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Zedrein

Military SciFi Projects Thread

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What is the communities stance on porting models? Is it a common courtesy of "if you give credit where it is due you are fine" or is it a strict original content only deal?

Perhaps you should check the forum rules.

§19) Posting addon/mod other content without permission

For many years this community has been known as the premium addon/mod creating community, people work tirelessly and in great detail to create fantastic addons/mods/missions/campaigns to release for free so that everyone benefits, including Bohemia Interactive. There are a few simple rules in place to provide the respect to these creative people/groups that they deserve:

The first and most fundamental rule is that you must seek permission to alter someone's work, to mirror it or use it in any way other than for personal use. No permission, no editing, no mirroring, no adding to your mod pack, no editing and sharing around your private squad, none of that is acceptable.

Obviously we cannot unfortunately control what people do outside of these forums, however on these forums you must follow this rule, if a person/team post a thread to share an addon/mod using content from someone else without permission and we receive a complaint then the mod thread will be closed until the issue is resolved and the forum member(s) risks being permanently banned from these forums for taking someone's work without permission.

This isn't just limited to re-using content in addons/mods/missions however, it's not acceptable to edit someone's work without permission and then to post screenshots of it on the forums (even if the edited addon/mod is purely for personal use), it's also not acceptable to edit someone's work, or use someone's work in any way that you don't have permission for and then to create videos which you post on these forums, doing any of the above without the permission of the original creators risks a permanent ban, for individuals, for whole mod teams or squads.

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With that kind of language, its no wonder why you can open up the game files and see how they work.

:confused:

At any rate, there are example models on the biki for that purpose. Oodles and oodles of them. There is no reason to unpack or unbinarize someone else's files for learning purposes. If you do think you need to get into the files, we ask you ask the author of the files first. Then you might even make a new community connection with someone who has advanced knowledge and might be willing to share some of it.

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newoldshot.png The top is the newer model, bottom is the older one. Though comparing them with each other, I like how the lower one is more of a "snub nose" version.

Speaking of which, what exactly causes your hand to phase through?

Edited by AmericanFAC

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It's not anything causing the hands to phase through, but a lack of something causing the game to know the appropriate hand positions. If this is occuring, you'll probably need custom animations. Besides that, and also besides your models being interesting, the grip and especially the grip details are too large. It gives them a cartoonish quality. If a character's fist wraps around the pistol grip, the forward grip must be as big as a character's head.

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Got the APC and Dropship in game. Got the 4 wheel steering on the APC, but the dropship has some issues with the model.cfg and bones not sticking together (As seen on the ramp), though.

th_ArmA2OA2012-09-0610-45-25-35.png th_ArmA2OA2012-09-0610-45-58-85.png th_ArmA2OA2012-09-0610-37-17-03.png

Here's my model.cfg, for anyone who feels so inclined to take a peek and see what I did wrong. :)

