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ScotG
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User Since
Feb 20 2015, 6:50 PM (239 w, 15 h)

Recent Activity

May 10 2016

ScotG edited Additional Information on T83684: Tank driver dual stick control option.
May 10 2016, 11:45 AM · Arma 3
ScotG edited Additional Information on T83682: Tank wheel sizes.
May 10 2016, 11:45 AM · Arma 3
ScotG edited Additional Information on T83009: IHADSS functionality.
May 10 2016, 11:23 AM · Arma 3
ScotG added a comment to T82739: ObjectBuilder buldozer.

I get this message, too, but after it begins to load, but I am using Windows 7.

The ArmaIII logo shows up, then it crashes, THEN I get this attach failed message.

  • The steam_appid.txt is in place with 107410.
  • My buldozer.exe is located in P:\ (which is E:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\buldozer.exe).
  • In Object builder options, the path is set to P:\buldozer.exe, and the cfg is given the same path.
May 10 2016, 11:14 AM · Arma 3
ScotG edited Steps To Reproduce on T81826: I still have to buy DLC?.
May 10 2016, 10:43 AM · Arma 3
ScotG added a comment to T81820: Pixel clumping for addon textures.

Is anybody experiencing this? I'd like to know what is happening when other people view these textures in game, now that I have included a sample model of my own to reproduce the problem (see the 3rd note or 0091935 for download). The sample is intended to show texture problems visible only when I create a home-brew model with home-brew textures.

But...
If everybody else sees regular, non-distorted textures in the game, as they appear in TexView2 or Photoshop, then I will know to keep making my models and textures as I have been, and I'll try to have faith that it will all come out fine.

May 10 2016, 10:43 AM · Arma 3
ScotG added a comment to T81820: Pixel clumping for addon textures.

I've uploaded a demo mod that displays the problems:
[link defunct]

install/extract in arma3 tools
start editor
place a player character
place a unit: empty>BSG heli>("thing" will be only option)
start the preview
walk around the thing to see the boxy texture clumping. best places to see texture weirdness on this object is on the top-back and top-front, and the glass.
I have included the .psd file in the .rar for inspection.

May 10 2016, 10:43 AM · Arma 3
ScotG edited Steps To Reproduce on T81820: Pixel clumping for addon textures.
May 10 2016, 10:43 AM · Arma 3
ScotG added a comment to T72289: Holding turbo/fast forward tilts nose down in Buzzard.

Specifically, I have Logitech Dual STR Button no.5 configured to "Car Fast Forward" in the vehicle settings, and not assigned to any aircraft settings. However, in ALL aircraft (planes and helis) this button causes a nose dive.

This is very unhandy, because I use my controller to both drive and fly. I try to keep similar functions, like Car Fast Forward and Thrust Boost (forget actual name) the same buttons on all vehicles, which seems rationally acceptable. I only discovered this issue because I thought a thrust boost for planes was bound on that button as well.

Also, the displayed binding name is mixed up for vehicle turbo. When a conflict appears in red text, it reads: "Fast Forward" (an infantry movement), when it should read: "Car Fast Forward" (a vehicle movement). It's a little confusing when you're trying to sort out why your plane/heli is nose diving, and you start looking in the infantry section.

May 10 2016, 6:09 AM · Arma 3
ScotG added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

Upvoted.

I foresee a problem with this, and it's perhaps why they did it this way in the first place. When in a normal vehicle there is a fair amount of outside light let in. A tank, on the other, lives up to its name thus seals off all outer light. unfortunately, the engine doesn't create this very well. A totally sealed off internal volume still has day lighting in this game, such as tanks and buildings. Go into a closed room in one of the buildings and notice you can see without lights on.

So the work-around might be something like this: make the default lighting set as utter darkness, and let lights do the lighting (eg flashlights, headlights, etc). Make the SUN a very big, distant, bright light, and add a parameter within a volume (simulating the air) to brighten up the shadow areas. Then perhaps add extra volumes within a space, like a building, that supersede the parameters of the main air volume. As you open a door or hatch to the outside, the strength of the internal volume darkness becomes weaker.

For tanks, this is a simple solution to a problem, but for buildings with multiple rooms, this can get very complex. Let's say you had an unlit building with two big rooms. Room1 is accessed from a door that leads outside, and room2 is accessed from a door to room1, which is open. Main door is closed, and all is dark. Standing in room2 the main door is opened, and room1 becomes much brighter. Cool, but how do we keep room2 from getting flooded with all that light?

Figuring this all out sounds very taxing on processors. You might be able to make tank interiors which use much darker textures, but how would that look when the hatch is opened? To see the lighting problem, try downloading the Burnes Armory mod, which has tank interiors.

May 10 2016, 3:47 AM · Arma 3