Mr. Charles 22 Posted March 27, 2012 Hey Abs, nice progress! Short question, will you have these holsters for the phasers? Or are you using the black ones used after 2267? Share this post Link to post Share on other sites
abs 2 Posted March 27, 2012 Hey Mr. Charles, I think I'm leaning toward the later era for the show, though it wouldn't be too hard to texture those holsters on to the pants. I definitely wouldn't model them on, as I have already run into issues with modelling on the rank and the insignias (they deform with the animations, and clip into the body). Either way, textures are something I'm having a hard time with for the troops, so at this stage, one thing at a time. ;) Abs Share this post Link to post Share on other sites
topas 1 Posted March 27, 2012 Either way, textures are something I'm having a hard time with for the troops You did ask me once if I can do wrinkles, but nothing happened afterwards. If you need anything you know where to ask ;) Share this post Link to post Share on other sites
abs 2 Posted March 27, 2012 Hey Topas, You got really busy working on satmaps and bringing a new life into the world. I didn't want to bother you. :) If you're still up for it, I'll forward you the PSD and the model that I have. Thanks. :) Abs Share this post Link to post Share on other sites
Fox '09 14 Posted March 27, 2012 Missed this somehow, looking good man! can't wait to see it in its full glory and in action. Share this post Link to post Share on other sites
topas 1 Posted March 27, 2012 (edited) Abs -> thanks and yes, please ;) PS: damn, this reminds me I stil owe you some shuttle stuff...:icon_lol: Edited March 27, 2012 by topas Share this post Link to post Share on other sites
abs 2 Posted March 27, 2012 It's cool. I still owe you a UV Mapped 7TP. ;) Abs ​ [i'm just having trouble finding good reference photos of how the muffler is attached to the tank. I really don't want to make it up.] Share this post Link to post Share on other sites
topas 1 Posted March 27, 2012 No problem, this should help - bot muffler versions, plus a video walkaround of the restored piece http://www.max3d.pl/forum/showthread.php?t=73435 http://img300.imageshack.us/img300/7079/forum9qg9.jpg Share this post Link to post Share on other sites
abs 2 Posted April 3, 2012 (edited) Hey all, Nothing to show today, except for an update on the overall status of the project, and future plans. Phase One Status: Starfleet Crewman: Model (LOD0): 100% complete. Textures: 40% complete. Geometry: 100% complete. Memory Points: 100% complete. Shadow: 100% complete. Weighting: 100% complete. A giant THANK YOU is owed to StalkerGB. Config: 80% complete. Shuttlecraft Galileo: Model (LOD0): 100% complete. Texture (Exterior): 100% complete. Texture (Interior, LOD0): 95% complete. View Pilot/Gunner/Cargo: 100% complete. Geometry: 80% complete, tweaking required. Memory Points: 30% complete. I have no clue what I'm doing here. Shadow: 95% complete. Animations (cargo, driver): 71% complete. Config: 50% complete. Type 2 Hand Phaser Model (LOD0): 100% complete. Texture (Exterior): 100% complete. Geometry: 100% complete. Memory Points: 100% complete. Shadow: 100% complete. Config: 95% complete. (I just want to try to make the muzzle flash light the area around it blue; this will not stop/delay release.) Gear Picture: 100% complete. Type 3 Hand Phaser Model (LOD0): 100% complete. Texture (Exterior): 100% complete. Geometry: 100% complete. Memory Points: 100% complete. Shadow: 100% complete. Config: 95% complete. (I just want to try to make the muzzle flash light the area around it blue; this will not stop/delay release.) Animation: 90% complete. Gear Picture: 100% complete. All percentages are approximations and completely meaningless except for the items marked 100%. So, as you can see that I am slowly but surely nearing the release state. Phase Two Plans: For Phase Two I plan on releasing the following: - U.S.S. Enterprise - Romulan Bird of Prey - Klingon D7 Cruiser Needless to say, it won't take me as long as Phase One has, as I've already built the first two in the list. I do have a question though, that I could use advice on. The 'ships' are configured as airplanes/helicopters. When I am a team leader (aka: Captain) and I make a squad member a pilot and another squad member a door gunner, the pilot has control of the vehicle. Is there any way to have the command structure in an airplane/helicopter behave like that of a tank, where the Commander gives all the orders? Abs Edited May 20, 2012 by Abs Share this post Link to post Share on other sites
