Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

38 Excellent

About RaVeN103

  • Rank
    Private First Class

Profile Information

  • Gender
  • Location

Contact Methods

  • Origin

Recent Profile Visitors

81 profile views
  1. RaVeN103

    New 3d model Head Bug

    Select all edges and click on smooth edge in o2 In Blender Ctrl E and clear sharp
  2. hey guys, i have some problems with my model. I took the car sample as a reference and wanted to animate the destroyed tires. in buldozer everything looks fine, the tires are destroyed to 0.99, the tire disappears, proxy (destroyed wheel) appears, but as soon as I destroy it at arma 3 (ingame), the wheel stays visible and does not disappear like in the buldozer. In addition, this error comes in the RPT and I do not really understand, because I assume that this comes from the model.cfg custom lod - proxy (destroyed wheel) and wheel_1_1_unhide have the same mesh geoemtry - wheel-model as wheel_1_1_damper hitpoints - some point as wheel_1_1_steering view geometry - wheel-model as wheel_1_1_hide fire geometry - wheel-model as wheel_1_1_hide (+penetration) memory - Basic_Damper_Destruct_Axis 2 verts on z-axis, posun wheel_1_1 on z-axis, wheel_1_1_axis 2 verts. for wheel-rotation, wheel_1_1_bound one verts at the lowest point of the wheel, wheel_1_1_hide one verts at the lowest point of the wheel, wheel_1_1_steering_axis 2 vertson z-axis for steering land contact - one verts as wheel_1_1_damper_land model.cfg skeletonBones[]= { "wheel_1_1_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_1_hide","wheel_1_1", [...] class damagehide { type="hide"; source="damage"; selection="damagehide"; sourceAddress="clamp"; minPhase=0; maxPhase=1; minValue=0; maxValue=1; memory=0; hideValue=1; unHideValue=-1; }; class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0; UnHidevalue = 1; }; #define DamageOffset 0.2 class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; [...] config.cpp class HitPoints: HitPoints { class HitBody: HitBody { armor = 1; explosionShielding = 1.5; material = -1; name = "karoserie"; passThrough = 1; visual = "camo"; }; class HitEngine: HitEngine { name = "motor"; armor = 4; radius = 0.25; }; class HitFuel: HitFuel { name = "palivo"; armor = 2; radius = 0.5; }; class HitGlass1: HitGlass1 { armor = 0.25; }; class HitGlass2: HitGlass2 { armor = 0.25; }; class HitLFWheel: HitLFWheel { armor = 0.3; passThrough = 0; }; class HitLF2Wheel: HitLF2Wheel { armor = 0.3; passThrough = 0; }; class HitRFWheel: HitRFWheel { armor = 0.3; passThrough = 0; }; class HitRF2Wheel: HitRF2Wheel { armor = 0.3; passThrough = 0; }; }; Of course, all of this scetion refers to a single wheel, except for Basic_Damper_Destruct_Axis. I hope someone can help, I guess I'm just too blind...^^
  3. RaVeN103

    Sounds to Materials

    Dont use the exile bisurf, otherwise you make your mod dependent on it. Roadway Select the faces, press E and search for a surface in texture example "A3/data_f/surface/beton.paa" Fire Geometry - easiest way Copy all objects from geometry and paste in fire geometry all objects must mark as componentXX and closed like in geometry select one, two... all object and press E search for penetration in material/rvmat-slot example "A3/data_f/penetration/beton.rvmat"
  4. RaVeN103

    Sounds to Materials

    A3/data_f/penetration = fire geometry A3/data_f/surface = roadway
  5. RaVeN103

    [WIP] RwG Addon Tunnels

    I must to tweak some mc textures and the official release is imminent.
  6. RaVeN103

    [WIP] RwG Addon Tunnels

    shadow lod is a little bit creepy😅
  7. RaVeN103

    [WIP] RwG Addon Tunnels

  8. RaVeN103

    [WIP] RwG Addon Tunnels

    MC texture has been redesigned
  9. RaVeN103

    [WIP] RwG Addon Tunnels

    All road signs can be customized😉
  10. RaVeN103

    [WIP] RwG Addon Tunnels

  11. RaVeN103

    [WIP] RwG Addon Tunnels

    I love Substance Painter, Quixel and Photoshop😍
  12. RaVeN103

    RwG Addon Tunnel -Preview

    Aviable @ Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1682981940
  13. RaVeN103

    [WIP] RwG Addon Tunnels

    Aviable @ Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1682981940
  14. RaVeN103

    RwG Addon Tunnel -Preview

    I must that discuss that with the map developers. I can not define a general height, because I have no idea about terrain building. ^^
  15. Hey guys, now that i've seen some maps using tunnels, i thought i would make some models for that. These are divided into individual modules and can therefore realize "theoretically" infinitely long tunnels. In addition, there is a saving of resources, since Arma offers no models for such projects. End with eternal stacking of walls and blocks. Here is the first finished project (without MC texture). All models have at least -3 C-LODs -2 shadow LODs in addition comes the -Geometry -Geometry Phys -Roadway -Fire Geometry -View Geometry -Memory - LOD All models get their materials through the Multimats and are scaled differently depending on the LOD. The lowest poly is only textured by a combined _co map. Currently I am working on this tube. I hope I could leave a first, good impression.^^ If you are interested, suggestions or criticism you can contact me. https://steamcommunity.com/id/HGRaVeN103/ other thread