vilas 477 Posted February 11, 2020 after many years I am returning to Arma :) so far I am learning "how to" but at the moment I imported my new models from 2017 (yet not released in Arma2) , first to go is FB GROT rifle (aka "MSBS") so far I am learning differences between Arma2 and Arma3 , but I hope to add some addons - for example to Livonia faction (LDF-Polish mix) , I have (2017, 2018, 2019, 2020) changed some old models (still not released ) but so far few screens: https://postimg.cc/gallery/1wmtzibhm/ gallery of several dozen screens, probably camo will be changed to fit LDF scheme , those models are totally new (not old 2010-2012 from Arma2) and many of them have mesures taken from real vehicles or real rifles (match size , match elements) I already know how to import weapons and add proxies (scope, bipod, pointer) now I have to add custom pointer (khaki for example) , custom scopes, after adding several weapons to LDF infantrymen I will try to port some vehicles, some time ago i made my first A3 campaign, for this campaign i already made addon of police skins (soon will be realeased, police uniforms, blue police, black police, ranger green police, also CTRG uniforms in new shades, woodland-summer and desert) https://postimg.cc/gallery/18srzm3sa/ due to need of campaign I needed desert CTRG and spring-bright-grass CTRG uniform and new police uniforms and helmets, so campaign will be updated with new uniforms and weapons for Police/Army etc. 51 3 2 Share this post Link to post Share on other sites
yevgeni89 163 Posted February 11, 2020 It's good to have you back Vilas, i'll be following this closely Share this post Link to post Share on other sites
Brave Sir Charge 122 Posted February 12, 2020 Nice! That is one sexy Leopard! 1 Share this post Link to post Share on other sites
PTV-Jobo 820 Posted February 12, 2020 Nice to see you back! Share this post Link to post Share on other sites
krzychuzokecia 719 Posted February 12, 2020 Happy days are coming! Thanks for bringing your stuff to A3! Share this post Link to post Share on other sites
golas 36 Posted February 13, 2020 Bloody good You're back to A3 🙂 Cheers mate! Share this post Link to post Share on other sites
RealCombat 10 Posted February 13, 2020 Villas #narobocie 😲 Good luck mate, can't wait to see your modelling skills improved after all those years 😝 1 Share this post Link to post Share on other sites
suds420 179 Posted February 14, 2020 Welcome back, Vilas! This is great news, your work for previous Arma games has always been among my favorite. Share this post Link to post Share on other sites
hcpookie 3770 Posted February 14, 2020 Glad to see you back my friend! Share this post Link to post Share on other sites
lennard 447 Posted February 14, 2020 Have been waiting for this day. Glad to see you back! 🙂 Share this post Link to post Share on other sites
wld427 1705 Posted February 15, 2020 and you said you would never do it 🙂 !!!! Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted February 15, 2020 Welcome back bud! Share this post Link to post Share on other sites
vilas 477 Posted February 15, 2020 https://postimg.cc/gallery/2k54w078o/ gallery on postimage I am starting to port , but I have few questions : - in previous engines weapon was in cfg_weapon, now i see weapons doubled in cfg_vehicles, i suppose it has to be done to make weapon be available as something that can be put on table in mission ? so far i made : - slots compatibility (changeable magazine proxy, changeable scope/sight, add bipod, add laser, added new type of sight, added new type of silencer (Rotex III) - first import will be weapons because they are quite-ready, few reskins (CTRG, police - for my campaign that was realeased but with Arma3 vanilla content) - i still have problems with custom sight configuration (inheritance works but when i change iteminfo parameters than scope cannot be used, simply like rifle has no sight) Share this post Link to post Share on other sites
krzychuzokecia 719 Posted February 15, 2020 Regardin weapons in CfgVehicles - yes, they are here exactly for the reason you said. In fact, it was possible to add editor-placeable guns already in OFP (by WeaponHolder class), but few addons made use of that. Edit: since those are meant for LDF faction, it might be a funny easter egg to replace FB factory logo with Livonian Sila! Share this post Link to post Share on other sites
wld427 1705 Posted February 21, 2020 what you are referring to are the groundholders i do believe. Share this post Link to post Share on other sites
hcpookie 3770 Posted February 23, 2020 On 2/15/2020 at 2:41 AM, vilas said: - i still have problems with custom sight configuration (inheritance works but when i change iteminfo parameters than scope cannot be used, simply like rifle has no sight) That can be tricky - had to play around with that myself when doing the VME PLA mod weapons. Something that got me was you must add the proxy to the model as per the sample models, so the scope can be correctly placed. Each weapon / item will also have a cfgVehicles reference, which is what lets you drop the item on the ground and pick it up. These "weapon holders" as has been pointed out are necessary for that function to work. Otherwise you would drop it and it would disappear, or you could never pick it up off the ground. The behavior I see is that you also need to configure a scoped weapon, so that you can have a non-scoped and scoped weapon available in the selections. I admit that may have been my lack of weapon configs but it seems to work when for you make both versions, so you can swap them around. Same for suppressors. 1 Share this post Link to post Share on other sites
