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miles teg

Addon maker/editor wanted 4 lost brothers mod team

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Our mod, (The Lost Brothers: Arab-Israeli conflict mod) needs a skilled addon maker/editor especially in the area of vehicle converting from OFP. We have a Merkava Mk3 and an Achzarit heavy APC that are both mostly converted but that have lots of bugs that need sorting out. We simply lack the expertise and after spending hours on these vehicles I've made very little progress. So if you'd be interested in joining our mod team, please message me through the forum. We could really use your help. We also have TONS of other super cool addons in Operation Flashpoint that need to be converted over to Armed Assault such as our super heavy Merkava Mk4, fighter aircraft, up-armored humvees, Puma combat engineering vehicle, and many ships (Osa II missile corvette, Sa'ar 5, etc..) and much much more.

If you are interested in this mod and you have this epxertise in ArmA vehicle making, PLEASE contact us. We could really use your help!

Thank you!

Chris G.

aka-Miles Teg<GD>

Team Leader of the Lost Brothers Mod

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You could also just post each of your specific problem and we

could try to help you step by step and others could learn from it as well. smile_o.gif

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I know its not just a .cpp problem but also a model problem which really requires someone else to look at it and all the memory points (and their positions) as well as knowledge of animations in ArmA (like commander's hatches) and how they work not to mention how proxies work.  

But for example on the Merkava Mk3:

Problem #1:

We get that stupid bug in patch 1.08 where it causes all infantry in the game to lose their rifles.   I have no clue what causes that.

Problem #2: driver's textures are slightly transparent but that may be due to the driver's cargo view memory point or driver proxy not being adjusted right.

Problem #3:  In the internal view inside the turret (and in driver's area), you can look around, but the crewman's head does not turn so you end up looking at the inside of his face/helmet.

Problem #4:  Commander's MG shoots way off to the left of the aim point on the commander's internal gunsight (which uses the BIS M1A1 commander's internal weapon sight for the M2). Actually all of the aimpoints on all weapons are not accurate.

Problem #5:  The tracks are moving backwards...  In other words they are moving the wrong way when you move forward.

However this type of discussion is better for the Addon editing/scripting section.  

This thread was meant as a recruitment for addon makers who know what they are doing, to join our mod.  If the moderators think it would be better to put it in the Addon Editing/scripting section then that is fine.   Also if anyone does have any suggestions regarding those above problems, then please feel free to post them here.

Chris G.

aka-Miles Teg<GD>

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Hi,

Regarding problem nr 1 you may want to check the classes from which weapons inherit their characteristics in the config. If they inherit from classes which have disappeared or have been overwritten by custom definitions the result can be that all weapons are failing to show up in game. It happened with a lot of custom weapons after BIS changed some of the base classes between V1.04 and V1.08. You would need to compare the config of your weapon pack and check the config from the V1.08 Weapons.pbo to verify where the classes you use have changed or been superceded by new classes.

For example

V1.04 had:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Rifle: MGun

V1.08 has:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Rifle: RifleCore

Little changes like that invalidated all kinds of inheriting trees in configs.

Regards,

Sander

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Thanks, that may solve a bunch of the problems... hopefully. Now I just need to find a tank that works in 1.08 that isn't binarized so as to compare my config to.

Chris G.

aka-Miles Teg<GD>

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Guest RKSL-Rock

Problem #2: driver's textures are slightly transparent but that may be due to the driver's cargo view memory point or driver proxy not being adjusted right.

That’s due to naming conventions and texture formats.  Nothing else.

See http://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules

Problem #3:  In the internal view inside the turret (and in driver's area), you can look around, but the crewman's head does not turn so you end up looking at the inside of his face/helmet.

That symptomatic of an undefined viewpoint in the turret config.

Problem #4:  Commander's MG shoots way off to the left of the aim point on the commander's internal gunsight (which uses the BIS M1A1 commander's internal weapon sight for the M2).  Actually all of the aimpoints on all weapons are not accurate.

Again, turret config problem.

Problem #5:  The tracks are moving backwards...  In other words they are moving the wrong way when you move forward.

That’s due to the way the track has been texture mapped.  You need to remap it so it flows the right way.

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Thanks Rocko! I used the same turret definitions as that RACS M60A3 tank that someone made for ArmA but unfortunately that didn't do the trick which is why I'm thinking that I'm missing some memory points or something isn't defined properly in the .p3d model. We only have it halfway converted because unfortunately the original OFP to ArmA converter doesn't have much time to work on them anymore.  

As for the tracks...hmm.... I know jack squat about texture mapping.... I think I'll just try flipping the textures for the track section.   Hopefully that'll do the trick.

As for the rest... I just gotta find some template configs...I need to see if there are any on the wiki....or someplace to download.

Chris G.

aka-Miles Teg<GD>

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Guest RKSL-Rock
Thanks Rocko!

You are welcome.  

I used the same turret definitions as that RACS M60A3 tank that someone made for ArmA but unfortunately that didn't do the trick which is why I'm thinking that I'm missing some memory points or something isn't defined properly in the .p3d model.

Take a look at the BIS example models - specifically the BMP - and then look at the config definitions in the tracked.pbo file.  You can work out how to get the turrets working pretty easily if you compare the two.

As for the tracks...hmm.... I know jack squat about texture mapping.... I think I'll just try flipping the textures for the track section.   Hopefully that'll do the trick.

It’s a bit pot luck really, but you need to ensure that you map all the mesh and apply the texture to all of it at once.  If it still goes in reverse, map it from the other end.

As for the rest... I just gotta find some template configs...I need to see if there are any on the wiki....or someplace to download.

If I get chance to, I’ll upload some examples and tutorials in the New Year.

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