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VILAS addons release thread

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yes, i forget, they are on my HDD,

when i will find some things to fix i can make upload, but i would need what to fix , or maybe to do "skin pack" addon ? Topas would make different Police versions if he have time and as "addon skin pack" it would work following way:

class vil_octavia;

class bonus_octavia:vil_octavia {

camo texture = new red, silver etc. _co.paa};

and it would work

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if you have time and skills to fix those hpp files , please go ahead, help me with update

i can delete hitengine from any hpp cause as i see it is senseless probebly still in this engine (we have no penetration, so destroying of vehicle process also destroys engine, we do not have situation that you fire into engine and vehicle stops , or do we have ?

i am not looking at RPTs often cause i test only in editor and look if it works in editor,

i can delete those hitengine and clear some RPT file, and move to P85 update and weapons pack update and weaponholders update

It really is a simple inheritance issue i had to sort with my vehicles too. Here you can simply copy and paste the necessary inheritance points.

http://pastebin.com/AUpEruBR

The engine does work. You need to set up the selections in the hit points LOD and add the necessary selection to the fireGEO LOD.

If you want Vilas send me a fresh copy of the vehicle files and i will take a sencond try at getting the lights to work. I talked to some other modders and I think i know what i was doing wrong.

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Well it's your call regarding the skin pack addon(maybe for vans??),right now we have a decent selection and if you add the Skoda skins would be even good.

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if you have time and skills to fix those hpp files , please go ahead, help me with update

i can delete hitengine from any hpp cause as i see it is senseless probebly still in this engine (we have no penetration, so destroying of vehicle process also destroys engine, we do not have situation that you fire into engine and vehicle stops , or do we have ?

i am not looking at RPTs often cause i test only in editor and look if it works in editor,

i can delete those hitengine and clear some RPT file, and move to P85 update and weapons pack update and weaponholders update

ill see what i can do, and will PM you with the updated .hpp files. My pleasure to help.

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yes, i had 4 points called "motor" in FireGeoLOD, so there are such like in models, only this RPT calls it other way

but other addons than Polish addon also need update (after test):

- P85 with things told here , BRDM1 reticle and i have found myself another bug, M2 Bradley olive drab do not change skin from CARC on all LODs, some LODs remain CARC camo,

- in weapon holders US soldiers have hole in neck under vest (RBA, Delta) so it will be updated and fixed,

- in west weapons pack there will be fixed AG36A2 view, so if bug is found, than also update can be done by adding Pzf3, new G36KV

nowy4s.jpg

g36niu.jpg

g36kvn.jpg

which Latvia has (solid stock , LLM01 laser-flashlight)

Edited by vilas

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Good day vilas. Unfortunately I think there is a bug in P85 with regards to tank battles. The tanks do not shoot at eachother if there are more than 20 vehicles (not just tanks) on the map. I did a thread here about this bug on the editing forum. I though you should know about it. http://forums.bistudio.com/showthread.php?139220-AI-Tank-Battle-problem-is-this-a-bug-or-am-I-not-doing-it-right

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strange , anyone can confir putting 20 tanks on map ? i hear it for the first time cause i play CWR missions from CWC with P85 vehicles and all works

returning to Pzf3, can anyone correct me if i am correct : standart (400mm penetration, tandem 600 mm, bunkerfaust HE) cause i am not expert in this :

nowy1tf.jpg

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@vilas issue might be you tested P85 vs P85 and its not working so well P85 vs vanilla/other mods.

Also sorry I typoed. There had to be at least 40 tanks. It was not a small battle.

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yes, i had 4 points called "motor" in FireGeoLOD, so there are such like in models, only this RPT calls it other way

but other addons than Polish addon also need update (after test):

- P85 with things told here , BRDM1 reticle and i have found myself another bug, M2 Bradley olive drab do not change skin from CARC on all LODs, some LODs remain CARC camo,

- in weapon holders US soldiers have hole in neck under vest (RBA, Delta) so it will be updated and fixed,

- in west weapons pack there will be fixed AG36A2 view, so if bug is found, than also update can be done by adding Pzf3, new G36KV

Check your model.cfg make sure the selection is there and that the firegeoLOD is closed and covex hull. Make sure all the selections have the same exact name in all LODs. If you are going to inherit the BIS configs you may want to go with "engine" in the named selections.

