Jump to content

jimmybulmer

Member
  • Content Count

    68
  • Joined

  • Last visited

  • Medals

Posts posted by jimmybulmer


  1. Hey, so I am helping with a terrain being made and we are trying to set up our floor textures. However, when we try to set up a 4th texture it seems like the engine just doesn't know what to do. It will just do a mix of the 4 originally defined textures, and in the center will be just a solid random texture of one of the 4 already existing textures.

     

    class Colors
        {
            Grass_Green[] = {{0,255,0}};
            Sand[] = {{0,0,255}};
            Rocks[] = {{0,0,0}};
            Forest[] = {{255,255,0}};
        };
     
    those are the colors defined in our mask, however when we tried to add a coral texture for under water and define it as red, we get the issue I stated above in which it just doesn't choose the correct texture for some reason. It's been checked over and everything looks correct however we are still receiving the issue.
     
    http://prnt.sc/d845agthis is the mask from terrain builder, and if we were to add the red which is defined to be the coral it just chooses say grass instead for instance.
     
    Any help is greatly appreciated thanks! 

  2. Hey,

     

    I am working on a custom building and wanted to add custom sounds to my building, however im having some issues figuring it out. 

     

    Information

    config.cpp: http://pastebin.com/ZLqdJuvh

    model.cfg: http://pastebin.com/L4qf557i

    sound file directory is: \proRP\chemicalFactory\data\GarageDoor.ogg

     

    I have looked around alot trying to find info and have so far got little info on the subject, so anyone who could help me get the custom sounds working would be greatly appreciated. As I have it right now I get no errors, however the sound does not play when opening the garage door.

     

    thanks in advance! 


  3. Im not to sure as to what your getting at here but ill try my best to answer what I can,

     

    1) There is apparently a plugin to do so but it is very old and outdated, and may not work very well for what you intend, If you are desperate to use a plugin in the modelling software and have any experience with it, I recommend blender, it has a great plugin that allows all the LOD's and everything to be done straight from blender and exported as a p3d file once you've finished. The only catch is that you have to open and save the p3d once it is exported otherwise it will not convert to a PBO. 

     

    2) I'm not exactly sure what your asking, but if I guess right, no. All your LOD's are done on seperate layers in max then you export those layers as an fbx or an obj (or any other supported format) then import those into the p3d file using object builder and define the LOD then. So basically you can create the LOD in max, but I dont believe there is a plugin that allows you to define that LOD, you have to do that in object builder.

     

    3) If you are talking about RVMAT's I believe that is an example one but I recommend reading all the BIS files links on the wiki related to it, as well as some of the tutorials on this forum. I to am currently looking into collecting a good amount of ways so I can learn RVMATS


  4. hmm im not to sure on the reason, one thing I am aware of is that the AI uses a 'path' LOD to control where they walk through buildings, im not sure if its relevant to this issue as I have placed AI on custom roadways in the past without them falling of it.

    However it appears to me that you are using a box not a plane,

    does your roadway look like this in 3dview: https://gyazo.com/39edbdb0f39a730eaa7e923db4d8f891(notice how its clearly a 3d object not a flat 2d object)

    you should be using the 'plane' not 'box' to create something like this: https://gyazo.com/a4880d8e14f8d55dbaa08813185788ba(its a 2d plane with one face only, you do not use any sort of 3d object)


  5. are you saying that the roadway isnt working? Make sure you have it defined as the correct LOD and that your faces are the correct way up, otherwise they wont work. Also a roadway is ONLY made out of flat planes and no 3d objects, in-case you was unaware. 

     

    As for the doors, theres a few things you need, first is the memory LOD with 3 vertex points per door which are the following:

    One vertex point at the doors handle (wherever you want the player to look at to open it)

    Two vertex points for the axis (where the door will rotate from (this can be done with one vertex point but is often easier and just generally more often done with two as it makes the engine able to see the correct axis easier I believe))
    an example of how these memory points should look: https://gyazo.com/1e735cd7c9f6ddb755a7821cd15d8878
    how the door looks: https://gyazo.com/deeba6e9388ed04a6e86216582f487b5

     

    you then need to make sure that the vertex groups are names (you can look at the right side of those screenshots and see my names, the names themself do not matter so long as you reference them correctly in your config) 

     

    A good guide for how to write the configs and a video guide of setting up the door is this: 

    just take what he shows you and make it fit your door

  6. as george said, roadways are ONLY planes do not use a cube or anything else to make it just planes, so add a plane to your roadway LOD and put one edge of the plane at the same level as the rest of the roadway and the opposite one at the floor level (0) 


