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sirbuba3

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About sirbuba3

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  1. sirbuba3

    First Person Hat graphical bug

    So after troubleshooting and analyzing the example model, I found that the issue was because the model wasn't a closed mesh. After closing the model with a simple face and filling the transparent parts of the texture file with a brown background, it fixed the issue! Thanks for trying to help!
  2. sirbuba3

    First Person Hat graphical bug

    Thanks, I checked and those settings were good. I tried it with other uniforms and stuff and found the same issue. There also was no rvmat file attached to the model so I added in one of those from the default Arma 3 files. I also used Zeus to look at it and it showed up, but looked kinda weird. Here are pictures: This is in first person view, with the hat on the ai.
  3. sirbuba3

    First Person Hat graphical bug

    Thanks for the suggestion, I tried it out but still no change. Im wandering if it has something to do with how the texture is applied in o2.
  4. So I have made an addon hat for my unit to use, and after using it for a bit, some people found and issue with it. When in vehicles, in first person, the hat bugs out and you can see the head. Its almost as if the faces are inverted only when in a vehicle. Any ideas? Normal: When in vehicle:
  5. FIXED : Added spine2 selection, added geometry LOD with autocenter=0
  6. Hey, I was just wandering if there was a way to get the model.cfg of a binarized model. As I know it is "baked" into the model during the binarization proccess, I am curious as to know if you can somehow extract the model.cfg. I want to play around with animations for aircrafts to learn more about it and help myself with creating my own aircraft addon. Thanks, Sirbuba
  7. Ahh makes alot more sense, much thanks :)
  8. Okay so, im trying to make my own addon that just adds this one backpack i made. I know my model doesnt have some of the requirements, so Im looking for someone to tell me what to do with it. I can load the model ingame with its textures and such, but it is just at the bottom of my character. Here is what ive got so far. Config.cpp class CfgPatches { class US_Para_Bag { units[]={}; weapons[]={}; author="The Notorious Matt"; requiredVersion=0.1; requiredAddons[]={}; }; }; class cfgVehicles { class B_Kitbag_rgr; class New_Bag: B_Kitbag_rgr { author = "Splendid Modder"; scope = 2; model = "\uspack\model"; displayName = "New Bag"; picture = ""; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\uspack\data\texture.paa"}; maximumLoad = 160; mass = 20; }; }; 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 model: ArmaMan{}; sections[] = {"camo"}; }; My model : My pbo folder : Any help would be well appreciated!! Thanks
  9. Amazing work, love to see that you share ingame pics with the community! Im so excited for this mod and cant wait! Question : Will this mod be compatible with ace3? I see that you mentioned a medic system, would this conflict with ace or is it it's own module that can be disabled?
  10. sirbuba3

    RVMAT's help

    Hello, I am probably a little late on this thread but @john_spartan do you think there's anyway I could get a new download link to the sample rvmat files? Im having a hard time finding some and this is the only place ive found with info i need. (because of rapidshare's shutdown)
  11. Hello, I am wandering why when I put my helmet ingame its not textured because I havent made a texture for it, but when I put the headgear example (the arma 3 blue police hat) in the place of my helmet, it has its own texture, though I havent linked one to it? This is baffling me someone please explain this, Thanks.
  12. So I have made my model and it works ingame and everything but im wanting to know how to texture it? Thanks, http://oi58.tinypic.com/2jgkme.jpg (140 kB)
  13. They can protect weapon caches
  14. sirbuba3

    AI Paradrop?

    If you are their group leader hit ~ then 6 then eject.
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