#MonsterKings Mods
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Can they play family guy
Lol if we can figure out how to make it work yes lol
But we probably wonโt do family guy lol
How about older tvs and tvs with broken screens
@rich nova
We havent got that far yet.
Not bad!
I remember there were mods for gmod minecraft and a couple other games where you could put in a link to a gif and the TV could play it is that possible to add with this or naw
Not sure yet but open to ideas ๐ก I feel like @dull narwhal would know this answer for sure๐ ๐๐ผ
I wouldn't be surprised if bacon was able to that man can work magic with this games engine
will it be possible to put your own picture on screen? For briefing like?
example, picture of HVT , picture of area, edited in photoshop than putted on tv screen?
This way its cool mod for props purpose just to be there, but I would like to see real use of it ๐
Using the Workbench, it should be easy. Not possible in GM though.
Will be using this in some ops thanks @silver otter
Any modder can inherit the screen and override the image if they wanted
perfect
TFBB Patches & Props Modpack is the name of the mod
I wish I had the resources to keep modding man 
Damn what happened just no more time?
yep, mostly exactly this
Doesn't look like it's published
Now we can finally have movie night in reforger 
mod is called TFBB patches and props
MonsterKings Mods
Have the Tvs or screens been added to the TFBB mod pack? Because i don't see them, also looks very nice what your working on
Yes they are in the pack. Was just on a dedicated server and worked for us. Let me know if you continue to have issues
I might have to redownload the mod or something because everything shows just not the screens, are they able to be placed from GM or is it a map editor thing?
Yes able to be placed in GM
Check the last couple of pages of objects
They are called wallmaps because I inherited that pre-fab. But I guess I should rename them to make them easier to search ๐
Whatโs the name of this mod?
There will be two mods when all is said and done. The one that is released is called TFBB Patches & Props Modpack (does not have uniforms in it yet)
This will likely become the GM pack with just Vehicles and Props, and I will make a new mod for the unforms, move the patches there and eventually weapons too @subtle solar
I got most of this pilot model aligned - need to redo the boots and jump on the gloves next.
it's very good
Cant wait!!
Amazing
With the A-10 now here, the pilot set will be great ๐
Thanks for the encouragement. Tedious work this is, dialing in the textures now.
still adjusting the old school texture files to the new PBR standards, some more tweaking needs to be done to call it done... ๐
what a great job
Oh you are the TFBB giys
Welcome! I'm still figuring out the game engine here, been modding on Space Engineers for the past couple years with @silver otter... and just like then he still either acquires models and/or makes the art and I make it work in game.
What kind of vehicles?
nothing too serious yet, just playing with textures at the moment (the vehicles are in the background) but when I figure out that part of the engine I will likely bring in an amphibious assault vehicle or something like that
Nice, canโt wait to see what you guys do.
What is the tactical screen mod called? Just seen this showcase
TFBB Patches & Props
coming out soon...for testing
Ooooo, pilot harness bwahah
any timelines?
all I can say is soon... any day now. Just need to dot some i's and cross some t's... ๐
Just released to 'test mods' - be sure to enable that in your filters when looking for TFBB Uniforms
texturing is still way off from where it needs to be - I will be spending a good deal of time this week dialing that in
I didn't understand, can the mod already be used?
yes it can, but it doesn't look as good as it should yet as I am still finalizing the texturing
Updated textures for the pilot today... I may be moving on to other uniforms now, and may come back to this one when I get a bit more under my belt and learn a few more tricks...
TFBB Uniforms v1.0.2 - Pilot uniform only atm, consists of Helmet, Visor, Jacket, Vest, Pants, Gloves and Boots (and a 'modder' arm patch for a placeholder)
amazing work brother
I noticed the neck was weight painted to a bone it should not have (in the pic above) so 1.0.3 is now the current version ๐
This
Is this out?
Thanks
Apparently
Wikid
Wait so canโt you play stuff on it? Is there a tutorial on how to do that?
Canโt wait I make briefing videos and if I can play that on the screen that would be revolutionary for this game
indeed!
hey any plans to release the props without the 104th dependency?
Please!
Whatโs wrong with 104th
Log spam and possible crashing
Ah
Or just a GB of a mod that you may not need, I just really want the props lol
There were no plans to split them up but this is the first I've heard about the 104th mod having issues. There are a number of arm patches I created in that mod inheriting their arm patch model. If what you say is true I will indeed eliminate from my mod eventually. I will talk to the milsim and see if they are cool with splitting out the props to a separate mod in the meantime.
I haven't had any issues with 104th on my end. I have heard it causes crashes on some servers
Now that I can successfully rig models I plan on only using my own going forward and not inheriting whenever possible... For now I will split this one into two mods TFBB Patches / TFBB Props. The plan is to create a new TFBB Patches mod and when the milsim adds it to the server I will update Patches and Props and remove the patches and other mod dependencies from the original.
Thank you King!
You're welcome, TFBB Patches has been created and the old mod with the patches & props in it will be renamed to TFBB Props (also the patches and old dependencies will be removed) after the milsim updates the server.
TFBB Uniforms v1.0.4 now in public - Just the pilot for now
Updated today with the following arm patches
Niceeeeee
Dude your actually amazing
Thank you so much, @silver otter deserves credit for the art (logos/patches/signs/etc), and buying the uniform models we started with! I put time into creating the mod itself, sculpting the pieces to fit and rigging them for Arma, plus tweaking textures until he was happy with it ๐
the original mod that started this thread (formerly TFBB Patches & Props) is now called TFBB Props and no longer has dependencies on any other mods @hollow hearth @cedar trail @grim stag eventually I will remove the 104th dependency from TFBB Uniforms also, waiting on some questions to be answered
@iron sun
104th being removed allows us to utilize it such a massive dependency full of gear we donโt use
Dubskii
Finna add now
Stable mod is under test mods and called TFBB uniforms test mod and is without the 104th and TFM dependencies.
Patches are under TFBB test patches and fit like a glove ๐งค
(TFM vest and radio pack pictured here)
If your a fan of the TFM vests and helmets check out the fit of the TFBB patches on that gear! Perfecto! Let us know how you guys like the stuff.
Does the suit come with the patches? Or is there one with no patches?
Regards to this
This suit comes with 4 patches currently (Pilot, Co-Pilot, Flightcrew & Modder)
Sorry i mean the arm patch on the suit with the milsim logo on ๐
it is built-in atm - monster paid good money for those models ๐
TFBB Patches updated to remove dependencies to other mods, now Zelik Character is the only one here too!
So I did a little more digging and it seem this (script mismatch error) is a widespread problem so sounds like something broke in the last update regarding syncing mods with servers... now it's a waiting game. But in the mean time, if you get script mismatch errors delete any significant mod and it should let you back in the server.
The latest update seems to have fixed the script mismatch error
And all TFBB production mods are stable and errors cleaned up....
TFBB Props TFBB Patches TFBB Uniforms
Yuhhh
TFBB Patches just got an update with newly minted right shoulder flag patches (Using Extra3 slot from Zelik)
[compatible with Mattock Uniforms]
๐๐๐
coming soon to patches!!
Do you have this in mind?
not until you showed me ๐
bodies are a bit easier because everyone has the same shape... faces are unique however, so this would not work as well
publishing today, look for the update!
Because it is breast cancer awareness month, and I need to put these tats in the same slot as the BCA flag, I am attaching the BCA flag along with the tats for October 2023, after which the BCA flag will be removed from the tats so you can choose between them.... for now if you want to support BCA you have options - with or without the tats.