  7. also note that is an old model so for instance where the railing has two seperate boxes that could just be one single box as this is only for player collision and one box that covers that area would work fine, of-course if you are using your player GEO for your bullet collision as well (not advised) then that would be the best way to do it 


  8. wait if you don't have anything on the visual lod for the ramp you just want them to kinda walk up a 'invisible' ramp, you do not need any collision box what so ever, just the roadway, collision boxes should only be used to block the player walking through visual parts of the model or areas you dont want them to access. Also for steps no you do not need a different box for each individual step https://gyazo.com/0004c03f66a643eaec8f3c81187b8875that is my collision for the steps in the previous model, this works just fine as the player only needs a rough collision area, and the collision box themself have nothing to do with where the player can walk (ontop of that is, obviously it blocks areas) 


  9. so by that I take it you mean stairs/ramp to get to the top, thats simple its just a roadway up the stairs

    Staircase: https://gyazo.com/8d542555f8a144a8c15d8887b3d385bd

    Roadway: https://gyazo.com/f050c745213ba862871a9526f92170cb

    StairCase+Roadway: https://gyazo.com/645b0511024b7b16d19b12dbf15abdf5(obviously these are on seperate layers im just showing how they overlap

     

    So basically to do steps you set a roadway with one edge at 0 on the Z axis (height) and the opposite edge at the height of the other roadway

     


  10. my suggestion here is to check your physX LOD's names for the wheels make sure they are the same as the visual LOD wheels names, it looks to me like your wheels are retracting visually but the physX stays there

     

    as for the plane tipping Im not to sure I've never done vehicles, but if there is anywhere in your config that defines things such as elevation and speed try reversing those values, it may be that the plane is set to push down instead of pull-up 

    • Like 1

  11. And as for your original question as M1lkm8n said, you need to have the geometry (collision) made out of several boxes for each wall/object 

    an example:

     

    my object: https://gyazo.com/5f0895981ce9cf863305f0ed6c798d1e

     

    my collision boxes: https://gyazo.com/1f6d69abe759b1361263b1453ba8cd7fBetter example of the different boxes: https://gyazo.com/58a0b401b3d1101550955a06c79f9391

    Each wall has its own separate collision box, you can not just have one box that only allows for collision where the resolution LOD has faces. 


  12. you need something called a 'roadway' everwhere you want the player to be able to walk, this is literally just a plane that says 'hey, this is a floor, you can walk here' if the player walks on a collision box there is nothing saying he can walk there hence the floating, refer here: https://community.bistudio.com/wiki/LODfor good info on all the LOD's you are looking for, geometry and roadway (geometry physX as well for vehicles) 


  13. for the axis in your model.cfg try different rotation types, such as instead of just 'rotation' try all 3 different axis, (rotationZ, rotationX, rotationY) (You said use tried rotationZ so try all other options)

    As for it sticking into the ground you can create a LOD called a 'Land Contact' which is just a single vertice (Like your axis point) for where the model touches the ground, and set it to 0 on the Z axis. Also if you have got as far for the physX adding physX to the wheels should also fix the issue, (infact Its the better way to fix it as LandContact is more fore static objects, but that was a suggestion in-case you haven't got as far as the physX LOD) and make sure its defined as a physX object in the config


  14. Oh I have just reviewed your second image, you need to pack the contents as a PBO and put it in an a folder in your mod directory

    to do this go to your ARMA install directory (normally C:\Program Files (x86)\steam\steamapps\common\arma 3) in this create a folder called @yourmodname (note the @) and inside that create a new folder called 'addons' this is where you put the PBO

    A few recommendations:
    Mikero's tools PBO project has alot of useful tools such as obfuscation PBO's (preventing the content from being stolen) or you can use the addon builder from ARMA 3 tools (in your steam library)

     

    a good tutorial to look at for beginners to modding on ARMA is this:

    that teaches you how to get a basic cube into game and is good for beginners however once you have got that down I strongly recommend watching his remastered tutorial as it has a lot of tips on modelling and the entire process  

  15. go to the 3d editor (just the editor now I believe) and on the right menu (you may have to click the two arrows in the top right'ish of the screen if there isn't a menu along the span of the right of your screen) find the yellow icon called 'empty' and either find it in your sub-cat or type the display name into the search box and just drag it from the menu into the world (you also need to place a character if you would like to click play and run around it) 

×