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wendyvonbraun

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Posts posted by wendyvonbraun


  1. I was checking out the Luhansk and Donetsk maps and I noticed that the images taken near Luhansk airport in 2014 were literally taken *during* the time of the battle... If you fly around and scan the ground you can see flashes of artillery and smoke billowing in the sat images. 

    • Like 2

  2. 5 hours ago, REFORGER88 said:

    This actually excites me greatly. I know there's still work to do, and a central idea of a Ukrainian mod. But the Cold War nerd in me needs to ask. Is there any chance that eventually, going forward, an alternate Soviet skin will be introduced? If not I have more than enough T-55As and T-72 variants to shoot at, I'm just curious. Best of luck! It's always exciting to see new and custom made vehicles being introduced.

    That's actually something that I plan to expand on further, I've even thought about creating earlier model T-64A, T-64B... Hell even T-64BM if I've got the time and I'm not completely worn out. I got the last version in the game (Albeit witout proper working animations) and the sound of that distinctive T-64 5DTF 5 cylinder engine echoed through the foggy morning field of Orshanets... I just knew I couldn't give up on her lol 

    • Like 5

  3. So I'm still very much working on this project... In fact I got so fed up with the Physics and lack of object animations (due to my ineptitude regarding animating models) that I decided to completely start over, the model is now I'd say perhaps 75% done, low poly just needs a new coat of paint and an export or two and I'll pump out some screenshots... Hope all goes well :P 

    Oh and in case you're interested I tried my hand at creating a PSQ-20 battery pack/Battery mount and in my opinion it came out pretty decent considering I've only been 3D modeling for about 6 months now and only recently would I proclaim "I know what I'm doing" :P 

    • Like 5

  4. 12 hours ago, EllaElectro said:

    I figured out that strange results occur as soon as I use white background in my textures. So better switch it to a black background (alpha 1).

    Afterwards try to convert your .png to .paa via texview (comes with the armatools).

     

    Yeah I decided to completely remake the whole thing using the blender cloth animator and freezing the "cloth" at a specific frame to achieve the desired effect... In my opinion it looks much better... Anyways thank you very much for your help, I don't exactly know what I did wrong last time... Must have been some obscure check box that I accidentally clicked maybe? Anyways.. I thought I'd show you the finished result since you pretty much convinced me to stay on task and figure it all out:

     

     


  5. 9 minutes ago, HeroesandvillainsOS said:

    Hi everyone. Sorry for the stupid question, but which faction (if any) within the family of RHS mods would most resemble the Ukrainian's currently trying to protect their own land IRL? 

     

    I've seen quite a bit of footage online (sad stuff really), and I have an idea which factions most reflect the current gear and stuff, but rather than assuming, I'd prefer to ask the experts if any of them were designed (or could pass) for them.

    Hey you'll probably want to check out the "GREF" addon which includes factions like the CDF (a fictional Eastern European country threatened by a "Russian backed" separatist force called the ChDKZ). Both those factions are the closest you are going to get to a Ukraine style conflict with RHS modset. HOWEVER, there are retextures and I think a few models created by Keeway in his 'Project OPFOR' pack which represent the Ukrainian Army and even the LNR/DPR militias which I think you should check out... Maybe if I've got enough time in the next month or two I'll get around to releasing my T-64BV model and some UAF uniforms/camo retextures. 
     

    article-urn:publicid:ap.org:91cac9b6cc1e
    Huge thanks btw to the RHS team, ArmA 3 would be really..... weird if not for you guys. *inserts Iranian bug soldier image* 

    • Like 3

  6. By the way, the object is helmet scrim... i.e. camo netting that you put on a helmet... To achieve this effect I had to make the model transparent while putting a PNG file to create the net. Here is the example: 



    I suspect that maybe the model is there, it's just transparent/invisible? I just don't know... I've tested for hours and hours different ways to make it appear in game... Maybe I'm doing the autocenter incorrectly...?


  7. 35 minutes ago, EllaElectro said:

    Set the autocenter property in the Geometry LOD to 0 for headgear positioning.

     

     

    Could you provide a picture? I'm not sure what you mean.

