LykosMactire 298 Posted April 9, 2014 Yes that would be because there are no hidden selections. You would have to replace the texture at the model level and not the config. no actually i found out i accidently deleated that part xP Share this post Link to post Share on other sites
Raid 18 Posted April 9, 2014 no actually i found out i accidently deleated that part xP Lol. I still believe there is no Hiddenselection. Share this post Link to post Share on other sites
chortles 263 Posted April 9, 2014 You can however define the hiddenSelections yourself when porting over, just by adding the array in the tank config with named selections from the model. In the cases of the OA Abrams, in both models the named selections camo1, camo2, and camo3 on the first LOD all correspond to a numbered diffuse color map (m1abrams_01_co.paa, m1abrams_02_co.paa, and m1abrams_03_co.paa), while camo4 corresponds to m1abrams_mg_mount_co.paa in M1_Abrams.p3d and to m1a2_loader_co.paa in M1A2_TUSK.p3d. In M1_Abrams.p3d, the named selection 'all' seems to correspond to m1abrams_track_co.paa, while M1A2_TUSK.p3d seems to lack a single named selection corresponding to that texture but seems to have four different named selections, two per track (-53, -54, pasoffsetL, pasoffsetP). Share this post Link to post Share on other sites
pulstar 55 Posted April 9, 2014 Getting PhysX right should be the priority imho. Having the tanks flip over the smallest of rocks really turned me off from vehicle combat in A2. Share this post Link to post Share on other sites
Raid 18 Posted April 9, 2014 (edited) So recently I have been working on the head lights of the tank, except I have been getting quite annoyed because the lights a combining and fusing in the middle I'll post a screenie soon. http://i.imgur.com/4IpBRvi.jpg (453 kB) Edited April 10, 2014 by Raid Share this post Link to post Share on other sites
ice_age0815 37 Posted April 9, 2014 the loader can use the m240 that nomaly there Share this post Link to post Share on other sites
Raid 18 Posted April 11, 2014 V1.3 | PhysX is in testing Headlights are fixed Share this post Link to post Share on other sites
mistyronin 1181 Posted April 11, 2014 V1.3 |PhysX is in testing Headlights are fixed Could we have a video? Share this post Link to post Share on other sites
ice_age0815 37 Posted April 12, 2014 Could we have a video? yes plz Share this post Link to post Share on other sites
Raid 18 Posted April 13, 2014 (edited) I'll be releasing a Video on the Mod's Release seeing as it is practically done. I'm currently just finishing extra's on the Tank. PhysX is finished and I will be working on a rear-view camera seeing as in Arma 3 Armour is impossible to drive in reverse. -Raid Edited April 13, 2014 by Raid Share this post Link to post Share on other sites
mistyronin 1181 Posted April 13, 2014 I'll be releasing a Video on the Mod's Release seeing as it is practically done. I'm currently just finishing extra's on the Tank. PhysX is finished and I will be working on a rear-view camera seeing as in Arma 3 Armour is impossible to drive in reverse.-Raid Outstanding news, can't wait :) Share this post Link to post Share on other sites
Raid 18 Posted April 16, 2014 Looks like I won't be releasing the Tank with a Rear-View Camera, can't figure it out. -Raid Share this post Link to post Share on other sites
keeway 287 Posted April 16, 2014 Looking forward to see these in game :) btw. Raid, I would like to port some vehicles from A2 even the civilian ones. Could you help me with those? Please add me on steam Share this post Link to post Share on other sites
chortles 263 Posted April 16, 2014 btw. Raid, I would like to port some vehicles from A2 even the civilian ones. Could you help me with those? Please add me on steamWhile Raid does know his stuff (he helped me understand the process of getting both the PhysX LOD and the new memory points for tracked vehicles), I'll point you to the porting tutorial by the guy behind HAFM and a bunch of vehicle ports. Share this post Link to post Share on other sites
PolyG 69 Posted April 16, 2014 While Raid does know his stuff (he helped me understand the process of getting both the PhysX LOD and the new memory points for tracked vehicles), I'll point you to the porting tutorial by the guy behind HAFM and a bunch of vehicle ports. Sadly, Aplions is a amazing guide, but didn't help me to much with porting over Armored Vehicles. Share this post Link to post Share on other sites
ronxs 10 Posted April 16, 2014 You can add FCS and LASER system just like in ACE to make it more realistic Share this post Link to post Share on other sites
ACPL Jon 68 Posted April 20, 2014 ...buuuuut if You'd plan it, then it should be done after the first release. We really need something not jewish to shoot those lovely Reyhard's T-72s. Can't wait for the tank Share this post Link to post Share on other sites
Raid 18 Posted April 20, 2014 Good news. I will be releasing the M1A1 soon, however there is a slight issue that I haven't been able to solve. This issue is when you are commander you will be able to shoot the M2 50.cal. I know how to disable the firing but when I do so you can't free look, so it isn't a good idea when the whole idea of a commander is to be extra eyes around the tank. Keep your eyes out for the release everyone. I'll post a link here to the thread when it is created. Should be done in the next few days. (Hopefully) -Raid Share this post Link to post Share on other sites
x hunter33 10 Posted April 20, 2014 Are you gonna be able to pop out of the hatch as commander/driver and even maybe gunner? I love doing that :D Share this post Link to post Share on other sites
Raid 18 Posted April 20, 2014 Commander Yes. Driver and Gunner negative. Share this post Link to post Share on other sites
LykosMactire 298 Posted April 20, 2014 Commander Yes. Driver and Gunner negative. for realism sake you need to make that possible Share this post Link to post Share on other sites
gurdy 479 Posted April 20, 2014 Are you gonna be able to pop out of the hatch as commander/driver and even maybe gunner? I love doing that :D An Abrams gunner doesn't have a hatch. :p Share this post Link to post Share on other sites
Raid 18 Posted April 20, 2014 An Abrams gunner doesn't have a hatch. :p You are right, however the Loader in a M1A2 does. Therefor the M1A1 Gunner can use the Loader's Hatch as the base Build of a M1A1 and a M1A2 are the same. Share this post Link to post Share on other sites
ACPL Jon 68 Posted April 20, 2014 Would be nice - because seriously without 3D interiors these cans are as claustrophobic as it gets. Share this post Link to post Share on other sites
Damian90 697 Posted April 20, 2014 This issue is when you are commander you will be able to shoot the M2 50.cal. I know how to disable the firing but when I do so you can't free look, so it isn't a good idea when the whole idea of a commander is to be extra eyes around the tank. ?? The Commander Weapon Station or CWS on M1A1 provides commander to fire his M2 HMG from vehicle interior even when hatch is completely closed. In amergency he can also fire his HMG from the outside, so there is no need to disable this ability. Share this post Link to post Share on other sites