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Bnae

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Posts posted by Bnae


  1. Nice work on the RK.95 Bnae. Is it going to have all the bells and whistles like the the render of the FDF mods 95 I posted? Just think that model is so badass.

     

    I'd also model the RK with the selector down, as it is right now it's on safe. Should look something like this:

     

    http://www.armedassault.info/ftp/pics/news/pics1/rk95_80101.jpg

     

    I'll animate the selector so it'll move depending what fire mode you're using. Also i will make all the accessories, hopefully i can find enough pictures to create them.

    • Like 1

  2. It's really nice to see a new model of TRG heh , btw did you baked the model? from HP to LP?

    As for suggestions - TRG42 rail and doing the latest Sako TRG M10 would be great to see :P

     

    New model of TRG? I do not know what you mean with baking from HP to LP.

     

    As with suggestions i might do the rail as i'll start creating flashlights and such. Check this

    And there is a chance that i'll create M10 as second rifle aswel.


  3. Now i'll start to work with textures and shadows.

     

    I'm open to all suggestions about textures/ camouflages/ attachments- accessories/ next models.

     

    TRG has now

    - 2 different bipods (Original and Harris look a like)

    - Muzzle brake

    - Suppressor

    - Folding stock

    - Leupold optic and Truglo red dot optic

     

    Keep in mind that these are not 100% accurate models, there are differences compared to the real ones.

    • Like 1

  4. Very impressive looking model in the pics. I like the different bipods and muzzle attachments. Is there going to be a suppressed version? And I take it those textures are just placeholders for now.

     

    There is going to be multiple different variations (stocks, scopes, iron sights, bipods, suppressors etc.) of every weapon i create with multiple different textures/ camouflages.

     

    Current texture is just easy and fast to create so i'll use it on the preview videos/ pictures for now.


  5. Hey,

     

    I updated this post because i realized what was wrong. Now im wondering how i can get the weapon to exact same position on reload animation that it is on basic weapon holding. At the moment when i press reload the weapon moves quickly to the animation position and makes it look unrealistic.

     

    Is there a way to make the weapon start/ end move smoothly like leftHandIKCurve? Or is there a skeleton that is in the correct position already somewhere?

     

    Thanks!


  6. I said to post the config because the problem must be in other part of it. 

    You're sure that the classes are defined properly?

     

    I'm trying to say here that the sound is not defined, should it be? It was the main question in the first post on this topic.

    Everything else is working without problem (custom reload animation, custom hand animation, custom muzzle, custom scope, custom bipod), and the sound was working when i was using route to original A3 sound. Now the custom sound ain't working because, well i haven't defined it any way and i cannot find any tutorial or related files in A3 files.

     

    Here is the config anyway

     

    class CfgPatches
    {
    	class bnae_sniper_trg42
    	{
    		requiredaddons[] = {"A3_Weapons_F_Mark"};
    		requiredversion = 0.1;
    		weapons[] = {"bnae_sniper_trg42"};
    	};
    };
    
    class Mode_SemiAuto;
    class Mode_Burst;
    class Mode_FullAuto;
    class SlotInfo;
    class MuzzleSlot;
    class CowsSlot;
    class UnderBarrelSlot;
    class PointerSlot;
    
    class CfgMovesBasic
    {
    	class default;
     	class DefaultDie;
     	class ManActions
     	{
     		GestureReloadTRG42[] = {"GestureReloadTRG42", "gesture"};
     	};
    	
    };
     
    class CfgGesturesMale
    {
    	class default;
     	class States
     	{
     		class GestureReloadTRG42 : default
     		{
     			file = "bnae_weapons\bnae_trg42\anim\TRG42reload.rtm";
    			looped=0;
    			speed=0.2555;
    			mask = "handsWeapon";
    			headBobStrength=0.200000;
    			headBobMode=2;
    			canPullTrigger = 0;
    			rightHandIKCurve[] = {0,1,0.593407,1,0.604396,0,0.978022,0,0.989011,1};
    			leftHandIKBeg = 1;
    			leftHandIKEnd = 1;
    			leftHandIKCurve[] = {0.10989,0,0.560440,0,0.571429,1};
     		};
    	};
    };
    
