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Drangoll45

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Everything posted by Drangoll45

  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. Another question : are shock-absorbers /bumpers animated ? @RiverX_PL
  3. 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!
  4. 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 :
  5. Drangoll45

    EA-18G

    Yeah ,me too ! I hate the way which OB exports files .
  6. 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]; }; }; };
  7. 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"
  8. 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]; }; }; };
  9. 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!
  10. 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
  11. ok i'll try it Thanks for the hint bro
  12. So what can I do with the texture ? ( if you want i can send you the complete image )
  13. 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
  14. I cut the image (in imgur) for preview purposes but the image is 1024x1024 at 32bit
  15. Drangoll45

    CH-46 Knight

    take a look at this video !!: https://www.youtube.com/watch?v=kB1nFc9B3P0 Oh my god ....
  16. Drangoll45

    CH-46 Knight

    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
  17. Drangoll45

    CH-46 Knight

    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
  18. Drangoll45

    CH-46 Knight

    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)
  19. Drangoll45

    CH-46 Knight

    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
  20. Drangoll45

    CH-46 Knight

    Really nice !! Also.. the dampers system is already implemented ?
  21. Drangoll45

    CH-46 Knight

    Ok . happy to hear this good news Good luck for this baby !! (and.. sorry for my poor english )
  22. Drangoll45

    CH-46 Knight

    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 !!
  23. 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
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