    I would if I could, however thinking that I had fixed the problem I never took a picture before I was unable to replicate anything. The object was last seen somewhere near my waist and following head movements. Now it's just not there at all... Almost like I broke the .P3D but the problem is that I can see the object in Buldozer just fine. I don't know what I did wrong... I can see the UI icon in the Virtual Arsenal for the object, but when selected nothing appears, and when I placed it on the floor, nothing is there... Furthermore when I placed a unit equipped with it in Eden, I placed the unit at least 50m into the air and there is no artifact underneath, above or inside of him. 


  8. Hey all... I've been making a simple model with a transparent texture to represent a camouflaged helmet scrim which can be worn via the glasses inventory slot... I've been running into a wall trying to figure out exactly what is wrong with the object, everything has been done so far via the Blender ArmA Tools addon which has worked for me previously in the past with my T-64BV, literally skipped the O2/OB step entirely and straight to the game... 
    http://imgur.com/a/VFmr4

    The first problem I ran into is that the model was on the ground aaaaaaand it is mostly transparent... well let me explain... I can see the outlines vaguely, but not camo texture... Right well I fixed the model showing on the ground (sort of)... Now the model is behind my character near the center of the torso BUT following head movements... So I change a few things around figuring "It must be the model.cfg". 
    I change some lines around... And here is what has been driving me up the wall... the model still appears in the Virtual Arsenal inventory list... But when I place it on my character it is totally invisible... Or maybe it's just not there at all... 

    Here is the config file:

    //Class camonet : config.bin{
    class CfgPatches
    {
        class camonet
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {};
        };
    };
    class cfgGlasses
    {
        class None;
        class camonet: None
        {
            author = "Baker";
            displayname = "Camo_Scrim";
            model = "\camonet\camonet.p3d";
            picture = "\camonet\UI\Tiny.paa";
            identityTypes[] =
            {
                "NoGlasses",0,"G_NATO_default",300,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",50,"G_NATO_SF",300,"G_NATO_sniper",0,
                "G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",50,"G_CIVIL_female",0,"G_CIVIL_male",0
            };
            mass = 4;
        };
    }



    Now here is the Model.cfg:

     

