Shizweak
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Everything posted by Shizweak
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Would BI consider bringing over some elements from DayZ?
Shizweak replied to rekkless's topic in ARMA 3 - GENERAL
I'd love to see Chernarus+ in A3 above all else - I wouldn't even mind paying for it as an additional DLC to be completely honest -
[Terrain] Kandahar Province - WIP
Shizweak replied to anthariel's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks very nice! I concur with Warlord, very good object/clutter placement! -
Awesome tutorials, you really know how to build anticipation :) Oh it's ready (bar some sat layer bugs)!
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Awesome stuff LordJarhead, the above was my only gripe - so can't wait to give it a shot tonight! One other thing I've also noticed (and you may have fixed it), is when moving , if you take a small step and stop, the sound continues to play for what appears to be ~500ms after stopping. Not a big deal, but maybe something to take note of :)
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Also seen this issue on our Wasteland server. We ended up putting `enableCamShake false;` in our client init, and it's gone - so definitely cam shake related.
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RHS Escalation (AFRF and USAF)
Shizweak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Watching quietly while tapping away at work! And thanks for broadcasting guys - as someone who's been playing around in the modelling waters for a few months, it's good to see how to do things right :)- 16550 replies
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The Atlas: Guide to ArmA 3 Terrain Making
Shizweak replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
Just a quick note, Google are now giving away free Google Earth Pro keys - which allow image saving at 4K+ resolutions (max up to 4800x4800), may be of assistance to some! http://google-latlong.blogspot.com.au/2015/01/google-earth-pro-is-now-free.html -
Wow, that screenshot of the Heavy in the dark with his visor glowing looks awesome! And after seeing what you did with the female models/heads, this is going to be one to watch :) Good luck with the mod!
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This is looking great Silola. I can already envisage an extension that pans the camera around a selection, grabs a few screenshots via callExtension and pops the resulting screenshots + selected object definitions up to a web service for sharing prefab creations.
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Then they'll probably just disable battleye on the server, not much of a big deal when you have a closed/white-listed community. Exactly, hit the nail on the head. I can't even fathom that anyone would even support A3L after 'Caiden' ends his final comment here with telling someone to go kill themselves. Absolutely atrocious.
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Your error message indicates an issue with cfgSuraces: Did you copy cfgSurfaces across from the other project? Can you paste the contents of this file?
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Great stuff, all starting to come together by the looks of it! One little thing that I keep seeing is the dent/crease on the models right ermm... boob - doesn't look right (at least from the perspective in the screenshots ), I guess most of the time it will be covered by a vest anywho.
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Such a tease.. that little walking bridge over the lagoon looks amazing :)
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How to smooth the ground texture?
Shizweak replied to itsdonjon's topic in ARMA 3 - TERRAIN - (BUILDER)
Very cool, I used a similar process previously (except, I reduced the selection from my texture mask) for creating object placement masks for World Tools (so the edge of a forest was much more varied for example) in a previous test terrain. -
I can't really see any issues with what you've posted - so hopefully one of the more experienced folk can see what the problem is. One thing to possibly check is your local arma rpt file - that might contain a hint as to any errors they may be getting suppressed. Otherwise I'll be finalising my own heightmap this weekend, and producing a config - so you may be able to use that as a reference if all goes well on my side.
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I can't see anything glaringly obvious, I assume the ground texture does appear, just not the clutter? You could perhaps lower the probability and see if that helps, as 1.0 would assume complete coverage from my understanding.
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I'm pretty sure the includes are pre-processed, so the error is probably inside the CfgClutter file.
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I think the issue may be related to the nested "clutter" class, for example in your main config you have: class Clutter{ #include "cfgClutter.hpp" }; Which then includes the clutter config: class clutter { class Metsa : DefaultClutter{ model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; So after the clutter config is "included" you get: class Clutter{ class clutter { class Metsa : DefaultClutter{ model = "a3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; }; I'd say remove one of the clutter class definitions and you may well resolve the issue. In regards to L3DT, I don't think it's possible to make it smaller - you can adjust the "strength" though, which might make it a bit easier.
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Dude, those city/town shots look out of this world
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Which is more efficient - addAction condition or trigger condition?
Shizweak replied to Heeeere's johnny!'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you are correct, that is, if the wiki is correct: "You may expect the engine to stop reading the condition after the group has no knowledge about the object but that's false. The engine will continue evaluating the condition until the end even if any of the previous conditions evaluated false." - source Not to mention, if you have multiple statements that require the "alive player" condition, the nested approach would likely be slightly quicker (with, or without lazy evaluation). EDIT: OK, I see they do support lazy evaluation - same source as above (wrapping in {} as per brians example) - latter statement probably still holds some value though. -
InventoryOpen handler only triggering task completion from host
Shizweak replied to Maurdekye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
After the value has changed, you want to broadcast it to the server/other players -
InventoryOpen handler only triggering task completion from host
Shizweak replied to Maurdekye's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Most likely a locality issue, as the code inside the event handler will be run locally on the unit which triggered the EH. So in this case, it will be setting the variables (which I assume the objectives are `bound` to) to true on the client and not on the server/host - using publicVariable to broadcast the values should resolve the issue. -
A bigger sat might help it look a little better - however even if your terrain is `made up`, you can copy features from satellite imagery and merge them in - but as you mention this requires a little bit of finesse with Photoshop.
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Also have to remember that L3DT produces a satellite texture based on simple blended tiled textures (not of the highest quality) - where as an actual satellite texture produced from satellite imagery has a lot more variance in details/colour - which will likely look better when blended with your ground textures. Using surface mask 5 + normal means you will also need to provide a normal map/texture for the terrain (should add extra dimension of depth), I believe L3DT produces one during it's generation pipeline - however I don't think this will make the the ground texture/satellite texture at distance look any better. Perhaps also take a look at this thread here from Bad Benson, it may help - http://forums.bistudio.com/showthread.php?150645-midrange-terrain-texture-replacement
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Bornholm, Denmark [Terrain WIP]
Shizweak replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Wow, that looks amazing Egil, fantastic work