Noks - Ohliger
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Objects "showing" through glasses
Noks - Ohliger replied to cssx3's topic in ARMA 3 - MODELLING - (O2)
Oh yes, this is something I forgot to tell you. As PuFu said, you need to use proper texture suffixes. When TexView is converting your .png file (for example) to a .paa file, it applies a filter on your image and this filter is different for every suffixe. (It will certainly not solve your issue but that's a good thing to know) Helmet_NormalMap.paa --> Helmet_nohq.paa Helmet_DiffuseMap.paa --> Helmet_dt.paa Helmet_SpecularMap.paa --> Helmet_smdi.paa -
Noks - Ohliger started following Any complete guides for adding new uniforms?(NOT re-texturing), Need help with getting a small plane to fly, Import picture during mission and and 3 others
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Need help with getting a small plane to fly
Noks - Ohliger replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Every cargo unit (pilot, crew, turrets) is placed in your visual LODs (here 1.000 + ViewPilot). Make sure you do not have a turret or commander proxy in those LODs. -
Import picture during mission
Noks - Ohliger replied to Gunny92's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I don't think it's possible to import pbos while in-game as it'd mean modifying a processus while it's running. You can transfer informations like live videos (picture-in-picture (PiP)) or text messages (stored in the mission namespace), but I've never heard of transfering pictures. This doesn't sound plain stupid, though it sounds quite hard to do and you'll need more than a "little coding experience in pyhton" to do this as arma is coded in C++. EDIT: I know some modders found a way to display youtube videos in arma3 on the fly (= access medias from the web), the only thing you'd then need to do is to find a way to take and export picutures to a web server with arma. -
Horrible with scirpts and such
Noks - Ohliger replied to Papa n3rf's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes, I meant "turn off". Thanks for the correction -
Retexture open parachute
Noks - Ohliger replied to Fastfood4Bigfoot's topic in ARMA 3 - MODELLING - (O2)
According to the configs of the parachutes you can find here http://tikka.ws/class/index.php?b=cfgVehicles&s=Backpack (e.g. -> http://tikka.ws/class/index.php?b=cfgVehicles&c=B_Parachute), there are no hiddenSelections for the parachute ( only for the bag containing it ). The function "setObjectTexture" only allows you to retexture hiddenSelections, thus you cannot replace the texture of a parachute with this method. -
Horrible with scirpts and such
Noks - Ohliger replied to Papa n3rf's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
He wants an action to set it off not to start it. This should do the job // put this in the init of your object _dummy = "#particlesource" createVehicle (getPos this); playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", _dummy]; this addAction ["Stop the alarm", { deleteVehicle _dummy; }]; -
help Adding EH in Config
Noks - Ohliger replied to Spatsiba's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
There are 3 ways to do this in vanilla (at least I am thinking of 3 ways) the EventHandlers class (what you tried) class CfgVehicles { class Man; class CAManBase: Man { class EventHandlers { GetInMan = "(_this select 0) call Salmon_fnc_function"; GetOutMan = "(_this select 0) call Salmon_fnc_function"; }; }; }; the cfgFunction class class CfgFunctions { class Salmon { tag = "Salmon"; class SalmonFuntions { file = "Salmon\functions"; class function // you will be able to call this function by the name "Salmon_fnc_function" { postinit = 1; // if postinit is set to 1, the function will not be executed at the initialization of the game but at the initialization of your mission recompile = 0; // do not allow recompile }; }; }; }; the initPlayerLocal.sqf script file inside of your mission folder player addEventHandler [ "GetInMan", { _vehIn = [player] call "Salmon\functions\fn_function.sqf"; } ]; player addEventHandler [ "GetOutMan", { _vehOut = [player] call "Salmon\functions\fn_function.sqf"; } ];- 3 replies
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Buldozer doesn't work. "External viewer: Unable to create viewer" error
Noks - Ohliger replied to mankyle's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Launch arma3tools then go to the "Preferences" tab, select "bulldozer configurator", check "use bulldozer from the install directory of the game", then press "apply configuration" and try launching bulldozer again. -
help Ingame rotation problem (does not appear in O2)
Noks - Ohliger replied to Noks - Ohliger's topic in ARMA 3 - MODELLING - (O2)
Oh yes finally, thanks for the answer! I just tried with the autocenter property set to 0 and it worked just perfectly! I had never heard about property before that, thank you so much. EDIT: I'm so happy, I will credit for your help even though that was almost nothing. -
How do I 'locate' a uniforms .paa?
Noks - Ohliger replied to AdChappers's topic in ARMA 3 - MODELLING - (O2)
http://tikka.ws/class/index.php?b=cfgWeapons&c=U_I_G_Story_Protagonist_F&conf=1 -> \A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla5_1_co.paa http://tikka.ws/class/index.php?b=cfgWeapons&c=U_I_G_resistanceLeader_F&conf=1 -> \A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_co.paa Search for the right pbo (should be "Characters_F_EPB") inside of your Arma3 game folder then unpack it and try finding your texture. -
Use bulldozer (model viewer) from objectbuilder to check if the UV map fits your model. If it doesn't (which will certainly be the case) then the problem comes from your mapping of the UV map.
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Objects "showing" through glasses
Noks - Ohliger replied to cssx3's topic in ARMA 3 - MODELLING - (O2)
Also do not forget to create visual LODs for your objects! -
Objects "showing" through glasses
Noks - Ohliger replied to cssx3's topic in ARMA 3 - MODELLING - (O2)
Try using this one then tell me if the problem persists. #define _ARMA_ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.3,0.3,0.3}; specularPower = 60; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "r\rl\addons\textures\misc\Helmet_NormalMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "r\rl\addons\textures\misc\Helmet_DiffuseMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(0.75,0.75,0.75,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "r\rl\addons\textures\misc\Helmet_SpecularMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1,0.7)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "a3\data_f\env_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; -
help Ingame rotation problem (does not appear in O2)
Noks - Ohliger replied to Noks - Ohliger's topic in ARMA 3 - MODELLING - (O2)
Help! -
help Any complete guides for adding new uniforms?(NOT re-texturing)
Noks - Ohliger replied to DeleoOne's topic in ARMA 3 - MODELLING - (O2)
You should really check out the arma samples from BIS. https://store.steampowered.com/app/390500/Arma_3_Samples/ Here is a playlist of 3 videos from a french guy making uniforms, he is not very good but you should find what you're looking for. (Even if you don't speak french, you can still watch what this guy is doing and learn from that)- 3 replies
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