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Well a full day in.....

 

 

Released on Steam Workshop 
Cant thank Mondkalb enough for his hard work

http://steamcommunity.com/sharedfiles/filedetails/?id=862243337

 

This builds upon and requires Mondkalb's Arma 3: Operation BlockHead mod.
Thank you Mondkalb for your generous and hard work.

So far I have added 8 citizens and 5 custom characters.
12 new pants items
24 new chest/ chest-hands items
12 new cap items
200+ bricks and plates Inventory Items

3DEN Mission provided and includes a nifty little building system
Vector Building with Snap to Object included.

Every plate and brick and every color have been added as CfgMagazines and CfgVehicles.
CfgMagazines - added builtItem classname for retrieval 
CfgVehicles - added returnItem classname for retrieval

This allows for a quick and easy build system.

Take BIS and the communities work on Vector Dir & Up and we have a very slick build system.

Shift = Fastest stepping
Ctrl = Step Down 
Alt = Precision stepping

Keys Q and E as well as NUM7 and NUM9 will rotate the object
Keys PageUP and PageDOWN take care of Height of the object
Keys Home and END as well as NUM8 and NUM2 will move the object farther and closer
Keys NUM4 and NUM6 will move the object left and right
Keys NUM5 as well as BACKSPACE will reset the object to a [0,2,1] attachment point
Key NUM0 while looking at a built object will prompt you to SNAP
Key ESC will cancel out building and return the item to your inventory
Key WINDOWS LEFT while looking at a built object will prompt you to remove the object and return it to your inventory

I have made Vector Building for my Anarchy mod build, then ported it into eXpoch.
Just this week I added it to Altis Life and eXpanded their housing system.
Well I do hope everyone enjoys everyones hard work here and GAME ON!!!

-sTanG

DOWNLOAD AVAILABLE HERE:
http://steamcommunity.com/sharedfiles/filedetails/?id=862243337

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Hey, Mondkalb, I have a question of which I just can't find the answer online. What the hell is a pivotsModel?? What purpose does it serve and how does one make one reliably? Also, what is a collisionShape?

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Heya, sorry for the late reply @morthon.

The pivotsModel parameter in cfgMovesXXX points at a .p3d file. In this .p3d file's memory lod there must be memory points with the name of each bone (technically skeletal joint in this case) at the position of each joint. This information is crucial for layered animations (Commonly called "Gestures" in Arma) to work.

I export my .rtm files via FBX2RTM (beneficial in batch processing), so my rig makes use of export helper boxes that already track the joint's position and rotation. To make a skeleton pivots I simply export this and collapse my export helpers, then merge them into a new memory lod.

uJOyiqP.png

CollisionShape is a simple P3D with geoLod that is used for computing the collisions with the character and the environment. It's what allows you to crawl through narrow openings and prevents you from walking through them.

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