    class CfgSkeletons
    {
        class Default
        {
            isDiscrete = 1;
            skeletonInherit = "";
            skeletonBones[] = {};
        };
        class OFP2_ManSkeleton
        {
            isDiscrete = 0;
            skeletonInherit = "";
            skeletonBones[] =
            {
                "Pelvis","",
                "Spine","Pelvis",
                "Spine1","Spine",
                "Spine2","Spine1",
                "Spine3","Spine2",
                "Camera","Pelvis",
                "weapon","Spine1",
                "launcher","Spine1",
            //Head skeleton in hierarchy
                "neck","Spine3",
                "neck1","neck",
                "head","neck1",
            //New facial features
                "Face_Hub","head",
                    "Face_Jawbone","Face_Hub",
                        "Face_Jowl","Face_Jawbone",
                        "Face_chopRight","Face_Jawbone",
                        "Face_chopLeft","Face_Jawbone",
                        "Face_LipLowerMiddle","Face_Jawbone",
                        "Face_LipLowerLeft","Face_Jawbone",
                        "Face_LipLowerRight","Face_Jawbone",
                        "Face_Chin","Face_Jawbone",
                        "Face_Tongue","Face_Jawbone",
                    "Face_CornerRight","Face_Hub",
                        "Face_CheekSideRight","Face_CornerRight",
                    "Face_CornerLeft","Face_Hub",
                        "Face_CheekSideLeft","Face_CornerLeft",
                    "Face_CheekFrontRight","Face_Hub",
                    "Face_CheekFrontLeft","Face_Hub",
                    "Face_CheekUpperRight","Face_Hub",
                    "Face_CheekUpperLeft","Face_Hub",
                    "Face_LipUpperMiddle","Face_Hub",
                    "Face_LipUpperRight","Face_Hub",
                    "Face_LipUpperLeft","Face_Hub",
                    "Face_NostrilRight","Face_Hub",
                    "Face_NostrilLeft","Face_Hub",
                    "Face_Forehead","Face_Hub",
                        "Face_BrowFrontRight","Face_Forehead",
                        "Face_BrowFrontLeft","Face_Forehead",
                        "Face_BrowMiddle","Face_Forehead",
                        "Face_BrowSideRight","Face_Forehead",
                        "Face_BrowSideLeft","Face_Forehead",
                    "Face_Eyelids","Face_Hub",
                    "Face_EyelidUpperRight","Face_Hub",
                    "Face_EyelidUpperLeft","Face_Hub",
                    "Face_EyelidLowerRight","Face_Hub",
                    "Face_EyelidLowerLeft","Face_Hub",
                    "EyeLeft","Face_Hub",
                    "EyeRight","Face_Hub",            
            //Left upper side
                "LeftShoulder","Spine3",
                "LeftArm","LeftShoulder",
                "LeftArmRoll","LeftArm",
                "LeftForeArm","LeftArmRoll",
                "LeftForeArmRoll","LeftForeArm",
                "LeftHand","LeftForeArmRoll",
                "LeftHandRing","LeftHand",
                "LeftHandRing1","LeftHandRing",
                "LeftHandRing2","LeftHandRing1",
                "LeftHandRing3","LeftHandRing2",
                "LeftHandPinky1","LeftHandRing",
                "LeftHandPinky2","LeftHandPinky1",
                "LeftHandPinky3","LeftHandPinky2",
                "LeftHandMiddle1","LeftHand",
                "LeftHandMiddle2","LeftHandMiddle1",
                "LeftHandMiddle3","LeftHandMiddle2",
                "LeftHandIndex1","LeftHand",
                "LeftHandIndex2","LeftHandIndex1",
                "LeftHandIndex3","LeftHandIndex2",
                "LeftHandThumb1","LeftHand",
                "LeftHandThumb2","LeftHandThumb1",
                "LeftHandThumb3","LeftHandThumb2",
            //Right upper side
                "RightShoulder","Spine3",
                "RightArm","RightShoulder",
                "RightArmRoll","RightArm",
                "RightForeArm","RightArmRoll",
                "RightForeArmRoll","RightForeArm",
                "RightHand","RightForeArmRoll",
                "RightHandRing","RightHand",
                "RightHandRing1","RightHandRing",
                "RightHandRing2","RightHandRing1",
                "RightHandRing3","RightHandRing2",
                "RightHandPinky1","RightHandRing",
                "RightHandPinky2","RightHandPinky1",
                "RightHandPinky3","RightHandPinky2",
                "RightHandMiddle1","RightHand",
                "RightHandMiddle2","RightHandMiddle1",
                "RightHandMiddle3","RightHandMiddle2",
                "RightHandIndex1","RightHand",
                "RightHandIndex2","RightHandIndex1",
                "RightHandIndex3","RightHandIndex2",
                "RightHandThumb1","RightHand",
                "RightHandThumb2","RightHandThumb1",
                "RightHandThumb3","RightHandThumb2",
            //Left lower side
                "LeftUpLeg","Pelvis",
                "LeftUpLegRoll","LeftUpLeg",
                "LeftLeg","LeftUpLegRoll",
                "LeftLegRoll","LeftLeg",
                "LeftFoot","LeftLegRoll",
                "LeftToeBase","LeftFoot",
            //Right lower side
                "RightUpLeg","Pelvis",
                "RightUpLegRoll","RightUpLeg",
                "RightLeg","RightUpLegRoll",
                "RightLegRoll","RightLeg",
                "RightFoot","RightLegRoll",
                "RightToeBase","RightFoot"
            };
            // location of pivot points (local axes) for hierarchical animation
            pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
          };
    };

    class CfgModels
    {
        class Default
        {
            sectionsInherit="";
            sections[] = {};
            skeletonName = "";
        };
        class ArmaMan : Default
        {
            htMin = 60;          // Minimum half-cooling time (in seconds)
            htMax = 1800;        // Maximum half-cooling time (in seconds)
            afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
            mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
            mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
            tBody = 37;  // Metabolism temperature of the model (in celsius)

            sections[] =
            {
                "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
                "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
            };
            skeletonName = "OFP2_ManSkeleton";
        };
            class camonet: ArmaMan {};
    };


    Sweet baby Jesus someone help.


