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wendyvonbraun

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Posts posted by wendyvonbraun


  1. 7 hours ago, sputnik monroe said:

    Before I try to find RHS's bug tracker I wanted to make sure I'm not the only one experiencing this.I notice on all the Abrams tanks, when the crew is turned in the driver is hanging out the bottom of the hull like this..

    I was really hoping you were gonna make a "I checked underneath and I couldn't find the problem" joke, but oh well. lol


  2. The MiG-29 was the Soviet response to the US lightweight fighter program which produced the F-16 and F/A-18. The most logical choice for an American equivalent would therefore be the US Air Force's F-16C because the Hornet is only in service with the Navy and Marine Corps. Don't hold your breath for an F-16 though. It takes a long time to achieve the visual beauty of what you see above with that MiG-29S. In the meantime Firewill has a great F-16 model that he released a while back with full DLC compatibility. I was happy about clima_x's ACU uniforms but, the MiG just took me totally by surprise wasn't expecting that at all. I needed to do a triple take to make sure it wasnt a DCS screenshot :P

    • Like 2

  3. 2 minutes ago, clima_x said:

     

    I talked to our scriptowizards, at the moment it is impossible to implement correctly (   

    The only option in the slot with glasses,   But this is not the best solution 

    lmao... I've actually been making models using the goggles slot to attach gear to vests, scrim to helmets etc., it may not be the best solution, but if it has to be done that way, say no more, I'll get to work making them myself, it'll save you the trouble until a workaround can be found. The only hard part is figuring out the right spot to place the model so it doesnt look like it is floating in mid air in the general area of the shoulder.

    • Like 1

  4. 17 minutes ago, clima_x said:

    Hahahaha Yes ! :smile_o:  good idea

    
    
    I can not give an answer will be or not Scorpion W2 later. 
    I would also like to see it in the game, but this shit, takes a lot of time and energy.......

    Playing pretend is much easier. :) Were you planning on adding unit insignia on the velcro? If so, In the US Army personnel are authorized to wear a second insignia of the unit they fought under on their right shoulder adjacent to the left shoulder insignia but only if they were in-theatre during wartime. The Army calls it a "combat patch"... Once earned you can wear it stateside, and there are many US military personnel who are veterans of Iraq and Afghanistan so seeing this is extremely common because in recent years units were deployed frequently.

    • Like 2

  5. 2 minutes ago, Stephen Allen said:

    Ah i was not aware of that i will try it in future and i was told by 1 of my friends i had to make some form of geometry thing im not entirly sure what i have to do with it to be honest ?

    Well to be perfectly honest you don't even need to use Object Builder, a lot of people who mod in ArmA 3 don't use it because it is much more complex and way less documentation than Blender or 3DS.
    What he is referring to can also be done in Blender... What I would do personally if I were you is take a look at the BIS sample content released on Steam... You need to add properties to your LOD's such as autocenter... So for instance in the circled area that "0.00" indicates the distance mesh LOD, so 1.00 and 2.00 etc., will use a different lower poly mesh to be less taxing for machines at distance.... I don't really know all too well about object builder, but I know for a fact with the arma toolbox for Blender you can simply press "N"; a window will pop up on the right side, scroll down do it like this:

     

    • Like 1

  6. Applying location, rotation and scale for Blender is the reason the vest is so big too... You'd notice something is wrong when you export the model for viewing in Bulldozer because the damn thing is 5x the size of what it actually is.... I know in blender it should be Control + A apply all of those, and the vertex group you go here:

     


  7. 55 minutes ago, Stephen Allen said:

    Thank you :) i don't have a model.cfg , i have never wrote 1 but i shall see if i could write 1 and well im using 3DS Max to be able to model as in my opinion im not a fan of blender its to complicated i can do UVMaps through blender thats about it but if i was to export my 3D Model to blender would i be able to apply the vertex groups that way or would that not be possible ?

    You should be able to do it in 3DS max just fine, just need to look it up how... there should be a ArmA tools addon you can download and completely skip the Object builder phase.

    • Like 1

  8. 4 hours ago, PuFu said:

    no, i think you fail to understand how this works if you want it done the proper way

    a. you texture stuff when you are done with it - visual main lod - not before that, because you will need to fit all the meshes on the least amount of individual textures sheets - and that mesh is soooooo far from being anything close to done (have a look here for the amount of detail you are missing: http://www.strategic-bureau.com/wp-content/uploads/2014/12/BTR-4-006.jpg )

    b. do the config is easy...model.cfg needs to be done when all things are in (as in interior as well - there is a single mem lod after all)

     

    but whatever, again no offense, but for 2017, a game mesh should look closer to this: http://pre10.deviantart.net/dd8e/th/pre/i/2014/002/e/4/btr_4_model_by_siregar3d-d705e80.jpg i think

     

    I concede that I posted in the wrong place, but if you haven't noticed the model lacks even windows, I did say I have to finish small details on the mesh, I was simply saying if anyone was interested in helping me, I could finish the model in under 6 hours, have it UV mapped and ready to rock and roll.

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