clawhammer 10 Posted December 31, 2013 http://i.imgur.com/5MgoOY6.png Small update, I had assumed there was a "reloadmagazine2" source or that you are able to define your own animation sources when animating weapons. I was wrong. I did get the GL animation in after running into an issue getting it in game. Now I need to fine tune it so his wrist does not break mid animation. I dont know whats ur problem is, it looks very tactical :D Share this post Link to post Share on other sites
HJohnson 16 Posted January 4, 2014 I'm about two seconds from releasing an alpha of this. Some animations need some tweaking and and I need to make a replacement file for the MX. I'm currently trying to find out why the gun's sights become blue and fuzzy when viewed through a scope, but that seems to be a thing that happens to all mod weapons as RH weapons do it as well. Share this post Link to post Share on other sites
Rages123 10 Posted January 4, 2014 (edited) I'm about two seconds from releasing an alpha of this. Some animations need some tweaking and and I need to make a replacement file for the MX.I'm currently trying to find out why the gun's sights become blue and fuzzy when viewed through a scope, but that seems to be a thing that happens to all mod weapons as RH weapons do it as well. http://i.imgur.com/et8N6Jb.png Wait so does this only replace the MX or add the scar to the game without replacing anything, because i hope it doesnt replace anything. ps its been 2 seconds :) Edited January 4, 2014 by Rages123 Share this post Link to post Share on other sites
wipman 1 Posted January 4, 2014 Wait so does this only replace the MX or add the scar to the game without replacing anything, because i hope it doesnt replace anything.ps its been 2 seconds :) The replacement gonna be optional, you can install it or don't, as i've understood... it (the replacement) isn't ready yet; so it would be "just" the stand alone weapons pack. Share this post Link to post Share on other sites
enex 11 Posted January 4, 2014 HJohnson Happy new year!Have a wonderful 2014! I would appreciate your input on this topic what do you think about Toadie's thread and custom animations tutorial outside O2? Share this post Link to post Share on other sites
Rages123 10 Posted January 4, 2014 The replacement gonna be optional, you can install it or don't, as i've understood... it (the replacement) isn't ready yet; so it would be "just" the stand alone weapons pack. Okay thank you. Share this post Link to post Share on other sites
HJohnson 16 Posted January 7, 2014 I need beta testers to catch anything the alpha testers missed. Texture errors, item placement errors, naming errors, etc. LINK Compatible Attachments = All vanilla optics and side items, but "muzzle_snds_M" for the silencer. Classlist srifle_mk16_cqc_f srifle_mk16_f sirfle_mk16_lsw_F srifle_mk17_mark_f srifle_mk17_f srifle_mk16_eglm_f srifle_mk16_cqc_black_f srifle_mk16_black_f sirfle_mk16_lsw_black_f srifle_mk17_mark_black_f srifle_mk17_black_f srifle_mk16_eglm_black_f BIS_Ammobox (General name as I will be porting more weapons later) 30Rnd_762x51_Mag 45Rnd_762x51_Mag 30Rnd_762x51_Tracer_Red 30Rnd_762x51_Tracer_Green 45Rnd_762x51_Tracer_Red 45Rnd_762x51_Tracer_Green 30Rnd_556x45_M855 45Rnd_556x45_M855 30Rnd_556x45_M855_Red 30Rnd_556x45_M855_Green 45Rnd_556x45_M855_Red 45Rnd_556x45_M855_Green Share this post Link to post Share on other sites
clawhammer 10 Posted January 7, 2014 i will test this today right after the work :) thanks for you work! :) will report soon! Share this post Link to post Share on other sites
HorbeySpector 164 Posted January 7, 2014 My winrar crashes when I try to extract the file. Could you re upload the pbo's? Share this post Link to post Share on other sites
HJohnson 16 Posted January 7, 2014 My winrar crashes when I try to extract the file. Could you re upload the pbo's? Uploading a mirror now. ---------- Post added at 18:31 ---------- Previous post was at 18:01 ---------- Alright, here is a second link. Share this post Link to post Share on other sites
instagoat 133 Posted January 7, 2014 I have found a handful of issues. I am running this alongside CBA-A3 The reloading animation is a little stiff, with the character sticking his elbows out rather far (Minor aesthetical issue, though.) Crosshair is enormous on black ELGM Rifle. EGLM material is mega-glossy and shiny Woodland EGLM is invisible That's what I found. Edit: May this be because I downloaded the original file? My unpacker did not give me errors when downloading from the google site, so I didn't think anything was wrong with the files. The game is also not giving me errors on the front end. Share this post Link to post Share on other sites