  9. Hey all... I've been making a simple model with a transparent texture to represent a camouflaged helmet scrim which can be worn via the glasses inventory slot... I've been running into a wall trying to figure out exactly what is wrong with the object, everything has been done so far via the Blender ArmA Tools addon which has worked for me previously in the past with my T-64BV, literally skipped the O2/OB step entirely and straight to the game... 
    http://imgur.com/a/VFmr4

    The first problem I ran into is that the model was on the ground aaaaaaand it is mostly transparent... well let me explain... I can see the outlines vaguely, but not camo texture... Right well I fixed the model showing on the ground (sort of)... Now the model is behind my character near the center of the torso BUT following head movements... So I change a few things around figuring "It must be the model.cfg". 
    I change some lines around... And here is what has been driving me up the wall... the model still appears in the Virtual Arsenal inventory list... But when I place it on my character it is totally invisible... Or maybe it's just not there at all... 

    Here is the config file:

    //Class camonet : config.bin{
    class CfgPatches
    {
        class camonet
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {};
        };
    };
    class cfgGlasses
    {
        class None;
        class camonet: None
        {
            author = "Baker";
            displayname = "Camo_Scrim";
            model = "\camonet\camonet.p3d";
            picture = "\camonet\UI\Tiny.paa";
            identityTypes[] =
            {
                "NoGlasses",0,"G_NATO_default",300,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",50,"G_NATO_SF",300,"G_NATO_sniper",0,
                "G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",50,"G_CIVIL_female",0,"G_CIVIL_male",0
            };
            mass = 4;
        };
    }



    Now here is the Model.cfg:

     

