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Eight Ball

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Everything posted by Eight Ball

  1. Good to hear, thanks for the feedback
  2. I've already made quite a few civilian liveries for the Landrover 109, the kamaz truck and the UAZ. I also made a fire dept. livery pack. Regarding the carrier deck vehicles, what you suggest is impossible, unfortunately. It would require editing the 3D model. Not allowed by ED and can't do it in Blender anyway.
  3. Thanks for the feedback, here's another version: collision v4, with this one I get steady 60FPS with no dips. If that doesn't solve the issue then the problem is probably not with the collision mesh. In this case, could you try to place the ship as a static object, land on it and see if the FPS drop is as severe?
  4. But AFAIK the display name remains the same regardless of the labels mode. the Handy Wind will always show up as "HnDWnd" wether you're in full or abreavited mode. But anyway, it's irrelevant given this: Oh I see. That's a bummer indeed. Makes it even harder to please everyone, hey Thanks again for this mod and the High Digit SAMs, both are definitely in my "must have" mods
  5. Ah, sorry I must have misunderstood the issue. I thought what was preventing you from using prefixes was the fact it would also appear in labels. And in the version of the sam sites assets pack I use (not the latest admitedly) I didn't see the shorter name being used so I thought you might be unware of the feature. I must have enabled that option without realising it. Where is it located? I've checked the main and the mission options and I cant find anything about display names
  6. In each vehicle .lua, there's a possibility to define a shorter name for labels and the F10 map. Example with the Handy Wind: GT.Name = "HandyWind" GT.DisplayName = _("Bulker Handy Wind") GT.DisplayNameShort = _("HndWnd")
  7. Oh, I see. Althought it is my understanding that these lines in the .lua are solely for the new damage model, allowing some parts of the ship to be swapped with damaged/destroyed parts. All the newer ships (handy wind, arleigh burke, etc) have them and you can play around with the associated args in the model viewer. But none of the older ships (tanker Elnya, Ticonderoga, etc) have them so I do not think these play a role in how the ship collides with other objects. I'll give it a shot, though. Thanks for the explanation! Thanks for the feedback! Good to know there's an improvement but I'm running out of things to simplify back there. I'll do my best. Thanks for the links! Lada Riva: a bit bare bone but I can give it a shot. Option 1: same link as the Lada Riva? Option 2: there's no download link unfortunately Option 3: I actually already have that one, althought I saved it as "UAZ Pickup" and was planning to include it in pack with a few other military vehicles. After everything else tho. Toyota Hilux: 400k is a LOT of triangles (to give you an idea, ED's new BTR-80 is 200k triangles) and it's completely empty on the inside. I already have quite a few pickups (beside the Nissan and the gmc pickup I've already released, I've got a Ford F150, a chevy silverado, a 2018 Nissan frontier and a couple of fictionnal but realistic SUVs) Option 4: Seems like the model wasn't made for video games. Beside Blender not recognizing the format, it doesnt have any textures, no UVs and interior. Lots of work to get ingame and IMHO not worth it since I already quite a few 4x4 and in much more "workable" state. Option 5: it's just a bull bar Option 6&7: typically the kind of website I avoid. No author is credited and no licenses are provided. I browsed the site a bit and came across models from Hum3D which are definitely not free. That's a no-go for me. Sure. I kept it out because it's not as pretty as the other ships. In the meantime you can open one of the sinking ship lua (i.e "sinking_tanker_3" located in ".../Civilian Assets Pack - Navy v1.0\Database\CAP Ships") and comment out line 44 and 45 (simply adding a couple of "-" in front of it) So, change this: GT.animation_arguments.radar1_rotation = 13; -- Top Radar GT.radar1_period = 3600; to this: --GT.animation_arguments.radar1_rotation = 13; -- Top Radar --GT.radar1_period = 3600; And you should have a working tanker.