HJohnson 16 Posted January 7, 2014 (edited) Crosshair is enormous on black ELGM Rifle. I know what caused that. For whatever reason I could not get my own animations to work on the BI made UGL/EGLM so I had to make my own, which it kept giving me an error that it couldn't find the GL cursor. So I put in another cursor instead. Seems its too big. EGLM material is mega-glossy and shiny Quick fix Woodland EGLM is invisible Technically I wasn't planning on people using the dual tone and "forest" camo weapons until I found a way to make them look good. However, I've believe that is the hidden textures not properly switching for the EGLM. I see why it is invisible. I haven't made camo's for the EGLM outside of black. Initial release it set to be for the Black and Tan variants. What about the zeroing of the grenade launcher's sights? I know how to use them in game, but I had great difficulty setting them up even after looking into examples in other files. Are they doing what they should? Edited January 7, 2014 by HJohnson Share this post Link to post Share on other sites
instagoat 133 Posted January 7, 2014 What about the zeroing of the grenade launcher's sights? I know how to use them in game, but I had great difficulty setting them up even after looking into examples in other files. Are they doing what they should? Unfortunately, no. I think the front sight post is missing, and the camera should "rotate" around the tip of that sight post, and place the relevant range cross-bar on the level of the sight post. RH's M4s have M203s with a mechanical GL sight that works like this, maybe he can help you with setting it up properly? Also, for the animation (at the risk of being obnoxious) there is this guy who has done some tutorials, 3DSMAX based though: His stuff is pretty high quality, so maybe some of the knowledge he presents there can be used to build reloading anims for Arma 3 too? I know hand-craft an animation is hellishly difficult to get to look alive, I did it in Uni and I failed at it. Making the anims more fluid would be the icing on the cake for these guns. I also noticed a tiny animation problem with the trigger hand: Hand is too low on the pistol grip (the V inbetween thumb and index finger should rest inside the cusp at the top of the grip), so the trigger finger clips through the trigger guard. Trigger finger with weapon lowered looks half-bent. These two are aesthetical issues, though, and the vanilla gun in Arma 2 had the hand too low on the grip too. The only thing that's weird is the weird half cocked finger when at ease. Thanks for your efforts, liking this a lot so far! Share this post Link to post Share on other sites
clawhammer 10 Posted January 7, 2014 Iam currently testing, can confirm all the named errors above me. Plus at the SCAR without foregrip the weaponholdinganimations looks strange. And iam missing the yellow scar typical magazins!!! But this pack is really nice! the Black and Woodlandversions looks really nice. Best SCAR Pack at the moment! :-) keep it up! Share this post Link to post Share on other sites
HJohnson 16 Posted January 7, 2014 (edited) Ironically, I did look into RHM4's files to see how he set up the memory points. Technically they are set up the same way in these models (if you catch my drift), but something still feels off. I didn't use the original EGLM leaf because I have no idea how that works. The M203 is the one I have been "trained" with. I'll see what I can do with the hands, is it on the AFG version or the others? I had issues where the finger would clip through the model when shooting so I tried to bend it somewhat, I can try to straighten it and just deal with the clipping. As for Imbrokeru, I've been working on after studying some of his videos and asking around. But it will take some practice.Thanks for the bugtesting! Working on the AFG/other handanims now. Edited January 7, 2014 by HJohnson update Share this post Link to post Share on other sites
clawhammer 10 Posted January 7, 2014 (edited) Ironically, I did look into RHM4's files to see how he set up the memory points. Technically they are set up the same way in these models (if you catch my drift), but something still feels off. I didn't use the original EGLM leaf because I have no idea how that works. The M203 is the one I have been "trained" with.I'll see what I can do with the hands, is it on the AFG version or the others? I had issues where the finger would clip through the model when shooting so I tried to bend it somewhat, I can try to straighten it and just deal with the clipping. As for Imbrokeru, I've been working on after studying some of his videos and asking around. But it will take some practice.Thanks for the bugtesting! Working on the AFG/other handanims now. The hand problem is on all Mk16 guns in the basic variant. i found a new errormessage: Errormessage on the MK16 Mod 0 TAN Picture \a3\weapons_f\data\ui\m_45stanag_ca.paa not found at selecting the gun. MK17 no full Auto mode? Edited January 7, 2014 by Clawhammer Share this post Link to post Share on other sites