New refined suit textures
Custom UVmapped arm mesh that equips to the patch slot which can be changed to different tatts?
Yes, I clipped the arms from the character weights body,. Re UV mapped them, and made opacity maps to have them blend with any skin
Full sleeve tattoos coming soon!
correct, the current custom arm mesh covers the forearm/bicep area only - did this as a proof of concept
Teaser- (mock up)
As someone who is Pacific Islander/Chamorro. I love the Tribal Design:))
@tulip valve
ooooooooo hot
I went another route and it was a lot harder to keep the textures matching, doing a full repaint of the body might end up being what I do as well to avoid the clear seam mismatches on my tattoo setup.
Looks good though, for sure.
King got me a repaint of it with the seam following the inside arm to the armpit and merged the arms,chest and back as one piece and my art program I can either draw on the model in 3D or 2D to place best I can.
Ah yeah that works too
I usually start off with my originals like this in 3d and then make my final design on the 2d
Which turns into this WIP
Sick art
Are u taking requests for tattoos ๐
My man @silver otter is a real tattoo artist with his own shop, this is how he makes a living... he daily provides tats on requests to paying customers, I don't see any reason why he couldn't make you a custom digital tat if you wanna pay the man for his art... ๐
Was talking with monster! Used your guys version of an fx mod for my event going on currently, real cool stuff
And I may take up offering to get some art from monster if Aussie goes the same route for the tattoos!
Same I may have to get booked in for some ink work ๐
Gives me Oil Rig Motherbase vibes
Looks great
you need to sort these UVs....on the yellow rusted metal mate. Also the repetitive pattern on the concrete
very rough WIP, I'm aware... but thank you ๐ซก Appreciate the heads-up all the same.
That is the first LOD that is displaying. The main model is quite a bit higher quality we just havenโt got it sorted yet.
well aware its wip, didnโt mean no offense. are you using multi shader?
Blender
you're good, I appreciate you looking out for us ๐
We decimated the model a bit too much and the UVs got wacky lol
started with over 1m triangles
reforger shaderโฆ
I misunderstood my bad
Man collisions with helicopters are insane I canโt wait till vanilla and maybe itโll be a tad bit better.
Using the default material shader MatPBRBasic... I didn't get multiple layers to work with on this model monster purchased from turbosquid
@timber lagoon you might be able to answer this maybeโฆwe are trying to get it to where itโll be able to be lowered into the ground a bit but the collisions (colliders?) seem to be making it not go below ground level. Is there a way to get the model to be able to be placed at different heights if we wanted to?
like, do different collision types allow for being submerged into the ground?
not to my knowledge. You can however make the collision shorter. Have a llok over the existing structures
i assumed it was made not purchased in which case that shader would have been the one to work with
actually, turns out the models origin controls the point it can submerge.... I lowered the model below the world origin and that is how far it lets me move it now [in GM mode]... when I have the model on top of the world origin it cannot be submerged
yeah, I was pretty shocked that it was in this shape as detailed as it was
I've been painstakingly creating and recreating the UVs and creating custom materials to get it to look as good as possible... still have a way to go, but it's getting better.... Models you pay for shouldn't be this difficult to work with ๐
and in some cases I had to replace the mesh altogether, also created 4 LODs to help with performance
Started a custom model for the Apache helmet hud eyepiece
Woahhhhh.
Is it cosmetic or do you plan on it being somewhat functional
eventually it will be, but first it will be cosmetic
Looks awesome
thanks, still have some cleaning up to do on the textures and we will be adding landing lights as well... this is round 2 of bit of a long road, but I want to keep updating as I go... please, by no means, don't think we're done just because we update it. Still very much a work in progress... I do appreciate the feedback, just don't expect perfection... lol
Landing lights? Wym
something along these lines - so you can see it when you're doing night ops
Ooooh for that. For some reason i was paring that with the apache sight
that text was about the pictures of the helipad above
Sexy as shit bro
Vehicles seem to sink into the floor slightly
Other then that they look Awesome
Thanks for the support, I will check the collisions... but if you can stand on top and the vehicle doesn't, says more about the vehicle or game engine being able to deal with it properly... I know different modded choppers behave differently here. Guess we will see what vanilla does very soon! ๐
NEW Low poly version ๐
turns out I was using the wrong collision after all, mb... update on it's way
Now they stay on top at least ๐ - collisions are still a bit wonky, but before they were just wrong. I had UCX collisions on the landing pad and vehicles just ignore it, no traction for tires either ๐คฃ... It appears UTM is what the engine needs for vehicle support... If anyone else out there has expertise in this area feel free to offer up your input.
TFBB Patches just updated - hotfix to correct the carrier patch issue and added some more original tattoo artwork from @silver otter
Have u tried ure hand at creating some camo face paints yet?
These look brilliant ๐
Great idea ๐ก
There is one that is made on the ai factions but no one has made it as like and equippable item
Yeh I tried that mod u speak of but theres no spawn point for them so only GM can be one of the characters lol
I'm sure he can and will ๐
The only issue with making them equipable is not all faces are the same shape so to make a generic face paint that works with any procedurally generated face shape may be a tall order... Or it just may look like hell ๐
Can u Make it so there permanently covered?
then you run into the problem of your permanent face it needs to be attached to a permanent body and that's where the fun stops... so we are sticking with this plan, it works great... neck tats can be a thing for sure but full on face tats will take some experimenting on a proof of concept level to see if it is worth it
Is this out?
is
that is not our mod
What mod?
No
Sorry for confusion was in point to how he said it was hard to do it for multiple faces, this is not their mod this is just the only thing similar to what is available
Only works on ai not equippable
๐
The tattoos look sick btw king
To clarify, it is hard to make a face paint that would look good on all the variety of faces that would try to equip it... if there was only one shape of face in the game it would be no more difficult than the arm sleeves we just put out.
Oh yeah totally understand, kinda like the masks
I just created the mechanic and brought to life the work of the true artist: @silver otter
Either way yall did a great job
tysm ๐
@clear bloom
No need to ping anyone here to a picture that has nothing to do with our mods ๐
would you kindly remove these pics because it is misleading to have them in our showcase and they are confusing people
no worries man, just trying to avoid confusion and potentially let down ๐
Coming soon... in TFBB Uniforms all 3 NVG colors, balanced and adjustable for most lighting situations
Ooooooo
Whatโs up with the like the uav screens
Wdym?
Like what pack are they in
Tfbb props
Whats that?
Thing
A piece of a Russian Pantsir
oooooo nooooooooooooo
This one correct?
Yuppers but itโs going to be a stationary object like the ones they put on the kremlin
NICE
Even just stationary would be dope
It looks good asf
MI-8s and Hueys are going to have a fun time
How would it work in-game?
Probably just rockets and the 30mm guns till a legit AAM can be scripted. Itโs starting itโs life as a destructible prop and then controllability will come next
When you destroy it, is it gonna be like the AA tank in project nomad where it just blows up and disappears, or is it gonna have a destroyed model?
Iโm making destruction models
Ight
I know everyone has bigger fish to fry, so we are focusing on the only mod we have that is not dependent on anything else, and that is TFBB Props... It will be updated as soon as I work any errors from re-engineering a couple things. Speaking of which, the helipad should work as well as vanilla going forward as I setup the same collider and interaction layers it has.
