DayZ Addict 0 Posted January 30, 2017 When I repath things in mass texture rename it still is red even thought it is 100% correct. Fixes anyone? @LCpl Baev @logan83 Share this post Link to post Share on other sites
bhcluster 15 Posted May 5, 2017 On 30/1/2017 at 6:01 AM, DayZ Addict said: When I repath things in mass texture rename it still is red even thought it is 100% correct. Fixes anyone? @LCpl Baev @logan83 I don't know if you got this sorted but I had the same problem. What I did to fix it was to go into File->Options->Path for textures and in the Value box bellow added P:\ Share this post Link to post Share on other sites
slampemil 11 Posted March 18, 2018 When I try to edit the .rvmat files with Notepad++ they look like i would try to edit a DLL with notepad. Lots of different symbols only. Spoiler raP ambient @diffuse €?forcedDiffuse ×£; ×£; ×£; emmisive ? ? ? €?specular specularPower renderFlags NoZWrite AddBlend PixelShaderID Normal VertexShaderID Basic I'm a total newbie to addons but I really want the armored SUV and some cars from Arma 2. Is it any easier way? It's for a small faction and I rather not use any dependencies. Thanks for this tutorial! Share this post Link to post Share on other sites
Ex3B 266 Posted November 26, 2018 So I've been trying to import the F-35B from Arma 2. I haven't fully followed the tutorial here (as its for cars), but I suspect the physx stuff is what I need to do to make the wheels work. Right now its basically restricted to VTOL operation... That's not my main concern now, my main question is how I get the animations on the vehicle to work... Right now the gear don't move, control surfaces don't move, the nozzle doesn't move when its in VTOL mode, etc. Do you have any guidance on what I need to do to make those animations work? pics of the "port" so far (I've tweaked the model a bit, plan to do a more extensive tweak if I can get the rest working): Spoiler Share this post Link to post Share on other sites
andy1 71 Posted November 29, 2018 Firstly look here you need to make sure you have named selections of the things you want to move. As in Flap_R, Flap_L, Rudder_L etc.. you then need to create the animations. If you have these already in your model.cfg as you say this is a port then you need to check that your named selections have been created in object builder and are present on All your LODs also include view-pilot so you can see them when flying. Share this post Link to post Share on other sites
Ex3B 266 Posted November 29, 2018 I'm pretty sure that the LODs have the same named selections... might it be a problem of inheritances... since I assume the plane and vehicle configs that it inherits from are different between arma 2 and 3? Share this post Link to post Share on other sites