    class CfgWeapons
    {
    	class Rifle_Base_F;
    	class Rifle_Long_Base_F: Rifle_Base_F
    	{
    		class WeaponSlotsInfo;
    	};
    	class UGL_F;
    	class bnae_trg42_base : Rifle_Long_Base_F {
    		
    	author = "BNAE";
    	_generalMacro = "bnae_trg42_base";
    	access = 3;
    	aiRateOfFireDistance = 500;
    	bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02",0.630957,1,15};
    	bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03",0.630957,1,15};
    	bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04",0.630957,1,15};
    	bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01",0.630957,1,15};
    	bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02",0.630957,1,15};
    	bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03",0.630957,1,15};
    	bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04",0.630957,1,15};
    	bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01",0.630957,1,15};
    	bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02",0.630957,1,15};
    	bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03",0.630957,1,15};
    	bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04",0.630957,1,15};
    	bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01",0.630957,1,15};
    	burst = 1;
    	canDrop = 1;
    	changeFiremodeSound[] = {"",1,1};
    	cursor = "srifle";
    	cursoraim = "CursorAim";
    	descriptionshort = "";
    	deployedPivot = "bipod";
    	discreteDistance[] = {100,200,300,400,500,600};
    	displayname = "Sako TRG-42";
    	distanceZoomMin = 300;
    	distanceZoomMax = 300;
    	DLC = "Mark";
    	drySound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_Dry_01",0.251189,1,20};
    	emptySound[] = {"",1,1};
    	fireLightDiffuse[] = {0.937,0.631,0.259};
    	handAnim[] = {"OFP2_ManSkeleton","bnae_weapons\bnae_trg42\anim\trg42_handanim.rtm"};
    	hiddenunderwaterselections[] = {};
    	hiddenunderwaterselectionstextures[] = {};
    	cartridgepos = "nabojnicestart";
    	cartridgevel = "nabojniceend";
    	magazines[] = {"10Rnd_338_Mag"};
    	maxZeroing = 2000;
    	memorypointcamera = "eye";
    	model = "bnae_weapons\bnae_trg42\bnae_trg42";
    	modes[] = {"Single","single_close_optics1","single_medium_optics1","single_far_optics1"};
    	muzzleend = "konec hlavne";
    	muzzlepos = "usti hlavne";
    	muzzles[] = {"this"};
    	nameSound = "rifle";
    	overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page06_ca.paa";
    	reloadAction = "GestureReloadTRG42";
    	reloadMagazineSound[]= {"bnae_weapons\bnae_trg42\sound\TRG42_reload",0.5,1,20};
    	recoil = "recoil_dmr_05";
    	recoilProne = "assaultRifleBase";
    	scope = 0;
    	sound[] = {};
    	soundBegin[] = {"sound",1};
    	soundBeginWater[] = {"sound",1};
    	soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083};
    	soundBurst = 1;
    	soundClosure[] = {"sound",1};
    	soundContinuous = 0;
    	soundEnd[] = {"sound",1};
    	soundLoop[] = {"sound",1};
    	simulation = "Weapon";
    	picture = "\A3\Weapons_F\LongRangeRifles\M320\Data\UI\gear_M320_LRR_X_CA.paa";
    	UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
    	value = 4;
    	
    	class Library
    	{
    		libTextDesc = "$STR_A3_CfgWeapons_srifle_DMR_02_F_Library0";
    	};
    	
    	class WeaponSlotsInfo : WeaponSlotsInfo {
    		
    		class MuzzleSlot: MuzzleSlot
    		{
    			access = 1;
    			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; 
    			compatibleItems[] = {"bnae_muzzle_v1"}; 				
    			iconPosition[] = {0.0, 0.45};							
    			iconScale = 0.2;										
    			iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; 	
    			iconPinpoint = "Center"; 										
    		};
    		class CowsSlot: CowsSlot 
    		{
    			access = 1;
    			compatibleitems[] = {"bnae_scope_v1"};
    			linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
    			iconPosition[] = {0.5, 0.35};
    			iconScale = 0.2;
    		};
    		class PointerSlot: PointerSlot 
    		{
    			access = 1;
    			compatibleitems[] = {""};
    			linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE";
    			iconPosition[] = {0.20, 0.45};
    			iconScale = 0.25;
    		};
    		class UnderBarrelSlot: UnderBarrelSlot
    		{
    			access = 1;
    			compatibleitems[] = {""};
    			linkproxy = "\A3\data_f_mark\proxies\weapon_slots\UNDERBARREL";
    			iconPosition[] = {0.2,0.8};
    			iconScale = 0.3;
    		};
    	};
    	