Kaxii 11 Posted January 7, 2014 Unfortunately, no. I think the front sight post is missing, and the camera should "rotate" around the tip of that sight post, and place the relevant range cross-bar on the level of the sight post. RH's M4s have M203s with a mechanical GL sight that works like this, maybe he can help you with setting it up properly?Also, for the animation (at the risk of being obnoxious) there is this guy who has done some tutorials, 3DSMAX based though: His stuff is pretty high quality, so maybe some of the knowledge he presents there can be used to build reloading anims for Arma 3 too? I know hand-craft an animation is hellishly difficult to get to look alive, I did it in Uni and I failed at it. Making the anims more fluid would be the icing on the cake for these guns. I also noticed a tiny animation problem with the trigger hand: http://i.imgur.com/2tMEwsol.jpg Hand is too low on the pistol grip (the V inbetween thumb and index finger should rest inside the cusp at the top of the grip), so the trigger finger clips through the trigger guard. http://i.imgur.com/BVKeEJ0l.jpg Trigger finger with weapon lowered looks half-bent. These two are aesthetical issues, though, and the vanilla gun in Arma 2 had the hand too low on the grip too. The only thing that's weird is the weird half cocked finger when at ease. Thanks for your efforts, liking this a lot so far! The finger is half crossed when lowered to show that he can't accidently fire by pulling the trigger accidnetly so it is half cocked as that is the correct trigger safety handling that should be used. Share this post Link to post Share on other sites
HJohnson 16 Posted January 7, 2014 Errormessage on the MK16 Mod 0 TAN Picture \a3\weapons_f\data\ui\m_45stanag_ca.paa not found at selecting the gun. MK17 no full Auto mode? Oh hey, good catch. I had defined new mags, but I bet they don't have ui pictures. MK17 Marksman doesn't, but the Mk17 with the grip should have it. I want to eventually replace the Mk17 marksman with an SSR. Also, how is this for the AFG handanims? Share this post Link to post Share on other sites
enex 11 Posted January 8, 2014 Looking awesome.Thanks for recording tutorials as well. Share this post Link to post Share on other sites
goldenfiver 11 Posted January 8, 2014 Great work. can you please make the sounds compatible with jsrs (sound will change when you are shoot inside a building)? Share this post Link to post Share on other sites
HJohnson 16 Posted January 15, 2014 I wasn't aware that JSRS was open source and or had Scar H sounds in A3. Also, just as an update. I'm back at college and I'm trying to finish this up. I have a couple animations left to fix for the hand positions, and some texture problems and I hope to get this DONE soon. Share this post Link to post Share on other sites
Brain 12 Posted January 15, 2014 Any chance for Black Versions / Wood Camo / different camos and shemes of it? Share this post Link to post Share on other sites
clawhammer 10 Posted January 15, 2014 Any chance for Black Versions / Wood Camo / different camos and shemes of it? Allready in ;-) I wasn't aware that JSRS was open source and or had Scar H sounds in A3.Also, just as an update. I'm back at college and I'm trying to finish this up. I have a couple animations left to fix for the hand positions, and some texture problems and I hope to get this DONE soon. Sounds great, can not wait for the final product :) Thanks for your work! If i can assist with further betatesting let me know! Share this post Link to post Share on other sites
Brain 12 Posted January 16, 2014 Allready in ;-) I might have missed that part, hehe. Really looking forward to it. Share this post Link to post Share on other sites
HJohnson 16 Posted January 17, 2014 https://www.mediafire.com/?hq04cwsctdyiwl5 Second try Beta time I think I fixed what was wrong the first time. Added in a normal GL scope. Issues I currently know about: EGLM material's/textures wonky and don't change when going to black. Sound aren't synced "On the ground" models do not reflect the current texture for some reason. But I'm sure there are other things wrong. Share this post Link to post Share on other sites