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Amazing, thanks again Eggbeast that's all I needed to know! Didn't realise the flash was a proxy of another model. Noted regarding discord...guess I'll have to download that now Cheers, Law
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Sorry to bother you folks again but I'm still unable to find an answer to my forum post here: Quite frustrating modelling missiles for the first time, since it seems to be a bit of a gap in the tutorials market 😕 Figured most of it out now but can't get the fire coming out the back and it looks a bit dead, while also being very hard to track. While I'm here i'll also mention...is there an animation source someone can suggest relating to the missile changing direction (in any axis)? The missile I'm modelling has a part that rotates in order to maneuver. Would be great to be able to simulate this but not really necessary, would settle for just continuous rotation. Cheers, Law
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Smooth (reflective) metal
lawman_actual replied to lawman_actual's topic in ARMA 3 - MODELLING - (O2)
Thanks Yano, very useful. Hopefully I've got it now, but we'll see...- 4 replies
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Smooth (reflective) metal
lawman_actual replied to lawman_actual's topic in ARMA 3 - MODELLING - (O2)
Interesting that specularPower impacts this? I had been thinking specular power would only impact...well...specular highlights. I did wonder about the environment map but hadn't had much success playing with it so far. RVmat so far: class StageTI { //texture="#(argb,8,8,3)color(0.5,0,0,0,TI)"; texture = "a3\weapons_f_beta\launchers\titan\data\launcher_ti_ca.paa"; }; #define _ARMA_ ambient[] = {0.79600036,0.79600036,0.79600036,1}; //multiplies color values (color texture R,G,B,A) of the surface that is not lit by main directional light. diffuse[] = {0.79600036,0.79600036,0.79600036,1}; //multiplies color values of the surface that is lit by main directional light. //forcedDiffuse[]={0,0,0,0}; //Part of the diffuse lighting that is reflected on surface in shadow forcedDiffuse[]={0,0,0,1}; //Part of the diffuse lighting that is reflected on surface in shadow emmisive[]={0,0,0,0}; //Also called Luminescence. Values give amount of light that surface shines by itself. Use it for light sources. It will appeal shining but will not light anything around it. specular[] = {0.16100001,0.16100001,0.16100001,1}; //Colour and brightness of specular reflections specularPower=70; //Default 30. Also called Glossiness. Defines how sharp the hotspot will be. Some shaders use IRRADIANCE TABLE instead of this value. PixelShaderID="Super"; //Shader name VertexShaderID="Super"; //Shader name class Stage1 { texture="law_myMod\addons\law_myAddon\data\blank2k_nohq.paa"; //path to your normal map //texture="a3\weapons_f_beta\launchers\titan\data\launcher_nohq.paa"; //path to your normal map uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {8,0,0}; up[] = {0,8,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage5 { texture="law_myMod\addons\law_myAddon\data\hvmMetal2k_smdi.paa"; //Optimised Specular Map. R=1, G=Specular, B=roughness (black=rough) //texture = "a3\weapons_f_beta\launchers\titan\data\launcher_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage6 { //texture = "#(ai,32,128,1)fresnel(1.3,1.7)"; //Fresnel texture = "#(ai,16,2,2)fresnel(0.46,0.36)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage7 { //texture = "a3\data_f\env_land_co.paa"; texture = "a3\data_f\env_land_plastic_co.paa"; //texture = "law_myMod\addons\law_myAddon\data\missileMetal2k_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; //law_myMod\addons\law_myAddon\data\launcher_lta.rvmat Don't really know how to share an image here. I can see you can do it with a URL but I don't have anywhere to upload it to 😕 Cheers Law- 4 replies
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lawman_actual started following Strange missile flight characteristics, Missile trail effect not showing, Smooth (reflective) metal and and 1 other
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Missile trail effect not showing
lawman_actual posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey, The missile I have modelled isn't showing effects when in flight (i.e. burning rear, smoke trail). At the moment I'm using the effect from the Titan: effectsMissile = "missile2"; The effect works fine when the model is that of the titan, but when changed to my new model it does not appear. Hence I'm guessing the effect is generated from a memory point, which I do not have in my model. Trouble is...what's the memory point called? I can't find it in any references. Cheers, Law -
Strange missile flight characteristics
lawman_actual replied to lawman_actual's topic in ARMA 3 - MODELLING - (O2)
Hey, thanks for getting back on this one Jackal. I did have mass assigned but thanks for the suggestion. I think maneuverability and a couple of other config settings turned out to be the issue. They worked independently but when combined something was messing up. Not exactly sure since I ended up starting virtually from scratch again with the config, but guess that's how it goes sometimes 🙄 Cheers, Law -
Hey I'm having a lot of difficulty trying to get a material to look half decent. It's supposed to be a smooth, and therefore quite reflective, metal. I've done as much reading as I can into SMDI maps and as far as I can tell the G channel can be used to set specular level while B sets smoothness. So I appplied an SMDI map with pure white in the Blue channel as a test but the material still doesn't remotely look like a smooth metal. I'm not aware of any 'metalness' parameter for materials in Arma, nor any way to set how reflective a material is, so I'm a bit lost on how to get this looking good now. Any advice would be very welcome. Thanks, Law
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Ended up resolving this somehow following an almost complete rebuild. Something to do with maneuverability and air friction which didn't seem to get on with the mass of the new model perhaps?
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Strange missile flight characteristics
lawman_actual replied to lawman_actual's topic in ARMA 3 - MODELLING - (O2)
You can see some of the behavior here. -
Anyone suggest why the model I've made for a beam-riding missile isn't following the beam? It ends up veering off in odd directions. I'm fairly sure it's something I've missed in the .p3d as everything works fine until I set the model. At my wits end trying to figure this out...whatever I'm missing is apparently not obvious in all the guidance provided. Cheers, Law
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Strange missile flight characteristics
lawman_actual replied to lawman_actual's topic in ARMA 3 - MODELLING - (O2)
I created a new ammo which inherits everything from the BIM-9X to get a clearer picture. First I change: lockType = 1; Congrats, you now have a beam-riding BIM-9X. So now I change: model = "law_mod1\addons\law_addon1\data\myModel.p3d"; The model loads fine but it now flies in random spinning motions all over the place. Clearly it's something to do with how the .p3d is set up but I have no idea what. Cheers, Law -
Strange missile flight characteristics
lawman_actual replied to lawman_actual's topic in ARMA 3 - MODELLING - (O2)
Is there a list of memory points for things like missiles? If any are even needed? I haven't been able to find any but I wondered if a missing memory point might be the cause. -
I've built a new missile type projectile, with beam-riding guidance, which comes out of the launcher in the correct direction. However, the munition doesn't follow it's beam, instead veering wildly off course. At first it seemed it was a guidance issue, like trying to track another target, but after upping the ability of the missile to maneuver I think it's more likely the missile is being thrown about by some rotating animation. I'd included an axis that I was going to animate in flight once I'd actually figured out how to do that, but I'm a bit confused about why it's animating when I haven't set this up at all. No model config or anything. I'm currently trying to suss out what I need to check to see if this theory is correct. Cheers, Law