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Drangoll45

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Posts posted by Drangoll45


  1. 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 added

    No problem. Take your time 


  2. 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!


  3. 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];


      };


    };


    };



  4. 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];

      };

    };

    };


  5. 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 )


  6. 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


  7. 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


  8. 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


  9.  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)


  10. 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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