Drangoll45
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Posts posted by Drangoll45
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1 minute ago, RiverX_PL said:Yeah I've just started to understand how bending anim work in ARMA using weighted vertex painting.
It will be adjusted at later date for sure 🙂
That has also been acknowledged earlier and will be changed in the model among few other things.
Now we are focusing on systems and scripting, but art part will not be forgotten.
Also HQ blur rotor has been addedNo problem. Take your time
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16 hours ago, da12thMonkey said:UH-60M has different "wide chord" main rotor blades to the UH-60L in your image
But yeah the tips seem like they might bend differently
UH-60M:
https://www.planephotos.net/photos/17730_Sikorsky-UH-60M-Black-Hawk_7642.jpg
https://defence-blog.com/wp-content/uploads/2018/08/1000w_q95-33.jpg
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!
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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 :
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Yeah ,me too !
I hate the way which OB exports files .
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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];
};
};
};
- I have set the "source" in the model.cfg for these animations to "rudderRTD" but nothing appens
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i'm sorry but i've done a mistake with the title of the thread : it's " Rudder Animations issue"
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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];
};
};
};
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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!
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Then you have an alpha channel with some measure of transparency which you can't (or at least shouldn't) have in a _co texture (due to the 1-bit alpha as mentioned above). Remove the alpha channel (make it entirely white in Photoshop or whatever program you use).
ok i'll try it
Thanks for the hint bro
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Presumably there is absolutely no Alpha channel what so ever? The _co suffix forces a 1-bit Alpha with no scales of transparency, its either see-through completely or its not (0-1). What looks like is happening is parts of the gradient alpha are more transparent and are closer to 1 than to 0, as such are showing random pixels as transparent.
So what can I do with the texture ?
( if you want i can send you the complete image )
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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
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I'm not sure if its an IMGUR issue, but when I 'save as' the image and download it, it saves as an 8-bit PNG. As far as I'm aware switching the format to 16-bit or 32-bit may help.The image is also not sized correctly (presumably you scaled it down to share it publicly) which could also cause you issues.
I cut the image (in imgur) for preview purposes but the image is 1024x1024 at 32bit
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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 :
Texture after conversion :
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Definitely, IT IS the game engine limitations, just checked. I am not surprised now as I have just realized that the addon have 16 positional lights (both VIS and NVG) as well as 10 reflectors! Obviously, way too much the engine could handle simultaneously.The sad thing is that hiding them doesn't help. They are counted like they were lighting all the time. Aggregating them will help a little, but either I need to reduce the amount considerably or leave the addon with that fallout. Not good...
I was practically sure that it was an engine issue. You can try to report the bug/issue to bohemia , but I think it may take a lot of time to solve the bug and also this will slow the dev-process of the 46
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Actually, I do play on lower settings but for preview purposes I use high settings :) Anyway, thanks a lot for hinting, gents!
You are welcome!.
It's a pleasure to help to get this baby in-game :) .
Also ...
tell me if the issue was caused by the engine ... so i'm going to remember it when i make my own vehicle/helicopter!
Cheers
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Now I remember that in a game-session (in kamino) , when I turned on the light of the helicopter , automatically the game engine turned off one or two lights around my helicopter . So resuming it could be a general game engine issue or a video settings issue . But i don't think is related to your video-settings ( as i saw you are not playing arma at low settings)
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I think that the issue with the environment lights is caused by the game engine ( i mean (or I think) that it doesn't handles so many lights in a small area.I think you have tested the envir. lights near the control tower of Stratis where are placed some lights ). Try to see if in another area of the map ( without any lamps) the issue happens again.
It could be this type of issue but i'm not really sure.
Cheers
edit: for the positional lights, the issue i think , it could be hidden in the lods in oxigen (object builder) . Check all the visual lods for a mistake
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Really nice !!
Also..
the dampers system is already implemented ?
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Ok . happy to hear this good news
Good luck for this baby !!
(and.. sorry for my poor english )
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Are you going to make a dampers system for the wheels ?
I hope so , because it adds a lot of realism to the helicopter.
Also congratulations for the great work on texure and on the model !!
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Hi Vtn mod team !
When the uh-60 from yura petrov will be released ??
if you have already port it can you share some screenshots ?
Thanks in advance
H-60 Interactive Blackhawk pack - Patch 0.6 released - Join our discord
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
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 🙃)