GordonWeedman 39 Posted February 24, 2020 19 hours ago, hcpookie said: Each weapon / item will also have a cfgVehicles reference, which is what lets you drop the item on the ground and pick it up. These "weapon holders" as has been pointed out are necessary for that function to work. Otherwise you would drop it and it would disappear, or you could never pick it up off the ground. To the best of my knowledge, you do not absolutely need a CfgVehicles reference for weapons. The community I play in has a bunch of custom guns and none of them have a CfgVehicles reference, and all can be dropped and picked back up without an issue. As far as I can tell, it's only needed for when you want them placeable in the editor as props. Share this post Link to post Share on other sites
krzychuzokecia 719 Posted February 24, 2020 Gordon is right on this. Heck, it's easy to test if you have weapon and optic from separate addonmakers, but both of them used CBA Joint Rails. You can equip optic from Mr A on gun by Mr B, and then easily drop it on the ground. Again - it's the same mechanic as in OFP, where game would create specific weaponHolder on the fly when gun was dropped (or you could even script it), but it was also possible to have weaponHolders as editor-placeable objects (but hardly anyone ever did it - I've seen it in two addons, one of which was mine :P ). On 2/15/2020 at 10:41 AM, vilas said: custom sight configuration (inheritance works but when i change iteminfo parameters than scope cannot be used If you're still having problems with that, maybe you could post fragment of the config? Share this post Link to post Share on other sites
vilas 477 Posted February 25, 2020 progress report so far: 1) weapons imported to game/new models from 2017, 2018, 2019 (never released to A2) , measured dimensions from real weapons : - AKMS with PBS-1 attachment, AKM or AKMN can be added too, AKM for Pallad granadelauncher too, - Beryl variant A (1997), B (2004), C (2007), black and in desert and woodland camouflages, - Mini Beryl A, B, C variants - GROT (MSBS) variants with stock and bullpup, with 3 different barrels (cqb, regular , marksman) - civilian weapons (semi auto) AR15 , GROT-S (pink color, black, without full-auto) - pistol VIS-100 (previusly PR15) - Glock 17 gen 3, Glock 17 gen 4 , Glock 17 gen 4 MOS tactical (threaded barrel) - P64, P83 pistols, - SAKO TRG22, - SAKO TRG M10 - HK 416 both 10 and 14 barrel with 3 types of buttstocks (wide, narrow, magpul) black and in desert and woodland camouflages, - GROT 7.62N marksman rifle, 2) items : 27 models so far , scopes and supressors/silencers and other: IR pointer - DBAL in brown/fde and green colors (not just black like BIS made) silencers Rotex III in 3 colors, PBS-1, supressor for .338 Lapua Magnum (ASE Ultra) bipod for Beryl colimators EXPS, EOT 552, Aimpoint T2 on Daniel-Defence mount, CK1, CWL-1 scopes like NV scopes (PCO 5M, 6, Bazalt) FLIR scope PCS, sniper scopes like Hensolds ZF, Leupold , Nightforce, Schmidt-Bender on 2 types of mounts, 3) subsonic amunition for weapons - to make balistic bullet-drop realistic not default A3 supersonic without sound , but with 310-320 m/s muzzle speed, 4) uniforms for Livonia Police, CTRG(in my campaign as EU troops) uniforms in desert and grass camo, so far yet not added grenade launcher, custom reticle, so far I noticed 2 problems : 1) pistol as vehicle - in ground, not visible, while rifle is as BIS half in ground (so it works in geometry) but not with pistol (pistols due to hand-anim are moved for 2.2 cm to one side) 2) zeroing subsonic munition on reticles - weird https://postimg.cc/gallery/qptjgd7w/ 7 Share this post Link to post Share on other sites
hcpookie 3770 Posted February 25, 2020 2 hours ago, vilas said: 1) pistol as vehicle - in ground, not visible, while rifle is as BIS half in ground (so it works in geometry) but not with pistol (pistols due to hand-anim are moved for 2.2 cm to one side) The "vehicle" placeholder can use a different model, so that it doesn't sit in the ground like that. I found that works well for gear items. 1 Share this post Link to post Share on other sites
xaneas 11 Posted February 26, 2020 Looking good so far! A Port from the PL-01 Tank would be awesome! Share this post Link to post Share on other sites
NacjoFarmer 33 Posted February 26, 2020 New weapons models look amazing 😍 Do you maybe in future porting Polish Army Mod from Arma2 to Arma3? Share this post Link to post Share on other sites
Kaisharev 37 Posted February 28, 2020 Do you plan to port the BVP M80 that you made for ArmA 2 SAF mod? I'd really like to see it in ArmA Share this post Link to post Share on other sites
hcpookie 3770 Posted February 28, 2020 Why don't we all just wait to see what the hell he's going to release before asking dipshit questions (which BTW is against forum rules) 3 Share this post Link to post Share on other sites