  8. Thanks everyone for the suggestions. Some are already planned, I'll see what I can do for others. But like I've already said, russian vehicles are pretty hard to come by. I do have a few russian trucks and cars but they're much older (from the 60s I'd say) and unfortunately, no lada niva or riva Ok, here's an even more simplified collision model, I got rid of the collision for the safety nets/fences around the helipad and redid the deck underneath/around the pad. It's pretty hard for me to test this issue because I'm not experiencing it. With the simplified collision model I've shared yesterday, my FPS went from 60 to 57 when I'm on the pad, if it wasn't for the FPS counter I wouldn't notice. collision v3 I don't really understand, what do you mean by this?
  9. Glad to see you guys are enjoying the ships It happens just as you fly over the helipad? The collision mesh might be a bit too complex there, I've quickly made a simplified one. Unzip, drop the "gas_carrier_collision.edm" in "Mods\tech\Civilian Assets Pack - Navy v1.0\Shapes" and overwrite the original file. Gas Carrier Collision (123 Ko) If that doesnt work I can provide downsized textures (8k to 4k, 4k to 2k, etc). Not before saturday though I'm focusing on vehicles from the late 70's to the late 90's, with a few exceptions on either side of that range. What would you like to see? -----------------------
  10. It's here, finally Download link added to the first post. It's pretty big (1.2Gb) mostly due to the textures for the LNG carrier (a mix of 2k, 4k and 8k textures) Hope you enjoy. A glimpse of what is coming next (Maint.Debriefing livery by Neo47):
  11. The pack is in the hands of a few testers now, so far no game breaking issues have been found. Shouldn't be long before it's ready. Trust me, nobody wants to release this pack more than I do. I've been at it every day for nearly 3 weeks now, I'm quite sick of it lol
  12. Wow, this looks really promising!
  13. So...hum...more delays...but also more upcoming content for the pack A wee bit more patience, it will pay off in the end. There just aren't that many russian vehicles on the websites I use (Sketchfab and CGtrader). Most often either the quality is too low or the price is too high. I'm always looking though so if I find anything interesting I will add it.
  14. @toanNot yet, it will be released in a pack along a few others ships. Very soon.
  15. That T-72 looks so good from that angle, great pics Arrow11!
  16. Sunday already, uh... The night lighting, the last item on the list for the release of the ships, is a bit more tedious than I expected. I thought it'd be done within a hour...I've only made the offshore supply ship so far but I think the other ones will be more straight forward (gosh, I hope so). Good thing is while I was looking into the game files to see how it was done, I found out how to add the new wake animation and I finally figured how to use the LODs system. No comprehensive list I'm afraid, I've already shown a good chunk of what is coming and I'd like to keep a few surprises. Every unit is prefixed with "CAP" so it'll be easy to find them in the mission editor. Regarding donations, maybe at a later point but not tied to request tho, I want to play it fair and square with the original authors of these models. @Mitch Yes, drivers are planned for the ground vehicles.
  17. Thanks for the support, hopefully the wait will be worth it. I'm almost done with the ships, I've hit a small speed bump with the collision meshes but thanks to Admiral now it's fixed. If everything goes according to the plan they should be ready this weekend. I'm also updating/upgrading the previous vehicles I released, starting with the airport service vehicles I agree with you but I'd like to keep it modular. Since there's a bit of everything in these packs some people might not be interested by all of them. And it allows me to release them once they are ready (very soon for some, a few weeks away for others) So I think the best way to make everyone happy is to provide download links for each pack as well as a link for a big pack regrouping all of them. But everyones input and suggestions are always welcome
  18. ha...we finally meet
  19. They work fine here. Were you experiencing this during a liberation mission? IIRC I had some issues with ships in liberation in the past, usually giving them the orders several time would make them move. I don't know if it's still a thing in Liberation 5.0
  20. Instead of releasin one big civilian assets pack (CAP) I'll will split it into 4: CAP Navy - self explanatory CAP EMS - Ambulance, police cars and fire truck CAP vehicles - all the other civilian cars/van/truck CAP objects - static objects and cargos The ships are currently going through sea trials after which they'll sail to a port near you
  21. You might want to avoid sharing his email address with the rest of us
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