TFBB Props has been updated for 1.0 - (patches will be next now that Zelik has updated his mod)
TFBB Patches have been updated for 1.0

Sheeeesh
TFBB Uniforms has been Updated to support 1.0 now
(it probably won't appear until Aussie get's TF Mattock Uniforms updated though)
Working on them
does bb stand for blunderbuss
๐ now I wish it did lol
Hi Bacon, the only mod not working for me is my GM FX mod that I inherit from yours... for some reason it doesn't want to play nice ๐
Report the bug with a video or something https://discord.com/channels/105462288051380224/1110586149740748890
Will do when I get back home
actually, it turns out none of my duplicated .acp files work, so if I reduplicate them and replace the samples with my own then everything works.
so no bug?
no, I think something just changed in the way the .acp is structured (or needing to be) did you have to change anything in there on your end to get that mod to work for 1.0?
I've made changes to the siren ACP and one of the explosions
that's it then. no worries, thanks man... great mod, as usual!!
our milsim really loves the sounds I added, thanks to your mod
I updated TFBB GM FX for 1.0, but the volume levels have not been set yet so some sounds will be way louder than they need to be. This update is intended for my GMs to test with and give me feedback, the next update will be more ready for primetime.
I know you said this will be a stationary weapon system but will that change to mobile at any point?
So far it is looking amazing. I like the level of detail that is going into this!
That on the back of a truck would be interesting
Yes
Where is the best place to put the helipad to where it doesnt look out of place?
Depends on map for sure but It works well with airfields and near lots of concrete or asphalt
TFBB Props has been updated
Would look great on a MGSV Motherbase
Just published to TFBB Props
Hey is it possible to get a sound effect on the TFBB sound GM effects like car horns and stuff for border missions? Would make it awesome and cinematic and prob a great match with the food market audio
Also make a phone ringing one that would be awesome also
Yo fone linging
Pick up ta fone big boy, yo fone linging
I'll keep it in mind when I get in there to fix the sound levels after the 1.0 update.
Awesome man thanks
@mellow furnace your the goat my man
I saw gm sounds you added, youโre actually the goat! Love it!
still dialing in the sounds, another update is uploading now... a couple new sounds as well, thanks man
Daytime jungle GM placed sounds
I love you guys
Nighttime jungle sounds
This is amazinf
This looks cool af.
Would be the dream for it to be on the back of the truck in the background
@clever cloud
This thing scares me when playing War Thunder. It will scare me still in ARMA Reforger
Yes that
But tbh either mobile or stationary. Itโll still be cool to use!
Same lol
Started work on the control cabin
Ooooo
The level of detail has me starving
All textures are just there to get a picture of it. Still need to run it through a good UV plug-in and learn baking hq multi textures ๐
Canโt wait to paint this!
Gyat
Bros making fat plays
Im loving these constant updates!
How big is it compared to a player model
Here is the scale of the control compartment @clever cloud
๐
Looks like it lines up pretty good scale wise I just need to scale the launcher and start on the stationary lower ,and then make the truck part at a later date.
Whut da troopa doin
Extra size comparison
I like that you are using a plastic model instructions guide to assist you.
It has actually helped a lot
Yea I bet, its a scale model at the end of the day.
uploading an update to TFBB Props now
destructible pallet, 3 new skin tones for the TFBB UH1s plus a surprise other game inspired UH1
That pallet looks sick
This is still a WIP, we are working on unique destruction sequences for each piece of the pallet, and each thing will have it's own particle effect as well.. currently they all just poof into pieces of wood... ๐
Are they just props or will they eventually be reskin supplies
currently they are targeted to be destructible props, it's a common theme we have in our ops and food pallets are not that exciting, lol - turning them into supplies works out nicely in our roadmap and will likely end up there in some form or another down the road
Dude this is sick
Destructible and interactable props will make me love you even more.
Awesome
We bought a Blackhawk as an experiment to see if I can bring it to life in the new 1.0 engine. It's an editorial license, but the author (luisbcompany on sketchfab) gave us permission to put her in game as a proof of concept to see if I can actually pull it off ๐ This will be a background learning expedition, so it will take a while before anything comes of it. I'll post updates as I go.
That model looks sick
Which button to launch the nukes
Future goal is the MH-60 that the 160th nightstalkers use
Is that also the DAP version?
Not sure can you explain the difference? @hollow hearth
@cedar trail
DAP is essentially the CAS version of the MH-60. Holds weapon Pylons while trading off the ability to transport troops
DAP has weapon systems on the side, Hellfires and such I think
Any goals for a MH-47?
Possibly in the future
Oh nice yea
@jovial nest
We donโt use the night stalker helo cuh
It can still carry 4 troops iirc
Now that is sexy
TFBB Uniforms uploading now, with new 4 new Crye helmet variations and a tanker uniform!
Whats the tanker uniform look like (im not at my console to check)
Oooo
Feel like that would also be a good base layer for the pilot uniform with a rig over it
Ohhhhhhh
Razr
Oooh. Whatโs that?
Gepard
Looks great!
Still learning substance painter
First the Anti-Air
Now a Gepard
You tease me so ๐ซ
Been wondering why no one has made a shilka but this will do nicely.
Working on some destruction models for destructible props
Great for Search and Destroy missions
For real would love to see more destruction in the game
The BI roadmap is going to have a lot of destruction as far as they have said. Canโt wait to arty a whole village
I'm so excited for the Pantsir(?)
Getting there slowly! Iโm looking forward to seeing it used by people.
Yeah, I can wait. It's torture but I can wait
Lol
tf is that a stunt ramp? lol
im curious about the AA's still
We have a huge plate for only 2 people and like 20 projects in the works with another 20 on top that we wanna do,
so basically what Iโm saying is our modding workflow method can be best described as ADHD lol
fair enough man lol
thanks to @dull narwhal for the inspiration to make stunt ramps for that cool sleigh of his
Fuck yeah!!! LMAO
Whoever was rocking out with the snare on that cover went ape shit. LOL
that was my old worship team, he's the pastor's son. played in a metal band with the lead guitarist, I played 2nd guitar, and an 18 year old girl on bass (worship leader's daughter) ๐
the whole song and video is on youtube if interested
Oh no shit! Iโll have to check it out!
search "Bethany august burns"
TFBB Props has been updated with a couple new WIPs:
Stunt ramps and and upgraded vans
Pallets now explode
Hotfix to address de-sync issue with flags
im guessing the AA's will be there own pack
Im starving hereeeee
How will these be operated?
I am sure you have seen the guidance scripts around. will you implemented them to this lil thing? https://discord.com/channels/105462288051380224/1186711462626992269 in case you have not
Thanks for the link I was not aware of this but itโs definitely something to look into for our AA equipment.
Working on a few ideas ๐ก
awesome man! hope to see the pantsir and gepard working someday
OK cool, look forward to seeing it in action
This is going to be sick!
Oooooooooooo
Been using the command tent as a scenery prop for photos.
TFBB Props
Thx
Looks legit
Love the mods yโall make, really canโt wait to see what else crazy things yโall come with.
Nice got all the Hercules in the background
I would suggest maybe darkening the tents from the light color it is to maybe a darker tan
Kinda like this
Yea I was seeing the same in the picsโฆwe were talking about it earlier of darkening and adding a olive tone too
Enfusion washes tones out pretty good lol
Excuse me but C-130s have literally been proven to be able to land and take off from aircraft carriers. Look it up lol.
