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Drangoll45

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About Drangoll45

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  1. I've noticed they are bit compressed even when Airborne. Maybe they should be a bit lower ( rear and front Gear ) when not on the ground. ( Sorry for my meticulousness , i come from Flight simulators 🙃)
  2. Yeah maybe I expressed my thought in the wrong Way : what i mean ( from what i see ) Is that only the First quarter of each blade seems to have a bending animation ( if you look closely you can see the First quarter pointing up ( due to the bending of the blade) , but the remaining part points down towards the ground) the remaining part seems left in the orginal state ( when engines are Turned off). Btw congrats ( to the devs) on the project . Very looking forward to this Bird!
  3. it's me or the bending of the main rotor blades is a bit strange ? (it seems that the ending part of each blade is not bent properly , only the first part of the blades seems to be bending properly) Here you can see what i'm refererring to : real one comparison :
  4. Drangoll45

    EA-18G

    Yeah ,me too ! I hate the way which OB exports files .
  5. Hi i'm making an helicopter (i'm not going to release it on armaholic on whatever site) I'm having problems with the rudder animations. (i've tested the animations with the command "animate") What i've done : I have set the "source" in the model.cfg for these animations to "rudderRTD" but nothing appens I have created a script that converts the pressure of the "Q" key ( the default rudder key) into the animation of the 2 rotors but and also here nothing appens. This is the script (the interesting part starts at the first "inputaction condition") : while { true } do { if (player in vehicle player) then { while {getPosASLW vehicle player select 2 < 10 } do { vehicle player animate ["flight_mode_left",0]; vehicle player animate ["flight_mode_right",0]; vehicle player animate ["rotate_mala_vrtule",0]; vehicle player animate ["rotate_velka_vrtule",0]; }; while {getPosASLW vehicle player select 2 > 10 } do { vehicle player animate ["flight_mode_left",1]; vehicle player animate ["flight_mode_right",1]; vehicle player animate ["rotate_mala_vrtule",1]; vehicle player animate ["rotate_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" > 0) } do { vehicle player animate ["rudder_l_rotor",1]; vehicle player animate ["rudder_l_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" == 0) } do { vehicle player animate ["rudder_l_rotor",0]; vehicle player animate ["rudder_l_velka_vrtule",0]; }; while {(inputAction "heliRudderRight " > 0) } do { vehicle player animate ["rudder_r_rotor",1]; vehicle player animate ["rudder_r_mala_vrtule",1]; }; while {(inputAction "heliRudderRight " == 0) } do { vehicle player animate ["rudder_r_rotor",0]; vehicle player animate ["rudder_r_mala_vrtule",0]; }; }; };
  6. Drangoll45

    Rotors Animations issue (helicopter)

    i'm sorry but i've done a mistake with the title of the thread : it's " Rudder Animations issue"
  7. Hi i'm making an helicopter (i'm not going to release it on armaholic on whatever site) I'm having problems with the rudder animations (i've tested the animations with the command "animate") What i've done : I have set the "source" in the model.cfg for these animations to "rudderRTD" but nothing appens I have created a script that converts the pressure of the "Q" key ( the default rudder key) into the animation of the 2 rotors but and also here nothing appens. This is the script (the interesting part starts at the first "inputaction condition" : while { true } do { if (player in vehicle player) then { while {getPosASLW vehicle player select 2 < 10 } do { vehicle player animate ["flight_mode_left",0]; vehicle player animate ["flight_mode_right",0]; vehicle player animate ["rotate_mala_vrtule",0]; vehicle player animate ["rotate_velka_vrtule",0]; }; while {getPosASLW vehicle player select 2 > 10 } do { vehicle player animate ["flight_mode_left",1]; vehicle player animate ["flight_mode_right",1]; vehicle player animate ["rotate_mala_vrtule",1]; vehicle player animate ["rotate_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" > 0) } do { vehicle player animate ["rudder_l_rotor",1]; vehicle player animate ["rudder_l_velka_vrtule",1]; }; while {(inputAction "heliRudderLeft" == 0) } do { vehicle player animate ["rudder_l_rotor",0]; vehicle player animate ["rudder_l_velka_vrtule",0]; }; while {(inputAction "heliRudderRight " > 0) } do { vehicle player animate ["rudder_r_rotor",1]; vehicle player animate ["rudder_r_mala_vrtule",1]; }; while {(inputAction "heliRudderRight " == 0) } do { vehicle player animate ["rudder_r_rotor",0]; vehicle player animate ["rudder_r_mala_vrtule",0]; }; }; };
  8. Ok I think i've found the problem : I was saving the image from DDS to PNG and this process produces an alpha channel. Now i'm saving the textures the textures in JPG and the texture converted to Paa does not show any error Thanks a lot Jackal326 for the fast reply and the support!
  9. ok i'll try it Thanks for the hint bro
  10. So what can I do with the texture ? ( if you want i can send you the complete image )
  11. I noticed that removing the suffix "_co" after the name of the texture the issue doesn't happens again , but the result is a transparency on the fuselage of my helicopter
  12. I cut the image (in imgur) for preview purposes but the image is 1024x1024 at 32bit
  13. Hi everybody ! I'm working on a helicopter (i'm not going to publish it) When I was converting my textures I noticed an issue with the conversion. The texture's name is "texturename_co.png" Texture before conversion : http://imgur.com/BqUfj3u Texture after conversion : http://imgur.com/FCQ13P1
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