    	class Single: Mode_SemiAuto
    		{
    			sounds[] = {"StandardSound","SilencedSound"};
    			class BaseSoundModeType
    			{
    				closure1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_Closure_01",1.0,1,30};
    				closure2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_Closure_02",1.0,1,30};
    				soundClosure[] = {"closure1",0.5,"closure2",0.5};
    			};
    			class StandardSound: BaseSoundModeType
    			{
    				begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_short_01",5.0118723,1,2200};
    				begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_short_02",5.0118723,1,2200};
    				begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_short_03",5.0118723,1,2200};
    				soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin2",0.34};
    				class SoundTails
    				{
    					class TailInterior
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_interior",2.2387211,1,2200};
    						frequency = 1;
    						volume = "interior";
    					};
    					class TailTrees
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_trees",2.2387211,1,2200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*trees";
    					};
    					class TailForest
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_forest",2.2387211,1,2200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*forest";
    					};
    					class TailMeadows
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_meadows",2.2387211,1,2200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
    					};
    					class TailHouses
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_houses",2.2387211,1,2200};
    						frequency = 1;
    						volume = "(1-interior/1.4)*houses";
    					};
    				};
    			};
    			class SilencedSound: BaseSoundModeType
    			{
    				begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_short_01",1.0,1,500};
    				begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_short_02",1.0,1,500};
    				soundBegin[] = {"begin1",0.5,"begin2",0.5};
    				class SoundTails
    				{
    					class TailInterior
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_interior",1.0,1,500};
    						frequency = 1;
    						volume = "interior";
    					};
    					class TailTrees
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_trees",1.0,1,500};
    						frequency = 1;
    						volume = "(1-interior/1.4)*trees";
    					};
    					class TailForest
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_forest",1.0,1,500};
    						frequency = 1;
    						volume = "(1-interior/1.4)*forest";
    					};
    					class TailMeadows
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_meadows",1.0,1,500};
    						frequency = 1;
    						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
    					};
    					class TailHouses
    					{
    						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_houses",1.0,1,500};
    						frequency = 1;
    						volume = "(1-interior/1.4)*houses";
    					};
    				};
    			};
    			reloadTime = 2.1;
    			dispersion = 0.00044;
    			recoil = "recoil_single_dmr";
    			recoilProne = "recoil_single_prone_dmr";
    			minRange = 2;
    			minRangeProbab = 0.3;
    			midRange = 350;
    			midRangeProbab = 0.7;
    			maxRange = 500;
    			maxRangeProbab = 0.05;
    		};
    		class single_close_optics1: Single
    		{
    			requiredOpticType = 1;
    			showToPlayer = 0;
    			minRange = 2;
    			minRangeProbab = 0.05;
    			midRange = 300;
    			midRangeProbab = 0.8;
    			maxRange = 500;
    			maxRangeProbab = 0.01;
    			aiRateOfFire = 2;
    			aiRateOfFireDistance = 300;
    		};
    		class single_medium_optics1: single_close_optics1
    		{
    			minRange = 300;
    			minRangeProbab = 0.05;
    			midRange = 500;
    			midRangeProbab = 0.7;
    			maxRange = 700;
    			maxRangeProbab = 0.05;
    			aiRateOfFire = 2;
    			aiRateOfFireDistance = 500;
    		};
    		class single_far_optics1: single_medium_optics1
    		{
    			requiredOpticType = 2;
    			minRange = 300;
    			minRangeProbab = 0.05;
    			midRange = 700;
    			midRangeProbab = 0.5;
    			maxRange = 1000;
    			maxRangeProbab = 0.05;
    			aiRateOfFire = 4;
    			aiRateOfFireDistance = 600;
    		};
    		aiDispersionCoefY = 3;
    		aiDispersionCoefX = 2;
    		};
    		class bnae_trg42_viper : bnae_trg42_base 
    		{
    			scope = 2;
    		};
    	};
    };
    

  7. Try this:

    class yourclasse_Base: arifle_MX_Base_F	
                    reloadMagazineSound[]=
    		{
    			"\bnae_weapons\bnae_trg42\sound\TRG42_reload",
    			1,
    			1,
    			15
    		};
    

    If not work, post here the entire config =)

     

    Thanks for the reply, unfortunately it didn't help.