Thatโs a elevated position over an ocean
As for take off thatโs how itโs made easy, as for landing that thing has to hit near stall to land itโs because it can fly extremely slow thatโs the only benefit
But Jet assisted take off makes things 100% easier the thing can take off instantly
Whatโs impressive is its artic capabilities
It has skis designed for it to slide and take off thatโs some bada** stuff
Nah vape is right, I do aviation stuff in real life and definitely would not be enough runway for a plane of that size to takeoff, though my piper cherokee could clear it easily
Also those videos with the jets slamming into the carriers at fast speeds is insane. Ik itโs the only method to land but dang lol, lucky those wires catches those jets.
Surely it could with JATO?
@silver otter sorry for ping, I saw u mention about the lock on missile maybe being added to a Sam site you were making, are u serious about it because I would fucking love having a Sam site shoot at me while I fly
So is TFBB props and Gamemaster FX for public use?
all our mods are for anyone to use, Gamemaster FX is bacon's mod, but I use it as a dependency for TFBB GM FX.... but feel free to use any mod on the workshop, no mods should be exclusive @tawny wyvern
Alright thanks!
Hey, whenever I download your FX mod to my server it keeps having fragmentization errors?
first I've heard of anything like that, screen shot or vid?
this is not a mod issue, this looks more like reserve space or PC disc space is out of space
It's a purchased server with 50 gb of disk space
Not that I'm aware of, have you tried using just Gamemaster FX alone? I'm not at my computer rn so I can't test to see if anything changed on that, it is the only dependency I have on our mod. That is the first thing I would do then take it from there. Let me know if you have anything new to report, otherwise I will check this out when I get home.
All I know is the mod wonโt install, game master fx installs but your mod doesnโt.
Does your mod work with linux?
my mod should work with anything just like anything else, I'm thinking it got corrupted on your server though somehow. Maybe get into file management and manually delete the mod from the addons directory and see if that helps. No one else that uses this mod has reported having trouble like this before, if that doesn't work I will need the full console.log DM'd to me please, and I will see if I can get to the bottom of the problem for you. Sorry you're having trouble
Iโve deleted it multiple times and installed it, the only other reason I can think of is compatibility
Iโll send you a console log if I canโt figure out what is incompatible
on the server or on the console?
Iโve went to the servers files and manually deleted it
gotcha... sent a dm, let's work this out
Medevac Huey, can load up to 6 casualties and two medics, WIP coming soon!
@cedar trail ^Might be able to help you with your Medevac Blackhawk.
I'm helping him, lol
modders help each other <3
Yes theyโve helped me greatly @snow smelt
You're a quick study bud ๐ฏ
@upbeat halo they beat you to the punch
๐
not so sure about that, I don't have 'ambulance' animations yet either, but you can stack them up in seats for now or use them like regular seats also
TFBB Props 1.0.42 now uploaded, contains new Medevac Huey WIP, and a couple new pre-filled tent WIPs for barracks arrangements, also added a full arsenal to the 'full' helipads
Have those tents been darkened, cant tell
yes, but in the test world they are a bit more washed out than in normal worlds, they were almost white in this world before ๐
Known issues with the new Medivac mostly involving animations, I need to learn more about that still:
Doctors face the patients, and when you get out from this position it puts you inside the bird briefly
Patients are sitting up and may be difficult to reach from the same side, putting medic on opposite side helps
Lmao mine was just fucking up every time I did something, and I didnโt want to restart again, atleast someone did it
Is the doctor able to equip medical supplies, I wasnโt able to in mine, also, have you made it a spawnable vehicle because I could not for the life of me get it to work
yes and yes, just spawned it on the server using GM, and you can load six casualties at a time and two medics
So all you need to do is change animations?
I need to spend a lot more time learning more about animations so I can create my own custom ones... that will come in time
just didn't want to hold up the bird, we need it for an op
For mine I just reused some animations like entering aand exiting from the huey animations set, but then used the idle animations from the ambulance
and this is why I responded with "not so sure about that" lol ๐
Here I'll look through mine and then tell you what I did for it
sounds like we both have knowledge the other can use
Yeah, you're further along so I'll just help you
sweet! thanks ๐
the last pic is where you end up when getting out, but that is just because I chose the wrong animation... still learning that side of things, not my strong suit ๐
Alright so first you want go to ArmaReforger>Assets>Vehicles>UH1H>Workspace
Then you want to dupilcate all of the things, but make sure to have the one named player in it's name to also have player in your rename
Then you'll want to double click the duplicated version of the UH1A_Medvac.aw and go to workspace
this will definitely help me get started... that was my biggest issue, not being able to see what was there. Just duplicating it will help me have a reference, that is truthfully the biggest help here modding for Arma... a good ref of how it's done.
In the animations instances of the workspaces you'll see the normal versions of the animations from there you'll add child animation instances to those which will be your duplicated versions
It should look something like this
This is so It has all the animations of the normal huey, but still allows you to change them
thanks bruh, I'll work on this tonight
when changing the animation sets make sure to double click the child node in the workspace (depends on what you are changing) then go to the animation sets
for the most part it will be the player one
https://tenor.com/view/yay-traffic-car-race-gif-14739892 that black minivan
POV king canโt be cancelled
hey, did you ever get TFBB GM FX to work?? ๐ค
Havenโt got time to work on it ๐ญ
ok, just checking to see if you got past it or not... I'm here when you get time ๐
โค๏ธ๐ฅ
Did u get it working bro
that was me waiting on him to do a test, he needs to try something and get back to me when he gets time
Sorry I mean on the medi huey I replied to wrong one lol
there is a lot to unpack there, it will be a while before I get animations done
Copy that
Trying again!!
๐ฅบ
damnit
you should share your screen shot of what you changed that fixed it ๐
jic someone else runs into the same issue
it worked
indeed, but not what I meant...
is what was breaking it, fastVaildation must be false evidently, set to true (as in the screenshot) causes the issue @tawny wyvern was having
^
Itโs not set to false in that screenshot lmao, but yeah itโs also been talked about being ass in the past as well.
TFBB Props 1.0.43 just uploaded with pre-assembled med tents
Any news on the russian pantsir?
modelling is finished, now it needs to be retopo'd and textured
Ayyyyy looks good
update coming to TFBB Props - including a new GM Filter to help you sift our 3 pages out of the 80 others! thanks again to @dull narwhalfor the inspiration and answering questions, as well as helping clue me in on the RGB color space when importing images... so much better now, that will help EVERYTHING I've made! Man I love that guy, such a great help and a treasure trove of information ๐
I love you
tent's original back doors are now working. I also fabricated double doors for the front to fill in the gaping tent opening. This version closest will be a command tent when finished, they will all come in this tan color as well as olive (versions: Empty, Barracks on dirt mound, Field Hospital and Command Tent with and without external TFBB Logos)
Hello, where do you find your billboard to make a Custom picture on it ?
I don't have any billboards. I made some signs and flags though, out of vanilla assets.
TFBB Props has been updated
is there one without the logo on the ground
but of course!
final testing of new lights happening now, but this tent is already in
Just a little bug report for the command tent:
Door canโt open
Sign disappears at certain distance
Other than that it looks amazing and great work on it!
It is intentional
Not the the sign disappearing, lol but that door is blocked
Sign will be fixed with lights
That is shit hot
TFBB Props updated again - tents now have lights!
