModuleDescription: ModuleDescription { description = "Smoke Barrage"; }; }; }; class CfgFunctions { class rcdc { class Supports { tag = "rcdc"; file = "\rcdc_SmokeBarrage\functions"; class moduleSmokeBarrage {}; }; }; }; fn_moduleSmokeBarrage.sqf _logic = param[0, objNull, [objNull]]; _activated = param[2, true, [true]]; if (_activated) then { hint "smoke dropped"; _pos = [position _logic select 0, position _logic select 1, 40]; _source = "#particlesource" createVehicleLocal _pos; _source setParticleCircle [ 0, // circle radius [0, 0, 0] // x y z velocity ]; _source setParticleRandom [ 0, // lifetime 0 for no random [0.25, 0.25, 0], // x y z position [0.175, 0.175, 0], // x y z velocity 0, // rotation velocity 0.5, // scale [0, 0, 0, 0], // r g b a color 0, // direction period 0, // direction intensity 0 // angle ]; _source setParticleParams [ ["\A3\data_f\cl_basic.p3d", 1, 0, 1, 1], // sprite, scale, anim start, nb of frames to play, loop "", // deprecated anim name "Billboard", // particle type 1, // timer period for onTimer script 5, // particle lifetime _pos, // x y z position [0, 0, 0], // x y z velocity 0, // rotation velocity 1, // weight -1, // volume (-1 makes the smoke go down without velocity) 0.1, // rubbing (bigger value makes the smoke move more) [2, 10, 4], // scale [[1, 1, 1, 1]], // r g b a color changing along the lifetime [0.08], // animation speed for each anim state 1, // random direction period 0, // random direction intensity "", // onTimerScript "", // DestroyScript _logic, // follow 0, // angle true, // on surface -1, // bounce on surface (disabled to save performance) [[0, 0, 0, 0]] // emissive color ]; _source setDropInterval 0.05; _source attachto [_logic, [0,0,0]]; hint "done"; }; true
  6. BobTheHunted

    Solved: Model LOD issue

    I initially posted this topic in the wrong area, sorry about that. It is called removed if any admins want to remove it. Anway, I have run into an issue while attempting to make custom particle effects for a mod I am creating. From what I understand, the Universal.p3d model is what I need to edit for the particular effect I am testing right now. The models are what link to the texture files, so I have to use models. The A2 sample assets have a model so I used that to create my own Universal.p3d for my addon. When I test the effects in game, they work properly, but there is an issue with the alpha and there is a white outline and from a distance there are sharp edges and it looks as if there is a semi-transparent white background behind the particle itself. This isn't an issue with the texture because there are no artifacts or background pixels in the image, and the same thing happens with the vannila texture. The issue seems to be with the model itself. Any help would be appreciated. I can also provide a screenshot if that would be helpful. Edit: Here is a link to two images. I think this link should work. http://s1287.photobucket.com/user/BobTheHunted/library/Arma 3 Visual Artifacts On the left are vanilla effects. On the right are my test effects. The zoomed image doesn't show the white boxes, but the distant one does. Not sure why
  7. BobTheHunted

    removed

    Posted in wrong place sorry
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