    I don't see any valid reason to post the whole config here since this is the only line i have related to reloading sound (Also this might be the reason).

     

    I also tried to move the original M320_reload.wss to my sound file and use that as a test, still no sound.


  8. Hello again,

     

    I'm trying to get my custom reload sound to work. I made 4s long record as WAV and converted it to WSS with BITools with default setting. Changed the reloadMagazineSound to my own.

    reloadMagazineSound[] = {"\bnae_weapons\bnae_trg42\sound\TRG42_reload",0.5,1,20};
    

    Still not working and i have no experience on custom sounds. And i have no idea what are the 3 number after the route.

    Do i have to define the sound somehow or what?

     

    Thanks!

     

    ~Bnae

    • Like 1

  9. Yes. Use EH "InventoryOpened"

     

    OR

     

    Start a function, which wait when player open dialog with gear dialog id and close it

     

    OR

     

    set on display 46 EH "OnKeyDown" and when player press Inventory button, close dialog.

     

    Thanks for the reply.

     

    This is what i was using but i'll try those others aswell and compare what is the best way.

    disableSerialization;
    while { true } do
    {
        if (!isNull findDisplay 602)then {closeDialog 602};
        sleep 0.01;
    };
    

  10. use that as the starting point. You can't really copy past configs if things are different on your own mesh, but looking at ways other people have done it is one of the best way to learn the ropes and do it yourself.

    Of course im taking a look into it and learn how it's done. I just ment that I ain't making my own excatly same because it would be rude to steal someone elses work.

    Thanks

    • Like 1

  11. hand animation is a static pose. reload animation isn't, you'll need to do these to sync up with weapon animation...the entire scripting frameset is reyhard's but it is based on custom EHs.

    this thread would be a good start for you: https://forums.bistudio.com/topic/182380-weapon-eventhandler-framework/?hl=bolt

    I'll take a look into this. I rather not use anyone elses mods or copy others skripts so i have to figure out how to make my own way around this.


  12. 2. modelling, all you need to know is that ideally, most of the mesh should be contiguous. for weighting, check this one: https://forums.bistudio.com/topic/109501-stalkergbs-weighting-overview/

    3. yes it is, we have that in RHS (thanks to reyhard).

     

    Any possibilities to gain information about how you guys made it?

    The bolt is animated and working but hand animation is still missing. Making an animation is not a problem, but making the game run the rtm is since non of the org weapon have anything like this.


  13. this does nothing inside model.cfg.

     

     

    remember: https://community.bistudio.com/wiki/Model_Config#Animation_sources

    reload goes from 0 to 1 after each shot. And once the reloadtime is completed it stays at 1 (iirc). That means that if you fire a shot, it goes immediately to offset0 (minvalue), and goes to offset1 (maxvalue) and stays that way. You need 2 translation animations for back and forwards motion of the bolt.

     

    Now i got it. Thanks x3kj!


  14. Hello,

                /////////////////////////////////////////////////////
                //Bolt after firing the weapon
    
                class bolt_back
                {
                    type="translation";
                    source="reload";
                    selection="bolt";
                    memory=1;
                    sourceAddress="clamp";
                    minValue=0;
                    maxValue=1;
                    begin="bolt_start";
                    end="bolt_end";
                    offset0=0;
                    offset1=0.5;
                };
                class bolt_rot: Rotation
                {
                    type="rotation";
                    source="reload";
                    selection="bolt";
                    axis="bolt_axis";
                    memory=1;
                    sourceaddress="clamp";
                    minvalue=0;
                    maxvalue=0.1;        
                    angle0="rad 0";
                    angle1="rad -60";
                    animPeriod= 0.6;
                };
                class bolt_rot_return: bolt_rot
                {
                    minvalue=0.9;
                    maxvalue=1;        
                    angle1="rad +60";
                };

    Cannot figure out why the bolt goes back immediately and returns slowly, same with rotation. I would like it to first turn 60rad then go back and return smoothly and turn -60rad and end. Working on this atm.

    All help appreciated!

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