Sick
One more update - all tents now occlude grass
thanks @molten dew for pointing out the duck boards and the mighty power they bestowed! ๐
Aw, but I liked doing gardening inside my tent!
W
Anyway for the sound mod you could add a plane sound like a C130? That would be dope
I'll keep it in mind
For TFBB GM effects, perhaps adding ambient gunfire?
someone else had asked for that recently as well... I'll add it to the list
Also just another suggestion I was thinking about a while back, since on like a good few maps their are checkpoints and an Audio like this to go along with a checkpoint would be so immersive. https://youtu.be/UfgGjHdG5zw?si=rdy9TnwLWx5k7hWR
The audio heard when playing on the map "Border" in Rainbow Six Siege, also known as the guy who is yelling in the background when you are trying to attack, screaming at you to not board the helicopter.
(Helpful Hint: You can shut him up by shooting the megaphone speaker up and to the right after spawning "Valley" in the attacking phase on the ...
Just need some slick talker with a cool accent to record some compelling, believable, checkpoint rhetoric and we're golden, lol...
Finally giving this guy some more attention, got the custom rotor rigs to work and finished the destroyed rotors and wreck model
im working on one of those as well
got tired of getting bitched out in a language I couldn't understand... lol ๐
Hell yeah!
This change was not the final product... just a POC, now I am re-recording the voices with a voice-changer mod to sound more like they should, coming from an onboard nag... ๐ Then I will add that to our Mi-8 variants and whatever future bird I put out there using the Mi-8 base.
Would you be opposed to sharing the damage voiceover to Mort Ares for his blackhawk too?
He hasn't asked yet, but if he wants he knows how to find me, we have a private thread going since he started his Blackhawk to help him get through some of the beginning hurdles setting up colliders & rigs for new vics in blender, and some tips on prefabs and such... he's done really well so far! Happy to help however I can.
My wife was kind enough to help me out, when she found out about the Russian bitchin betty she recorded these warnings with me (along with the rest) and called herself naggin' nancy! Man I โค๏ธ her, once I get this published you can all get bitched out by my wife when you crash our translated Mi-8 ๐ (external decal translations are in process as well)
W Wife
@mellow furnace lol sheโs an amazing voice actor, she would be great for the checkpoint announcer thing
thank you for saying so, I'll toss around some ideas... no promises ๐
is this going to be apart of one of your guys already existing mods or will this be separate?
for now, I'm updating the two Mi-8s in our TFBB Props mod (one with our logo, and the one with the American flag)
When I start adding vics from the models we make and purchased then I will create a new mod (TFBB Vehicles) and move all our vehicles there
TFBB Props has been updated, now the Mi-8s are featuring my wife as Naggin' Nancy, the Americanized voice to replace the Russian warnings... The decals have largely been replaced with English text as well as a new true black paintjob. Hope you all enjoy!
Now we need a southernized Huey version lmao
Nice work King. We used it in our op tonight and our guys were loving the updated sounds
glad you like it ๐ we had fun doing it
LOL Dude my girl lost her shit when I read this to her
How do you equip the tattoos I can't find them in the Arsenal
they are in TFBB Patches and are in the US arsenal
but if you have something in the slot they use, they will just go in your inventory (they use the slot to the right of the wrist watch)
Oh weird guess I missed them
Al asad
Map?? No, the pic is showing what the tattoos look like in the arsenal...
He replied to a different message above
mb I looked at it on my phone, must not have clicked the link right, It looked to me like he was replying to the tat pic, lol - just woke up in my defense, didn't have glasses on yet ๐
That's entirely fair
1.) Task Force Bad Batch Props
The back door is meant to be closed but the sign disappearing is a known issue
With a picture
{
"modId": "5E0F104A1EAD9922",
"name": "TFBB Props",
"version": "1.0.49"
}
what happened to the gepard and the pantsir y'all were working on? haven't seen y'all post about it in a while
that is due to nothing new to report, they still need to go through some re-topo stuff and then texturing. We are both going through some IRL crap slowing things down, but thanks for the reminder... we are both ADD ๐
hey man thx for the update, was just wondering about it. irl is always more important for sure. love the work y'all are doing. and yeah ADD sucks lol
What happened to this project?
@mellow furnace is the dashboard/panels functional or interactive? Moreover, does it provide real time info to both pilot/copilot? I have more questions so i do apologize. I'm grateful for the support and time you give
#1134294449816617072 is where you need to be for DAP blackhawk
oh ok
Monster and king are working on one as well iirc. I think the photo that e.4lzh posted is theirs not morts.
All things are WIP with the intention of working gauges and displays
Hey @mellow furnace FYI there is no anti-collision light on-top of the fuselage. Thatโs something to do with IR Counter Measures.
The two red anti-collision lights are on top of the tail and below the drive shaft. The strobe back and forth. I can offer a video of that if you wish
Was just about to say that too๐
@mellow furnace if you want help with the lighting lmk, i assisted mortalis with his MH-60 and i still have all the documentation for it
Same goes for the littlebird lighting if you want references for that too, I helped erfue with his
More detailed outlay of the exterior lights are this:
Red anti-collision lights on the top of the tail and bottom of the drive shaft.
Positional lights are the green and red on the front steps on ether side along with a single white one at the top of tail (In the layout picture I provided)
Then the formation lights show with the number 20 in the picture I provided.
In a civilian use I do believe they use white strobe lights on the bottom (sometimes top) where the anti-collision lights are used.
Just keep in mind the layout pictures I provided are for a UH-60 so the step fairings are not present
found the warthunder player
No, seven months clean of WT. just passion
I'm messing with you. (the joke is meant to poke fun at the fact wt players post classified docs online to win over arguments)
To further elaborate that civilian use thing ya brought up. The anti collision lights have a day/night mode that makes them flash white or red, and they have modes to activate just the top/bottom collision light or both. Itโs present on bith milspec and civilian variants
Iirc the white (day) mode is slowly getting phased out and doesnโt get used much on the current 60โs due to some opinions on safety/practicality.
Thatโs for elaborating on that!
I was 15 months cleanโฆโฆ send help
Sorry to hear to relapsed๐
that is this project... starts with a transport, ends up like this - variants will come, but gotta start somewhere
None of the animations will be 100% until I learn more, I have enough knowledge to get them out the door for testing, sure... but to finish it up with proper anis across the board (gauges, getin/out, etc) I have to study more.
this is the document i used for my lights
the devs were kind enough to release the Huey rotors!! yay!! ๐ฅณ
In celebration, I put them together in a zip. Each in a new blend to help get anyone else started with these bad bois! ๐
Enjoy!
@mellow furnace you the man!
thanks to reyhard pushing the UH1H rotors I was able to complete all three model stages for the main and tail rotors last night (static, blur and dst), now the overall wreck model is complete so I'm not dropping huey carcasses anymore when the little bird blows up ๐
Oooo
๐ ๐ so we are close I suppose
tweaked it a little more
not too far off for LB, just a bit more of the basic things need to be finalized before we can test it on server
Is this out?
not yet - still need to do some finalizing on that one... and I might start over now that the huey rotors have been released. At this point the little bird will likely be the first one out the gate, but will still be a bit - need to do some server testing before we go public with them.
Ight cool they both look great
Is this out?
