

Whitefame
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Posts posted by Whitefame
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To me it looks like your faces have been inverted, flip the normals and use backface culling.
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For the geo lod everything most be convex and closed! But you can have more then one mesh:
every parts need a named selection thou component01, component02,.... and so on!
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try to pack it with pboproject instead! Its way better att telling you when something is wrong!
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Does your cargo proxy have a \cargo ending in the model?
its the same for driver/gunner proxies, it needs it to know what kind of proxy it should be.-
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Well isn't it ~50m from the center of the model, so the total lenght can be up to ~100m
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Use ArmaRig for blender. http://www.armaholic.com/page.php?id=24137
Works really well when making static animations and are easy to use.
The RTM for vanillia are binirized but you can always use the ones from the arma 2 assets.-
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class StageTI and the ti_ca file is what determines thermal texture so its kinda weird that it changes when you replace the normal texture.
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Well would try to reinstall everything. Pboproject is well worth the time xD
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36 minutes ago, lexx said:Don't get me started with that stuff. I think it's been years since I've managed to get them to work and I don't feel motivated to spend money on something that might not work.
/Edit: Just for info, using pboProject results in an error "the command 'rapify' is either written wrong or couldn't be found" (free translation). It's installed. No idea what else I have to do.
Question: have you installed rapify also??
https://dev.withsix.com/projects/mikero-pbodll/files -
What happens if you change to
maxCompression = 0.5;
mMaxDroop = 0.5;
in physX.hpp.
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Could you post your config and model.cfg files? Looks like a your suspension and model movement don't line up
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If you are asking if there is a single variable that changes the maxspeed or acceleration of a vehicle then the simple answer is: no there is none.
take a look at this:https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines
and this:
It will give you a basic understanding on how the vehicle engines work in arma.
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38 minutes ago, 7Y-Loki said:Thanks for your answer! That includes front/rear sprokets? Even wheels not touching ground? (Different sized wheels)
Yeah all wheels that uses physX so front/rear sprockets included, the visual model can be bigger/smaller thou.
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The problem with tanks only going max 14km/h is often because the wheels are in different sizes in the memory lod, so try to make sure that the wheel_axis and wheel_bound are the same distance from each other on every wheel.
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14 hours ago, Kuzuri said:Well then I can't think of a reason why it doesnt work, the above solution didnt.
can you send your config and model.cfg so I can see how you set it up?
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both selection="missile_2""" and "selection="missile_1""" are proxies
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HorribleGoat, in your youtube video for the lost dragons camouflage test you get a much cleaner look then what I currently get. did you use a different rvmat for that effect?
On 6/25/2016 at 10:47 PM, HorribleGoat said:Now that the thread loads and the extra duplicates I managed to post while the sqf server bugged are gone. I'll reserve this slow for additional update and images.
Slight changes to the RVMAT can produce quite cool results. The effects still work on the few objects listed above. On that front there is still a lot to do.
Also a progress update!
Made my own static cube with hiddenselectiontexture and the whole shabang and the refracting material does work with it. But when the same cube is copied into a man character it too takes on the white sheen.
So the material/texture combo works! All thats left is to figure out what causes that white sheen. I think its the same with any vehicles too, but have to make a test to be sure.
Vehicle test:
Tested it out with vanilla Ifrit and pilot. As you can see the texture is not see through as it is on the cube on the background and the small cube on the test man model in front of it shows the contrast quite well.
Makes me think moving objects are drawn different from static ones.
CONCLUSION
With quite extensive testing and fiddling with the .rvmat values I am now quite certain that the "refract" shader is a remnant of some past idea and as it is not used in any BI asset. Because of I dont think the effect can be applied anymore on men or vehicles as Kiory demonstarted in his video.
For this reason I've put together alternate method much like the ones that use refracting particles (and this probably could be done with those too)
Basically this is combination of a simple mesh object that the effect works on and a custom man character with extra animation following memorypoints that allow the attached meshpieces to move with the animations. -
1 minute ago, HorribleGoat said:Oh alright! I do remember testing on the VR men last time and I may remember wrong but they did not work last time. Even the custom blue man I used in the video did not work but had the white sheen problem so maybe something has changed with the shaders.
When reading your first post it seemed like it worked with the VR vehicles atleast. Yeah they may have updated the shaders but still bad that it won't work with the rest of the a3 assets. applying any _ca textures on it makes the texture go black/white
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2 minutes ago, HorribleGoat said:
Is that also with _CA texture applied on the model originally? That seems to work pretty much as kiory got it!
Would you share your rvmat for comparison?Yupp the _CA texture is in the model originally and it works fine with the rvmat you have in the first post.
Thats also why the VR objects works cause they got an _CA texture applied in their p3d.
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Its mostly model.cfg you must change: for my IFV with 2 missiles I use
Spoilerclass hideMissile_1
{
type="hide";
source="Missiles_revolving";
selection="missile_1";
sourceAddress = mirror;
minValue = -1.0;//rad -57.29578
maxValue = 0.0;//rad 0.0
hideValue = 0.001;
animPeriod = 0.0;
initPhase = 0.0;
};
class hideMissile_2: hideMissile_1
{
selection="missile_2";
sourceAddress = mirror;
hideValue = 0.501;
};Then in your config you must add an animationssource:
Spoilerclass AnimationSources: AnimationSources
{
class Missiles_revolving
{
source = "revolving";
weapon = "OPTRE_missiles_C2GMLS_2"; //Name of the weapon you fire
};
};-
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9 hours ago, LykosMactire said:Whitefame whom helps the optre team a bit has figured it out aswell and his results are near exact of kiorys
Its a really cool effect, put it into an ODST suit today :D
https://gyazo.com/69e19eb9a720b3acf19bb1734758d951-
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You could try and use class Useractions in the veh config.....so something like this mayby:
class UserActions
{
class openarsenal
{
userActionID = 60;
displayName = "Open Virtual Arsenal";
displayNameDefault = "Open Virtual Arsena";
textToolTip = "Open Virtual Arsenal";
position = "point"; //some memorypoint on the vehicle
radius = 6;
priority = 2;
onlyForPlayer = 0;
condition = "(alive this)";
statement = "["Open",true ] spawn BIS_fnc_arsenal;";
};};
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4 minutes ago, HorribleGoat said:
Good catch!
Unfortunately can be applied only on custom assets, but also great that it is possible on vehicles.
Last time I tried _CA texture on man character it did not work, but things may have changed. Gotta give it a go again when time allows it.Well i tried it with an custom gillie suit that covers the whole body and that worked well.. but yeah to bad it only works for custom assets
Stabilized component in ship
in ARMA 3 - MODELLING - (O2)
Posted
Well mayby you could use the horizonBank and horizonDive animation sources to keep it horizontal!
https://community.bistudio.com/wiki/Model_Config