grub 10 Posted April 4, 2012 Wow! You've clearly been hard at it. Well done, wish I could help... Share this post Link to post Share on other sites
abs 2 Posted April 4, 2012 Wow! You've clearly been hard at it. Well done, wish I could help... Yup. It's a ton of work, but it's been a great learning experience. Needless to say, you are helping in your own way. Knowing that people are looking toward playing with these addons motivates me to work on the addons more in my spare time. Not having any response to updates makes me think that people are losing interest (as wrong as that thought is), so keep it up! ;) Abs Share this post Link to post Share on other sites
kremator 1065 Posted April 4, 2012 Knowing that people are looking toward playing with these addons motivates me to work on the addons more in my spare time. Too bloody right! Keep up the good work mate. Share this post Link to post Share on other sites
raptor 6 actual 13 Posted April 4, 2012 May sound a little creepy here Abs, but anytime I see that you've posted, no matter what thread, I usually read it due to knowing that you're just like us, AND the fact that you went out of your way to make that tutorial video on using 3ds Max. Your video, along with Gnat's, made me finally stop giving up on Oxygen and just dive in. Though I still have a HUGE amount of stuff to learn to even publish my first addon, it's been great. I am very interested to learn more and play more with the Star Trek addons. Please keep up the work. Jeff Share this post Link to post Share on other sites
abs 2 Posted April 4, 2012 May sound a little creepy here Abs, but anytime I see that you've posted, no matter what thread, I usually read it due to knowing that you're just like us, AND the fact that you went out of your way to make that tutorial video on using 3ds Max. Your video, along with Gnat's, made me finally stop giving up on Oxygen and just dive in. Though I still have a HUGE amount of stuff to learn to even publish my first addon, it's been great. I am very interested to learn more and play more with the Star Trek addons. Please keep up the work. Jeff Thanks for the kind words, bro. Seriously. If you were here I would bro-hug you. Now, if anyone could guide me on what they think the best way to implement the vehicles would be, they would get a full-body hug. ;) Abs Share this post Link to post Share on other sites
mr burns 132 Posted April 4, 2012 Now, if anyone could guide me on what they think the best way to implement the vehicles would be, they would get a full-body hug. ;) Methink the way Gnat did his ArmA1 Osprey would be just fine, felt more controllable than what we have in A2, yet very spacy to fly with. edit: not fishin for hugs, just sayin :rolleyes: Share this post Link to post Share on other sites
abs 2 Posted May 12, 2012 Sooo...I need some help. I've searched all through as many proxy threads as I can find, but I haven't found my solution. I'm sure that I'm doing something wrong - I just don't know what it is. I've created an RTM for a cargo proxy, and exported it into an RTM called ShuttleCargo1.rtm. I've saved the P3D and called it ShuttleCargo1.p3d. I've created a new proxy in o2 and loaded the p3d. Relevant config: class CfgMovesBasic { class DefaultDie; class ManActions { ShuttleCargo1 = "ShuttleCargo1"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class ShuttleCargo1: Crew { file = "\STA2_Vehicles\data\anims\ShuttleCargo1.rtm"; interpolateTo[] = {"KIA_A10_Pilot",1}; }; }; }; class CfgVehicles { class PlaneWreck; class Plane {}; class ClassFShuttle: Plane { ... cargoAction[] = {"ShuttleCargo1"}; ... In buldozer, it looks like this: In game, it looks like this, and quite frankly is creeping me out: Any advice? Abs Share this post Link to post Share on other sites