@jovial nest
Oh ight
oh wow, looks awesome (also great song choice) but correct me if I'm wrong, does that little bird have a working camera?
not yet, there will be a lot of not yets in the initial release, so if we are not promoting it as a feature, cuz it probably is not one... yet... lol
ah sorry, I might've seen the reflection on the screen lol. either way those things look absolutely insane!
thank you so much! ๐
๐ฅ
The initial shakedown of the Little Bird has gone very well, just a few more minor adjustments and we will release to the public on the next update. It will still be heavy WIP, mostly with animations, so only elementary rotor animations are in place currently until I figure out the tools better. The AH-6 armed variant is on hold until a good solution for pilot weapon firing has been established. The Blackhawk MH60-M will be next, followed by this guy now that I have the model:
@sinful goblet
I wish rappelling was a thing:((
was that available in Arma 3?
I wish it was too!
As well as shooting while in a vehicle, imagine shooting off the side of the little bird or Blackhawks
that will come for sure, it's on the roadmap
Well my idea for that (Iโm not a modder) was to just retexture a latter (you can already slide down them) and then animate the hands to just come closer together, itโs obviously pretty simple but I think it would work
you are thinking logical, however, the bird and the ladder are placeable entities and have to either merge or deactivate physics once attached to each other, outside of the game in the workbench. then you have collisions to deal with and the rope attached to the bird would be a very interesting problem to deal with... this is why I asked if has been done in Arma 3... at least then there would be hope it will make it here also ๐
https://forums.bohemia.net/forums/topic/192126-advanced-rappelling/
Here is one mod that does it in A3
Adds support for helicopter rappelling. SP & MP Compatible. Features: Rappel up to 6 players or AI from any helicopter at the same time (depending on helicopter size) Enhanced rope physics. Takes into account wind speeds (from the rotor and environment) and air resistance. Players will swing ...
then it's just a matter of time before someone figures it out... beyond my current level
Ah ok makes sense I was just thinking out loud lol, Iโm too stupid for this kind of thing
U sure?
not anymore ๐ - I was 'told' it was on there, but I just looked and didn't see it sadly... lol
I moved firing to a button combo, testing out HOLD LB+A for now until I find a better combo
What about unbinding the view reset button (RB)? That way firing can be RB and the view will not reset
that is not the problem... the problem is everyone's muscle memory is RB to reset view, now it fires a weapon... lol HOLD RB+Y is now currently top of my list
How about a combo prompt being RB+ Y for unbinded controls. LB is used for radios and will be a hassle to remain in contact with friendlies this way
you mean 
this is RB+Y to shoot and Y to switch weapons
Does it feel natural?
That looks stable enough to make adjustments not only to the rudder, but also the altitude if need be
Does look fantastic though! Great job man
waaaay more natural than making the bird move right when firing ๐ and not as costly as redefining a well known key like reset view, lol
Amazing! Thanks a TON for being there for us pilots ๐๐พ these QoL changes are critical to us and our roles. Im grateful to you for all your hard work!
This was already fixed tho, rt was to fire and rb was to use right rudder
But these look absolutely amazing I can't wait for the full pack to be complete
RB did more than just use right rudder
(Ill keep it a stack with you, I have never used View Reset lmaooo)
^
Thats surprising
Its automatically used when using/switching weapon pylons (i.e Crobra 1-S, little bird, and kings old hueys) also does so for the current Halo Pelican as well as the Falcon
Then again, would be different if you're using KB&M
thanks, it will be a while... lol. but the little birds won't be long, just need to make sure I don't have any server killers in there still ๐คฃ
and RB to tail rotor sounds super unnatural - it is problematic moving any existing mappings, no need when we got combo options, I'd rather get used to a new way to shoot than completely re-learn how to play and cause every other vic to be changed how they operate... I wanna play nice in this sandbox tyvm
Appreciate it, happy to give it a go... this journey over the past few months has been fun! My dad was an AF pilot, I am not however, I just RP as one in our milsim... we do have real military pilots/engineers/etc in our group and they keep me on my toes ๐
You have a great information network around you. That's very fortunate! I can only imagine the inspiration that'll be driving you going forward in this particular field
The 160th SOAR is the main inspiration behind the core of this modpack because Monster heads the NIghtalkers in our milsim
as such the MH-60M and MH-47G are also on the roadmap, models have been acquired, but I take a long time... ๐
iโm most excited for the MH47G, the chinook was my favourite helicopter back when we had one in reforger
Take your time bro ๐๐พ make it a product you are proud of and the rest will fall into place. We can wait for good quality. Those helos are incredible all around
After much consideration I'm putting the key binding remapping on hold until 1 of 2 things occurs...
1.. BI implements the HelicopterFire bind to allow separate binding for ground and helo vehicles
OR
2.. I learn how to script and do it myself, lol
The problem, and most likely why everyone else has not bothered with another solution, is ground and sky vehicles all use the same signal to fire, likely because helo weapons have not officially made it on the roadmap yet. And I do not want to mess up how gound vics shoot their weapons.
So we came up with a new way to do this, instead of moving the fire button, which messes up the ground crew's ability to aim effectively and kills the AI ability to fire ground vics, we decided to change how the tail rotor works. Instead of moving it, we are requiring a hold of the RB button in order to make the right tail rotor respond (this disables weapons while using it because it is a brand-new button combo, but still give the range intended with the trigger). Consequently, we also added the ability to use the left side with the RB button held (or not, so default still works for left too). We also moved VehicleNextWeapon to Y to avoid unwanted weapon switching while flying.
This is only a work-around until BI fully implements the HelicopterContext mappings.
Unless something else comes up in testing, this will be how we are targeting the initial release of Monster-King Vehicles.
When do you expect it to be released
once I have more confidence I'm not gonna break anyone's server, trying to wrap this weekend ๐
still heavy WIP and incomplete, and as I learn more about animations I will add in the gauges and other things that should move like flight controls and doors. Need to still customize the character get in/out animations as well, Still need to learn how to wire up the new bones I added to the huey rig for the extra rotors, but none of that will delay the first beta release.
ok thanks your going to make a master piece
my fellow helo makers have set the bar pretty high, each in their own ways, so thanks for the confidence!
Heads-up: TFBB Uniforms has been patched temporarily to remove the dependency to TFM, and therefore NVG... only until Greg gets his NVG working with 1.1
Any word on the props mod, good sir?
I've been working on the TFBB Uniforms mod all day, about to call it a night... we are starting a new campaign tomorrow night and I really want to get these finished before that. Having said that, we have the release of Monster-King Vehicles on deck for public-beta release hoping to get out this weekend, which is tied to an update for props: The first update will be to only remove the vehicles from props, and create a new TFBB Vehicles mod for the TFBB decorated vics, the rest go in to Monster-King Vehicles. After the dust settles on that I plan on addressing performance issue(s) in props. ๐
TFBB GM fx is fucking amazing I am in love, only one bug/suggestion is the sounds need to be ever so slightly louder at least some of them not all
^ yeah they seem to be too quiet, also a cool audio suggestion would be to add whistles and war cries for raids and stuff, would be so dope lol.
Yep
Do you have a list you would like to suggest for volume increasing?