class CfgSkeletons {
class Plane;
class UD4LSkeleton : Plane {
	isDiscrete=0;
	skeletonInherit="Plane";
	skeletonBones[]= {
		"elevator_L",
		"",
		"elevator_R",
		"",
		"LG01_leg",
		"LG01_foot",
		"",
		"LG01_flap_01",
		"LG01_flap_02",
		"",
		"LG02_leg",
		"LG02_foot",
		"",
		"LG02_flap_01",
		"LG02_flap_02",
		"",
		"nozzles_aft",
		"",
		"nozzles_forward",
		"",
		"PodArm_top",
		"",
		"PodArm_bottom",
		"",
		"ramp_assembly",
		"ramp_foot",
		"",
		"rudder_L",
		"",
		"rudder_R",
		"",
		"Stairs",
		"Stairs_sup01",
		"Stairs_sup02",
		""
	};
};
};
class Rotation;
class CfgModels {
class Vehicle;
class Plane : Vehicle {
	sectionsInherit="Vehicle";
	sections[]={};
	skeletonName="Plane";
	class Animations {
	};
};
class Cheyenne : Plane {
	sections[]= {
		"zbytek",
		"podsvit pristroju",
		"clan",
		"clan_sign",
		"trup",
		"motor",
		"palivo",
		"L svetlo",
		"sklo predni L"
	};
	skeletonName="UD4LSkeleton";
	class Animations {
		class aileronL : Rotation {
			source="aileron";
			selection="elevator_L";
			axis="elevator_axis01";
			minValue=-1.000000;
			maxValue=1.000000;
			angle0=-0.499164;
			angle1=0.499164;
		};
		class aileronR : aileronL {
			selection="elevator_R";
			axis="elevator_axis02";
		};
		class GearF_leg : Rotation {
			type="rotation";
			source="Gear";
			selection="LG01_leg";
			axis="LG01_arm_axis";
			memory=1;
			sourceAddress="clamp";
			minValue=0.000000;
			maxValue=0.600000;
			angle0=0.000000;
			angle1="rad -73.5";
		};
		class GearF_foot : GearF_leg {
			selection="LG01_foot";
			axis="LG01_foot_axis";
			angle1="rad 73.5";
		};
		class Ramp : Rotation {
			type="rotation";
			source="Ramp";
			selection="ramp_assembly";
			axis="ramp_axis";
			memory=1;
			sourceAddress="clamp";
			minValue=0.000000;
			maxValue=0.600000;
			angle0=0.000000;
			angle1="rad -5.4";
		};
		class Ramp_foot : Ramp {
			source="ramp_foot";
			selection="ramp_foot";
			axis="ramp_foot_axis";
			angle1="rad 5.4";
		};
		class Stairs : Rotation {
			type="rotation";
			source="Stairs";
			selection="Stairs";
			axis="ladder_axis";
			memory=1;
			sourceAddress="clamp";
			minValue=0.000000;
			maxValue=0.600000;
			angle0=0.000000;
			angle1="rad 45";
		};
	};
};
};

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Hardest thing I've ever had to model, and it's still low poly.. I think its only 8k if I mirror both sides... sabre.png

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The hand aren't above the gun, they are being drawn after it. Something is messed up with your weapon proxy. Usually this means the weapon is too long but it doesn't seem to be that long in the screenshot.

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The APC would fit if the end of the ramp followed the main part, I have all of the roadway LOD stuff all sorted. lol But I need to do some script stuff to make it stay when I take off.

Hopefully this won't be an issue with ArmA 3, because there is NO way that I'm getting these finished in the week before I ship off to basic training.

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Attach to command works fine. I use it for transporting vehicles in the C130. Not perfect but gets the job done.

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What do you mean weapon proxy? I have no proxies in the shotgun model, and it is scaled to what every other weapon is. Earlier in the thread, I encountered the issue with a pistol.

Also, what a difference 23,000 additional verticies make

pingpong.png

Edited by AmericanFAC

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I mean the proxy on your custom unit model, which I assume is not a mesh extracted from a halo game.

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Outside of the zasleh that I cannot get to work, there are no other proxies. Just the model, a geometry box, and the memory points to make it shoot.

checkem.png

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Perhaps if you read my post...

but you'll probably need a view pilot LOD. Perhaps we can move further basic addon building questions to the editing forum.

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Perhaps we can move further basic addon building questions to the editing forum.

:confused:

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Come on, don't tell me no-one's ever thought of this:

http://3.bp.blogspot.com/-yvZcRfylpHk/UE9wXJ0TITI/AAAAAAAAHTg/gTpS_Wl9iwc/s1600/batman_Tumbler_2010-1.jpg (267 kB)

I have the Vehicle Modeling Series DVDs by Jonathan Williamson for Blender and am mightily tempted.

http://www.armaholic.com/page.php?id=16673&highlight=TUMBLER

There you go.;)

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I’m not a big user of the sci-fi mods for the series, but I tend to download every mod I see available so have a very large collection of them from over the years.

Regards the Batmobile as we used to call it when I watched the original series, when it first came to British t.v 60’s (sorry I am that old:o), this model looks a lot better than that one did in the series. I of course had to take it for a drive around, when I first got the mod, and to be honest it was pretty good, being able to swap from normal drive to bike style, also the opening screen/roof, is really nice as well.

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