nodunit 397 Posted May 12, 2012 In reference to what, the character? By the way nice touch with baking false lights into the textures. Share this post Link to post Share on other sites
abs 2 Posted May 12, 2012 In reference to what, the character? By the way nice touch with baking false lights into the textures. Yep. The character skeleton shows up in-game just like that, whether someone is in the position or not. Thanks for the compliment on the lighting. All credit goes to Topas. :) Abs Share this post Link to post Share on other sites
max power 21 Posted May 12, 2012 (edited) class CfgMovesBasic { class Actions; class DefaultDie; class ManActions { Trabant_Driver = "Trabant_Driver"; Trabant_Cargo01 = "Trabant_Cargo01"; Trabant_Cargo02 = "Trabant_Cargo02"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class Trabant_Driver: Crew { file = "CWR2\cars\cwr2_trabant\anim\Trabant_Driver.rtm"; interpolateTo[]={KIA_BRDM2_Gunner,1}; }; class Trabant_Cargo01: Crew { file = "CWR2\cars\cwr2_trabant\anim\Trabant_Cargo01.rtm"; interpolateTo[]={KIA_BRDM2_Gunner,1}; }; class Trabant_Cargo02: Crew { file = "CWR2\cars\cwr2_trabant\anim\Trabant_Cargo02.rtm"; interpolateTo[]={KIA_BRDM2_Gunner,1}; }; }; }; class CfgVehicles { class cwr2_Trabant: skodaBase { [...] cargoAction[] = {"Trabant_Cargo02","Trabant_Cargo01","Trabant_Cargo02"}; [...] }; }; The biggest difference I can see is class actions. Edited May 12, 2012 by Max Power Share this post Link to post Share on other sites
abs 2 Posted May 12, 2012 (edited) Just tried it Max. No joy. Abs Update: Now they don't show up at all. Update 2: I just tried importing the rtm I created to the BISkeleton.p3d file. Any reason why it didn't show my (static) anim? Edited May 12, 2012 by Abs Share this post Link to post Share on other sites
[aps]gnat 28 Posted May 12, 2012 Sounds like an RTM problem. I've had the RTM made for me, but this (like Max's) works. class CfgMovesBasic { class DefaultDie; class ManActions { I44_JU87_Pilot = "I44_JU87_Pilot"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class I44_JU87_Pilot: Crew { file = "\CSJ_Ju87\rtm\stukapilot.rtm"; interpolateTo[] = {"KIA_AV8B_Pilot",1}; leaning = "empty"; }; cfgVehicle { class vehiclexxxx { .... ... driverAction = "I44_JU87_Pilot"; ... ... Share this post Link to post Share on other sites
Sealife 22 Posted May 12, 2012 Hi, The proxy you created was only for positional purpose , there shouldn't be actual model in it on completion. It won't show in bulldozer animus if you don't have model.cfg for bis skeleton in folder and show proxy ticked etc. Best way is use bis proxy crew path and use the configs above , otherwise problems ensue . You can create own but you will need more config and proxy empty on final not with model still in there . Share this post Link to post Share on other sites
abs 2 Posted May 12, 2012 Hi, The proxy you created was only for positional purpose , there shouldn't be actual model in it on completion. It won't show in bulldozer animus if you don't have model.cfg for bis skeleton in folder and show proxy ticked etc. Best way is use bis proxy crew path and use the configs above , otherwise problems ensue . You can create own but you will need more config and proxy empty on final not with model still in there . But when creating a proxy, it asks me for a p3d file. What's the process you've used to create this? Thanks a lot for the answers, folks. I'm pretty sure we've cancelled the config as the source of the error here, as I had the same one as you guys (thanks to [FRL] Myke. ;) )...I'm guessing the problem is in the way that I've created the proxy, like Thromp said. Abs Share this post Link to post Share on other sites
rksl-rock 1301 Posted May 12, 2012 But when creating a proxy, it asks me for a p3d file. What's the process you've used to create this? Create proxy then just rename it to "cargo". Then copy it to the other places and it should automatically number the proxies. Share this post Link to post Share on other sites