No, but I can happily create one for you
I appreciate it, they guy that did the original testing left our group, then 1.0 happened and I had to rebuild it... so I didn't have the same feedback, lol... thanks for your help! @cyan night
No problem man I'll get right on it
Music list:
โขTFBB Ambient jungle (day, night1, night2) - louder
โขTFBB Bush Sound Effect - louder and wider radius
โขTFBB Footsteps sound effect - louder
โขTFBB Monkey sound Effect - increase radius
โขTFBB Object Dropping sound Effect - little louder
โข TFBB Please Help sound effect - not too loud because the quiet is creepy but currently can't hear it
โขTFBB Stairs Descend sound effect -slightly Louder
โขTFBB Timber Tree Falling 1,2 Sound Effect - way louder can't even hear it
โขTFBB Wendigo Hush Sound Effect - slightly louder
All of the ones in this list could do with extending radius by like 10m.
If there is anything else you want testing or owt just lmk man
solid copy, thx... the volume is how I increase the radius
I have a couple other mods in the queue, once those are out of the way - or if I get a good break in between stuff - I will get these dialed in a little better
Removing the vehicles from the TFBB Props mod, this is a necessary growing pain so we can split our vics out to other mods. They will be back in a new mod shortly! No props performance enhancements yet, just pulling vics.
if you rely on these vehicles, use TFBB Props v1.0.49 until the new mod(s) are published
TFBB Vehicles is now released, but if you want the Gold Jeep or the Medevac Huey, stick with TFBB Props 1.0.49 for now... They will come back in the Monster-King vehicles mod after we get some permission issues sorted.
We are officially launching our new Monster-King Mods discord:
https://discord.gg/monster-king-mods
Please feel free to stop by the mess hall and say hello!
Some settling may occur as we polish it up and continue to add more content, feel free to showcase your stuff there too... Choose
if you want to discover the wonders of modding, choose
if you prefer to remain in the simulation ๐ We hope you like it!
That was fast!!! Already tier three, big thanks to TFBB!!
Which version of the 60 is that? Looks like the more modern one based on the sensor and camera setup/electronics
It's a kitbash of 4 diff models, I'll send you the links when I get up, lol
https://www.cgtrader.com/3d-models/aircraft/helicopter/uh60-black-hawk
https://www.cgtrader.com/3d-print-models/miniatures/vehicles/mh60-m-blackhawk-scale-model
https://www.cgtrader.com/3d-models/aircraft/helicopter/uh-60-helicopter-cockpit
https://www.cgtrader.com/3d-models/aircraft/helicopter/black-hawk-uh-60-cockpit
Model available for download in Autodesk FBX format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets
Model available for download in Stereolithography format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets
Model available for download in 3D Studio format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets
putting them here to make sure no one has claim to these guys before I invest hundreds of more hours to finish this guy up!! ๐
Whatโs used where? Like what do you use from the MH60M and what from the UH60
the top model is the main bird, I specifically pulled off the MH60-M DAP parts off the 3D Print model, that will require re-topo and texturing, the other two are just cockpits and I will end up using the best of what's in those two, plus probably redo a lot of the textures because it is literally a photograph of a real cockpit ๐
Why use the UH-60? Not just use the MH-60M as a whole?
I didn't see the mh-60m version when I first looked, don't know if that is new or not but I've seen it since, not much I can do about it now. There was not one when I was looking for one and now there is, lol
I started the blackhawk even before the littlebird
Ah, yea I was just wonder do you have plan to switch over to the MH-60M model strictly?
I canโt recall fully but the M variant is either the newest or second newest.
Was wonder as a very modern MH-60 and that of one from USASOC is quite different than that of a UH-60.
As you can see there are a lot of small things different with the MH-60M and some big. Itโs not as simple as a UH-60.
it is all I have to work with, so that will be it unless by some magic the perfect model appears, is royalty free, and my fans want to donate to a fund for me to buy the best model out there, lol... cuz I can't sure make it from scratch ๐คฃ
If your wanting to do a older version of the DAP the UH-60 body makes complete since.
Oh sorry I think a read wrong. Was the reason your using the UH-60 model is because the other one (MH) will require a far more amount of work?
the MH60 is not topo'd well, and is made for 3d printing so no texturing at all... so I only want to use the DAP stuff from it
even then, just the fuel rod, cone and the pylons - not the weapons, those models need to be better... will have to acquire each
Ah I see. Yea thatโs understandable, yea to re topo and texture would be quite difficult.
I love that you still want to make one either way, so thank you so much
canโt wait to see whatโs instore
I can reuse the mgs and hydras but the hellfires I have only have 2 per launcher, the DAP BH has 4 (assuming I can still use the Little Bird at all)
but tonight is all about @cedar trail DAP Blackhawk... we are going to be getting the weapons going on my new discord tonight at 8pm (about two hours from now)
9pm est for anyone wondering
Do you have pictures of your DAP that are public like in modders lounge?
Not currently but since the first time king and I worked on it I decided Iโm adding hellfires to the mix and I bought a much better minigun model Iโm gonna use instead of my current one
Oh sweet, so youโll have M134s, hydras and hellfires? After I suggested have you thought of useing the 30mm from Striders JLTV mod?
Not in my first rendition but maybe eventually
Where possible we as modders try to not add larger mods as dependency, especially when they are not designed to be plugged to another vehicle type.
That is just my opinion though, may not be shared but more dependency mods result in higher chances of breaking somewhere in the chain.
Aussie is right, whenever possible we try to make our prefabs directly off the vanilla assets. The less dependencies the better! However, as in the case of BGONE, it was written entirely to be used as a core for other mods that need seeker missiles, so they don't have to rewrite the wheel. It is a preference as to what you choose to include to depend on, and modders choose to include BGONE because their is no vanilla alternative.
@winged ice if you got it done while I'm still waiting, hell yeah I will try to make it work brother... got nothing better to do, in the wheel pattern of fate atm... ๐
Figured if we are going to talk about this for MK-Vics we should move the convo here
I already flooded @wise pine's showcase enough, lol
thank you for doing it, I appreciate your zest!
But i've to ask if we would want to bring it up to Reforgers fidelity so working engine door/bay that you can open also working altimeters/speedometers and other things on dashboard. Would that be possible or is that too much of a headache?
Bro a good Blackhawk is needed. Not to mention the freaking DAP. Is there a way to make a pylons selection thing for these aircraft in Reforger? Similar to how they did it in A3
I'm helping @cedar trail get his DAP going, and we have a series of Blackhawks we will do as well.
Wow if I just kept reading I would of seen someone else mention the dap lol my bad
all good, got plenty of time to type... like I said, I'm in the wheel pattern of fate atm, lol - at least it gives me more time to tend to my wife who just got out of surgery couple days ago ๐ซก
lol
Hope sheโs doing well, and has a speedy recovery.

Okay so my gameplan is to have lod0 model of mh-6 or OH6 Cayuse(literally the same
) in few days
By LOD0 i mean Baked model ready to be textured and other things and on that stage we could also start doing other things
I havent worked on vehicles at all so i'm not familiar with whole process. I guess after lod0 we have to rig everything that moves i.e rotor/tail/stick?
after that it gets hazy for me, i guess we will need LODs 1-5 and blown up version also with LODs
? @mellow furnace
And beyond that its only implementation? like getting it actually working within engine 
in order for me to implement, I need the base model, main rotor, tail rotor, skids. don't worry about lods atm, already worked those out on the last one, but that's finishing touches anyway... don't work on LODs until you are finished with main model... like no more changes... otherwise you have to redo all the things you made from it, like LODs and colliders, etc...
ye, got it
tried to invite you to modder's lounge and message got deleted, lol
its fine ive got it
https://reforger.armaplatform.com/workshop/610D4311510A5D90-Monster-KingAccessories
New mod - moved the tattoos, glow suit, base patch models and generic patches (like flags and duty patches) from TFBB Patches, added some hats as well... Also now home to the 50k radios for each faction.
https://reforger.armaplatform.com/workshop/5E5F0E052033B5EC-TFBBPatches
TFBB Patches now includes GM and Cadre ballcaps
dumb question, what does the "Monster-King Weapons" mod do?
it only has 1 weapon in it atm, sort of a place holder for things to come... there is a LAW that has 3x damage
I too have a question regarding the dual firing guns. Has that been placed on hold for the upcoming aircraft or something for a later date
the only CAS bird I built so far is up in the air atm due to the model drama, but I'm planning on something special for the meantime
Sick! Definitely looking forward to that
for the stetsons, is it possible to add the regiments above the sabers, like 1 through 8?