    class CfgSkeletons
    {
        class Default
        {
            isDiscrete = 1;
            skeletonInherit = "";
            skeletonBones[] = {};
        };
        class OFP2_ManSkeleton
        {
            isDiscrete = 0;
            skeletonInherit = "";
            skeletonBones[] =
            {
                "Pelvis","",
                "Spine","Pelvis",
                "Spine1","Spine",
                "Spine2","Spine1",
                "Spine3","Spine2",
                "Camera","Pelvis",
                "weapon","Spine1",
                "launcher","Spine1",
            //Head skeleton in hierarchy
                "neck","Spine3",
                "neck1","neck",
                "head","neck1",
            //New facial features
                "Face_Hub","head",
                    "Face_Jawbone","Face_Hub",
                        "Face_Jowl","Face_Jawbone",
                        "Face_chopRight","Face_Jawbone",
                        "Face_chopLeft","Face_Jawbone",
                        "Face_LipLowerMiddle","Face_Jawbone",
                        "Face_LipLowerLeft","Face_Jawbone",
                        "Face_LipLowerRight","Face_Jawbone",
                        "Face_Chin","Face_Jawbone",
                        "Face_Tongue","Face_Jawbone",
                    "Face_CornerRight","Face_Hub",
                        "Face_CheekSideRight","Face_CornerRight",
                    "Face_CornerLeft","Face_Hub",
                        "Face_CheekSideLeft","Face_CornerLeft",
                    "Face_CheekFrontRight","Face_Hub",
                    "Face_CheekFrontLeft","Face_Hub",
                    "Face_CheekUpperRight","Face_Hub",
                    "Face_CheekUpperLeft","Face_Hub",
                    "Face_LipUpperMiddle","Face_Hub",
                    "Face_LipUpperRight","Face_Hub",
                    "Face_LipUpperLeft","Face_Hub",
                    "Face_NostrilRight","Face_Hub",
                    "Face_NostrilLeft","Face_Hub",
                    "Face_Forehead","Face_Hub",
                        "Face_BrowFrontRight","Face_Forehead",
                        "Face_BrowFrontLeft","Face_Forehead",
                        "Face_BrowMiddle","Face_Forehead",
                        "Face_BrowSideRight","Face_Forehead",
                        "Face_BrowSideLeft","Face_Forehead",
                    "Face_Eyelids","Face_Hub",
                    "Face_EyelidUpperRight","Face_Hub",
                    "Face_EyelidUpperLeft","Face_Hub",
                    "Face_EyelidLowerRight","Face_Hub",
                    "Face_EyelidLowerLeft","Face_Hub",
                    "EyeLeft","Face_Hub",
                    "EyeRight","Face_Hub",            
            //Left upper side
                "LeftShoulder","Spine3",
                "LeftArm","LeftShoulder",
                "LeftArmRoll","LeftArm",
                "LeftForeArm","LeftArmRoll",
                "LeftForeArmRoll","LeftForeArm",
                "LeftHand","LeftForeArmRoll",
                "LeftHandRing","LeftHand",
                "LeftHandRing1","LeftHandRing",
                "LeftHandRing2","LeftHandRing1",
                "LeftHandRing3","LeftHandRing2",
                "LeftHandPinky1","LeftHandRing",
                "LeftHandPinky2","LeftHandPinky1",
                "LeftHandPinky3","LeftHandPinky2",
                "LeftHandMiddle1","LeftHand",
                "LeftHandMiddle2","LeftHandMiddle1",
                "LeftHandMiddle3","LeftHandMiddle2",
                "LeftHandIndex1","LeftHand",
                "LeftHandIndex2","LeftHandIndex1",
                "LeftHandIndex3","LeftHandIndex2",
                "LeftHandThumb1","LeftHand",
                "LeftHandThumb2","LeftHandThumb1",
                "LeftHandThumb3","LeftHandThumb2",
            //Right upper side
                "RightShoulder","Spine3",
                "RightArm","RightShoulder",
                "RightArmRoll","RightArm",
                "RightForeArm","RightArmRoll",
                "RightForeArmRoll","RightForeArm",
                "RightHand","RightForeArmRoll",
                "RightHandRing","RightHand",
                "RightHandRing1","RightHandRing",
                "RightHandRing2","RightHandRing1",
                "RightHandRing3","RightHandRing2",
                "RightHandPinky1","RightHandRing",
                "RightHandPinky2","RightHandPinky1",
                "RightHandPinky3","RightHandPinky2",
                "RightHandMiddle1","RightHand",
                "RightHandMiddle2","RightHandMiddle1",
                "RightHandMiddle3","RightHandMiddle2",
                "RightHandIndex1","RightHand",
                "RightHandIndex2","RightHandIndex1",
                "RightHandIndex3","RightHandIndex2",
                "RightHandThumb1","RightHand",
                "RightHandThumb2","RightHandThumb1",
                "RightHandThumb3","RightHandThumb2",
            //Left lower side
                "LeftUpLeg","Pelvis",
                "LeftUpLegRoll","LeftUpLeg",
                "LeftLeg","LeftUpLegRoll",
                "LeftLegRoll","LeftLeg",
                "LeftFoot","LeftLegRoll",
                "LeftToeBase","LeftFoot",
            //Right lower side
                "RightUpLeg","Pelvis",
                "RightUpLegRoll","RightUpLeg",
                "RightLeg","RightUpLegRoll",
                "RightLegRoll","RightLeg",
                "RightFoot","RightLegRoll",
                "RightToeBase","RightFoot"
            };
            // location of pivot points (local axes) for hierarchical animation
            pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
          };
    };

    class CfgModels
    {
        class Default
        {
            sectionsInherit="";
            sections[] = {};
            skeletonName = "";
        };
        class ArmaMan : Default
        {
            htMin = 60;          // Minimum half-cooling time (in seconds)
            htMax = 1800;        // Maximum half-cooling time (in seconds)
            afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
            mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
            mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
            tBody = 37;  // Metabolism temperature of the model (in celsius)

            sections[] =
            {
                "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
                "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
            };
            skeletonName = "OFP2_ManSkeleton";
        };
            class camonet: ArmaMan {};
    };


    Sweet baby Jesus someone help.


  10. If you think us sprinkling Shayrat Airbase with Tomahawks is the United States' entry into the Syrian war, then you haven't been paying attention for the last 6 years. 


  11. 15 minutes ago, Mynock said:

    The outrage over this is California is hilarious honestly. It's like people here just completely ignore the fact we have been using very fine knives to influence things in Syria (and other places too), but as soon as we bring out a relatively small hammer, California goes nuts and wants to leave the US all over again... I love the casual American attitude of "well if it wasn't on the evening news, then it didn't happen" to our forces conducting operations all over the world silently. Too busy worrying about veganism here than actual world events in the big picture sense. I hate this state.

    Those same loons voted for the loon who wanted to establish a no-fly zone and strike Assad. I literally hate that state.

    • Like 1
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