

Adacas
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Everything posted by Adacas
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Basically video shows what is happening: https://drive.google.com/file/d/0B79Ro6sXNypFcm9IODYyeXc0UVE/view?usp=sharing (just mute the sounds I didn't edited it at all) Not sure what is causing this and this only happens when stationary motocycle takes damage into the back wheel. Back wheel is defined as right front wheel (2-1)
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Thanks man works great now. And in A2 the unit indeed gets ejected when dead
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I'm porting Arma 2 Yamaha TT650 Motorcycle. So far I got it ingame it and it works. Driver and cargo animations works perfectly, but when killed the animation stays the same. Here is my code. Maybe I did mistake somewhere? class CfgMovesBasic { class DefaultDie; class ManActions { TT650_Cargo = "TT650_Cargo"; TT650_Driver = "TT650_Driver"; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class Crew; class KIA_TT650_Driver: DefaultDie { actions = "DeadActions"; file = "laf_vehicles\Yamaha_TT650\ANIM\KIA_TT650_Driver.rtm"; speed = 0.5; looped = "false"; terminal = 1; connectTo[] = {"Unconscious",0.1}; soundEnabled=0; }; class TT650_Driver: Crew { file = "laf_vehicles\Yamaha_TT650\ANIM\TT650_Driver.rtm"; interpolateTo[]={"KIA_TT650_Driver",1}; leftHandIKCurve[] = {1}; rightHandIKCurve[] = {1}; }; class KIA_TT650_Cargo: KIA_TT650_Driver { file= "laf_vehicles\Yamaha_TT650\ANIM\KIA_TT650_Cargo.rtm"; }; class TT650_Cargo: Crew { file= "laf_vehicles\Yamaha_TT650\ANIM\TT650_Cargo.rtm"; interpolateTo[]={"KIA_TT650_Cargo",0.1}; }; }; };
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Made a bolt cutter model. It will serve as a backpack with additional pouches. Might also do it as a ACE item to cut fences. (Not sure if backpack itself can be this kind of object) I will also be donating this model for hawaiian for his 75th ranger's just like I gave him my vest to him. If anybody needs any of my models don't hesitate ask :)
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It would have to be removed cause it would be completely new model. Personally I'm gonna leave balaclava and wraps in helmet models. In glasses slot would be glasses only. Or you can do shegmaghs, balaclavas, wraps with glasses models. There are so many ways to approach this
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I have similar ideas regarding goggles. But what I would like to do is to when action to put googles on what it would do it would change helmet into model without goggles and in the glasses slot it would add goggles. But it would have to remove the previous glasses like sunglasses and put them back on when I remove the goggles that came from helmet. (I want to do this this way because ACE would apply the effect of goggles)
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Got this idea to add pouches on the back of the vest as a backpack slot.
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Adjust RVMAT values of stock model?
Adacas replied to Airwolf's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is my custom rvmat for the A3 Nato uniform. Change texture path to suit your needs http://pastie.org/10670009 Also in config.cpp it goes like this: class laf_u_combat_circa_rolled: B_Soldier_SL_F { scope = 1; model = "\A3\characters_F\blufor\b_soldier_03.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"laf_units\sof\data\u_combat_co_circa.paa"}; hiddenSelectionsMaterials[] = {"laf_units\sof\data\u_combat.rvmat"}; }; -
Toadie's SmallArms and Animations for Arma3
Adacas replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just as I started on doing my own G36C you release these high quality G36's. Thank you! -
Just a couple of pictures: Mich 2000 is by Binkowski and the Balaclava is done by Kiory
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Just wait a few days and it will be done. He just have to rewrite config
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I will probably do the battle belt later on and give it to hawaiian. :)
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There already is a backpack on one of the vest photos
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Do it yourself. This guy has learned alot working from others. Everything is possible if you put your time in it. Keep it up Will :)
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Parts between subtools usually. I have been messing with Zbrush more. Things are getting better now. Still need to learn how to do the retopo properly. Topogun would be nice
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Recently I started using Blender and Zbrush. I have been messing with blender and sample models of A2. Removing vests, belts and etc and fixing the mesh. Then I import that mesh into the zbrush and do the high poly sculpting. This is just me messing around http://snag.gy/zPfDc.jpgBut I'm unsure about my workflow. Also separating objects like kneepads and pockets doesn't seem to be good when trying to project low poly to high poly. It just messes up the mesh. So I want to find out what are your workflows guys that actually work?
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So the retopo I did for this whole mesh and multiple other subtools like pockets and knee pads should be ok in theory? But when I do the Project All mesh just messes up. Tried multiple projection settings - nothing changed
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Yeah I little over did it. As I said this is my first model.
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Been messing with Zbrush and made this. First model made
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When I'm finished with this model. I can give it to Will to retexture it.
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Some fixing need to be done
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Medal Of Honor - Project Honor
Adacas replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Add seams to the texture. Believe me you will achieve a great look. Since you are familliar with photoshop just use 3 px stripes and add outside stroke black 1 px at 60-75 opacity. Use the pen tool -
Medal Of Honor - Project Honor
Adacas replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There is plenty of guides regarding simple retexturing. I was just like you a year ago. Now I'm porting models to A3 :D -
Medal Of Honor - Project Honor
Adacas replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Since you're trying to represent Tier 1 operators try to get their equipment to look used. Add dirt, grunge and etc. Other than that keep it up -
Glad to see your performance. Huge improvements over units you made month ago. Keep it up :)