Sure it's possible, just not on my list. Feel free to reskin them in your own mod though.
fair enough
ignore the laggy laptop ๐
This is going to be cool for hit n run tactics! The one thing I'd love to see is flight helmets with a onscreen reticle for in line accuracy
I can't wait for technology to gain traction for animated/scripted fly by wire feedback for altitude control and information relay
๐
RIP the textures
TFBB GM FX is now known as Monster-King GM FX:
https://reforger.armaplatform.com/workshop/5EB51D581C99E590-Monster-KingGMFX
Anything else new with it?
Brought the sound levels up on some of the quieter sounds
any new sounds coming?
not atm, this was a re-brand and fix for sounds too low, no plan for new sounds currently...
I am currently going through cleaning up all my TFBB mods and splitting out anything not specifically branded TFBB into a base Monster-King mod that people can either use as is, or inherit to re-skin for their milsims, without including another milsims stuff and take up all that space.
I also update the TFBB mods to use the MK mod assets and only re-skin where needed, this also makes the TFBB mods a bit more streamline and makes a better example of how others can follow suit.
So all that to say Monster-King Props will be the next new mod, followed by a TFBB Props update once I get this one sorted... There is a lot to fix in there, lol.
Monster-King Vehicles is LIVE!
https://reforger.armaplatform.com/workshop/61377CF4130CDE66-Monster-KingVehicles
Enjoy!
If the MQ-9 Reaper were to be incorporated into a tv display with MonsterKing๐ฉ
I think it was you who started this but where did this go?
This helmet targeting system would be amazing for pilots
we were waiting for the apache to come back tbh, now that it has appeared in the workshop we will put this back on the table
Sweet
Sweeeeet
I actually thought that was a scope for seeing around corners๐ญ๐ญ๐ญ
yes you read that right
@boreal kraken your FX mod is really quiet by any chance are u able up the sound
We really need it for a SCP server
Hey boss, your GM FX doesn't seem to function on the Khan Trung map, unless it's not meant to work with another mod. I've also got Phoenix Studios GM FX mod in the JSON as well, any history of these two mods not getting along with eachother? Your mod category does show up for your GM FX, however it's entirely blank.
We will look into it today
Appreciated.
I just put those three mods in a test mod together and everything is fine
1 of 2 things... make sure your filters are reset completely (if anything else is turned on that will stop my stuff from showing)
if that still doesn't show them then you are running out of memory
that's all I can tell you ๐คท
or some other mod is conflicting, if you are still having trouble with them DM me your modlist
Please be more specific when talking about which actual effect(s) are too quiet... we have 3 pages of sound effects, they are not all quiet I guarantee you that... lol. Have you used them recently? The quieter sounds were recently enhanced and brought up.
Your fast work and response is genuinely appreciated. It must be a mod clashing with it then. Iโll look into it further to see if I can isolate the mod causing the issue and Iโll get back to you immediately.
Yes i tested them recently it was the zombie ones that were quiet
roger that, perhaps you just want them louder than we originally intended... but I will give it a double check to make sure I didn't miss anything
Ok ty
Is it specifically the jungle sounds?
Idk I for sure the zombie sounds was 1 of them
Hello guys. Since the new 1.2 Update the MonsterKing GMFX mod doesnt seem to work anymore. No sounds at all work for me on local nor on server.
is there an update planned for it? Love and appreciate your work, else I wouldnt be here. Dont wanna go through the hassle of using soundboards again.
All good, yes it is being worked on. Hopefully I can finish it up soon.
my man. mmmaaaa man.
thank you for making my sunday nicer already sir. any rough estimate or better say nuthin?
no promises, I have a couple other things I am working on and that is a complete do over on the sound map for every sound, so it will be some significant effort to finish
Has the GM FX mod been updated yet?
not yet, been busy IRL and getting our server stabilized, I still have a few mods that need updating
This mod will help reduce the errors that occur every time a character gets placed or respawned
@keen sparrow
@meager phoenix
thank you
Yep
King, do you allow reskins ?
yes, you can reskin the patches... keep in mind they will be updated to fit the uniforms better that they were intended for... atm there are some alignment issues
nice ๐ thank you a lot !
is it possible to retexture the tats aswell ?
sure, knock yourself out... just give credit for the model I made to make it possible, that one took some time ๐
thanks a ton! I'll honor you in the description. ๐
Got a couple of irons in the fire so I'm all over the place, but Monster-King GM FX will be coming back soon!
I finally finished getting the new sound map working and it's all in one map now. Makes it easier for me to maintain and balance the levels of the individual sounds as well.
One last step, I will be adding in translations for the other languages Arma supports as well, then I will put out the update.
Oooo, excited to be able to use the GM FX again
Monster-King GM FX 1.2.0 update uploading...
https://reforger.armaplatform.com/workshop/607324BB40CC0E9D-Monster-KingProps Just released 1.2.0 update, complete with localization support!
I think I found a bug if you put in the incoming sound from vanilla and delete it, it will loop indefinitely
It might also be one of the other sound mods conflicting with MKGMFX
I have done extensive testing with the sounds I made and never ran into that before, but I don't have a sound with that name, so there might be very little I can do about it... I believe the incoming sound effect is part of the original Game Master FX, not vanilla. Either way, I'll look into it. That sounds like a horrible side effect... no pun intended ๐
truuuee thats not vanilla, Its also something I've neeever ran into
for now all I can do is recommend not using that effect, please let me know if it happens on anything else. And for now I will do some more rigorous testing of the original mod over the next couple days to see if I can...
1: reproduce the problem
if I can then...
2: determine if it is caused by my mod or already a problem (simple test, you can do to... take my mod out and see if the problem goes away, if it does, put it back and see if it comes back)
if it does...
3: see if I can figure out why...
Please let me know if you do the testing I mentioned here before I report back, you may save me some time
or just kiss him literally
king, what is going on here ๐ I've inspected the model with uvchecker and it took both from the same place, so I placed only one texture. it works in the preview but ingame one shoulder patch was blank beige. So I inspected the uv mash and... now I'm even more lost ๐
When replacing textures, it's sometimes necessary to break the prefab instance in order to see the overridden texture(s). Then you have to create a new prefab by dragging it into a prefab directory after breaking it.
I'm sorry I never heard of breaking the instances before. What does it mean?
when editing the prefab, right click on it in the Hierarchy window, then click on Break Prefab Instance
When done with your changes, instead of saving, you will need to drag your prefab somewhere into your prefab directory tree and that will prompt you to name your new prefab
ooohh... thanks a lot ๐
By the way, I canโt find the borderlands inspired Huey in the vehicle pack
hey monster would u ever add more tattoos?