abs 2 Posted May 12, 2012 Create proxy then just rename it to "cargo". Then copy it to the other places and it should automatically number the proxies. That's helped. At least now they're showing up again. The final step is to make then not appear in the default pose...it's like it can't find the rtm now. Again, to review the process: 1. Both rtm and p3d file are in the data\anim folder. 2. I created a new proxy, pointing at the p3d skeleton in the pose I want the cargo to be in. 3. Renamed proxy to cargo. Got rid of the path pointing to p3d (man showed up in default pose even with the path pointing to it). Here is my complete config, submitted for peer review: class CfgPatches { class STA2_Vehicles { units[] = {"ClassFShuttle"}; weapons[] = {}; requiredAddons[] = {}; requiredVersion = 1.0; }; }; class CfgFactionClasses { class STA2_Federation { displayName = "Federation"; priority = 1; side = 1; primaryLanguage = "EN"; }; }; class CfgVehicleClasses { class STA2_StarfleetShips { displayName = "Starfleet Ships"; }; }; class CfgMovesBasic { class Actions; class DefaultDie; class ManActions { ShuttleCargo1 = "ShuttleCargo1"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class ShuttleCargo1: Crew { file = "\STA2_Vehicles\data\anims\ShuttleCargo1.rtm"; interpolateTo[] = {"KIA_A10_Pilot",1}; }; }; }; class CfgVehicles { class PlaneWreck; class Plane {}; class ClassFShuttle: Plane { vehicleClass = "STA2_StarfleetShips"; faction = "STA2_Federation"; side = 1; displayName = "Shuttlecraft Class F"; model = "\STA2_Vehicles\STA2_ClassF"; picture = "\STA2_Vehicles\Ico\ClassFIco_ca.paa" Icon = "\STA2_Vehicles\map_ico\ClassF_ca.paa"; scope = 2; crew = "STA2_Command"; transportSoldier = 7; DriverAction = "UH60_Pilot"; getInAction = "GetInLow"; cargoIsCoDriver[] = {1,0}; cargoAction[] = {"ShuttleCargo1","ShuttleCargo1"}; fuelCapacity = 520; maxSpeed = 14200; aileronSensitivity = 1.3; elevatorSensitivity = 0.8; destrType = "DestructWreck"; vtol = 3; gearUpTime = 2; gearDownTime = 2; class MarkerLights { class RedStill { name = "zluty pozicni"; color[] = {0.99,0.69,0.17,1.0}; ambient[] = {0.099,0.099,0.099,1.0}; brightness = 0.01; blinking = 0; }; }; class Sounds { class EngineLowOut { sound[] = {"\STA2_Vehicles\data\sound\impulse.ogg",2.23872,1.2,700}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"\STA2_Vehicles\data\sound\impulse.ogg",2.23872,1.6,700}; frequency = "1"; volume = "engineOn*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[] = {"\STA2_Vehicles\data\sound\impulse.ogg",2.23872,1.1,1800}; frequency = "1"; volume = "engineOn*(thrust factor[0.5, 1.0])"; cone[] = {3.14,3.92,2.0,0.5}; }; class WindNoiseOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-wind1",0.562341,1.0,100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(speed factor[1, 150])"; }; class ForsageIn { sound[] = {"\STA2_Vehicles\data\sound\impulse.ogg",0.0116228,1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class EngineLowIn { sound[] = {"\STA2_Vehicles\data\sound\interior.ogg",0.616228,1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class EngineHighIn { sound[] = {"\STA2_Vehicles\data\sound\impulse.ogg",0.0016228,1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class WindNoiseIn { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-wind1",0.362341,1.0,100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(speed factor[1, 150])"; }; }; class Library { libTextDesc = "The Class F Shuttlecraft was the shuttle of preference assigned to all Constitution class starships in the Federation fleet."; }; }; class ClassFShuttle_slow: ClassFShuttle { displayName = "Shuttlecraft Class F (Slow)"; maxSpeed = 1420; aileronSensitivity = 1.3; elevatorSensitivity = 0.8; }; class ClassFShuttleWreck : PlaneWreck { scope = 1; class Armory { disabled = 1; }; model = "\STA2_Vehicles\STA2_ClassF_wreck.p3d"; typicalCargo[] = {}; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers{}; }; }; Any more ideas? Abs Share this post Link to post Share on other sites