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(i mistyped, i meant HitPointsLOD) i know it, i know it, but probably it is a matter of hpp , maybe somewhere comma or space or like that

or cause i have "motor" only in HitPointsLOD not in Fire Geo, maybe there is a issue that i have it only in HitPoints (cause there would be box in the box otherwise)

if Arma had "penetration" than giving box "engine" to body of car in Fire Geo would have sens, but i gave it like BIS examples, only in HitPointsLOD

--------------------

40 tanks battle - if someone could confirm would be good, my PC do not had problems like that so i can't confirm

-----------

edit: i reworked Pzf 3 model , cause i found it was wrong:

nowy3h.jpg

nowy1ng.jpg

nowy2x.jpg

Edited by vilas

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well if you use the penetration rvmats in the geoLOD that are used in OA it pretty much sets up the penetration effects you are looking for. Unfortunately the information out there is severely lacking and nobody really uses it. It is another example of the biki lacking proper documentation and the information never gets distributed.

they are there, rubber, 4 different glass, several armor thicknesses.....

also for everything to work the named selections all have to be exactly the same. So having "motor" in one and then "engine" in your config it will not work.

Edited by wld427

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they are there, rubber, 4 different glass, several armor thicknesses.....

I didn't know this, would explain why some glass is acting like armor...

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I didn't know this, would explain why some glass is acting like armor...

The different types are under "data/penetration/" in the ca.pbo file. A handful of extra types have been added with OA (ca_oa.pbo) and the DLC's, but the vast majority are defined from the regular game. You apply them in the Geometry LOD.

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The different types are under "data/penetration/" in the ca.pbo file. A handful of extra types have been added with OA (ca_oa.pbo) and the DLC's, but the vast majority are defined from the regular game. You apply them in the Geometry LOD.

Thanks Xeno, I'll be sure to check that out.

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i thought they are not penetration, but they are hit effect (sparkles, glass fragments or def hit effect)

i doubt they are penetration, they should be named "hit effect" (like i applied on most of vehicles "armour" or "glass")

they are also usefull for "walk on surface sound"

but they do not make simulation of steel, ERA, soft cloth, arent they ?

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i thought they are not penetration, but they are hit effect (sparkles, glass fragments or def hit effect)

i doubt they are penetration, they should be named "hit effect" (like i applied on most of vehicles "armour" or "glass")

they are also usefull for "walk on surface sound"

but they do not make simulation of steel, ERA, soft cloth, arent they ?

They do both. Some materials will allow rounds to penetrate, e.g. the wood material will let higher-velocity bullets (like the 7.62 NATO) to penetrate, but tends to stop stuff like the 9mm Makarov round. It's not true "penetration" when it comes to things like vehicle armor, though.

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where is technical documentation for it ? or on PM ?

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unfortunately as usual there is not any technical documentation.... its all stuff we had to learn the hard way.....

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unfortunately as usual there is not any technical documentation.... its all stuff we had to learn the hard way.....

Pretty much this.

I should note that if you don't set these penetration materials in the Geometry LOD, impacts on your vehicle will look like you're impacting dirt. This is one thing I had to fix on the RAH-66 Comanche model.

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oh, i see, rail-grip is totally different than previous model of grip from older G36C or K

this Aimpoint is Aimpoint 2 ?

p.s.

in my weaponholders addon (characters pack for weapon packs) i have Lithuanian soldiers, maybe i will add Latvian in this big digital dots camo, or Latvian soldiers are released already ?

Edited by vilas

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As it stands there is no NBS(Latvian military) soldiers in Latpat released for any RV platform(i.e.OFP/ArmA).

Thats an Aimpoint CompM2 (at least thats what the airsoft replica my team has is called, anyone welcome to correct if wrong)

And as I know, Lithuanians use more standart G36KV/E variants like in your screens.

P.S. If you need any photos/equipment description of NBS, i'll be glad to help since P85 and other addons you make are so well made and accurate to RL counterparts!

Edited by Bars91

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Just as technical input vilas (apart from the fact that they are looking nice already) - The Railsystem for the G36 without the regular Optics were done after the German KSK told HK that the old system made it hard to handle the catch. The Latvians even extended the size between catch and rail the German Version is still a bit smaller.

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