max power 21 Posted September 5, 2012 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 permissionFor 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. Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 5, 2012 With that kind of language, its no wonder why you can open up the game files and see how they work. Share this post Link to post Share on other sites
max power 21 Posted September 5, 2012 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. Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 6, 2012 (edited) 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 September 6, 2012 by AmericanFAC Share this post Link to post Share on other sites
max power 21 Posted September 6, 2012 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. Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 6, 2012 I don't be mean phasing as in clipping, I mean phasing as in as if the gun was transparent. The hands aren't above the gun, they are showing through. Share this post Link to post Share on other sites
b00ce 160 Posted September 6, 2012 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. 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"; }; }; }; }; Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 7, 2012 Hardest thing I've ever had to model, and it's still low poly.. I think its only 8k if I mirror both sides... Share this post Link to post Share on other sites
max power 21 Posted September 7, 2012 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. Share this post Link to post Share on other sites
goose4291 11 Posted September 7, 2012 The Dropship looks really really good! So you've got it to carry the APC I take it? :) Share this post Link to post Share on other sites
b00ce 160 Posted September 7, 2012 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. Share this post Link to post Share on other sites
Spartan 163 0 Posted September 7, 2012 Attach to command works fine. I use it for transporting vehicles in the C130. Not perfect but gets the job done. Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 8, 2012 (edited) 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 Edited September 8, 2012 by AmericanFAC Share this post Link to post Share on other sites
max power 21 Posted September 8, 2012 I mean the proxy on your custom unit model, which I assume is not a mesh extracted from a halo game. Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 8, 2012 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. Share this post Link to post Share on other sites
max power 21 Posted September 8, 2012 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. Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 8, 2012 I thought you only needed view pilot for things that were piloted like vehicles. Share this post Link to post Share on other sites
max power 21 Posted September 9, 2012 Perhaps we can move further basic addon building questions to the editing forum. :confused: Share this post Link to post Share on other sites
AmericanFAC 1 Posted September 23, 2012 Time for an update Share this post Link to post Share on other sites
mach2infinity 12 Posted October 10, 2012 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. Share this post Link to post Share on other sites
chrisb 196 Posted October 10, 2012 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.;) Share this post Link to post Share on other sites
mach2infinity 12 Posted October 11, 2012 http://www.armaholic.com/page.php?id=16673&highlight=TUMBLERThere you go.;) "Now that's more like it Mr. Wayne" Although that's the Batman Begins Tumbler, The Dark Knight one had the Batpod too ;) Hmm..it's not bad. Share this post Link to post Share on other sites
chrisb 196 Posted October 11, 2012 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. Share this post Link to post Share on other sites
thedog88 4 Posted October 15, 2012 Time for an update http://s11.postimage.org/mj8ce4ioj/image.png that looks really really good!!! hows the pelican dropship coming along? Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 15, 2012 Vilas - Colonial Marines http://forums.bistudio.com/showthread.php?85067-VILAS-addons-release-thread&p=2239006&viewfull=1#post2239006 http://forums.bistudio.com/showthread.php?85067-VILAS-addons-release-thread&p=2239930&viewfull=1#post2239930 USCM Share this post Link to post Share on other sites