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Noks - Ohliger

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Everything posted by Noks - Ohliger

  1. Noks - Ohliger

    Objects "showing" through glasses

    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
  2. 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.
  3. Noks - Ohliger

    Import picture during mission

    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.
  4. Noks - Ohliger

    Horrible with scirpts and such

    Yes, I meant "turn off". Thanks for the correction
  5. Noks - Ohliger

    Retexture open parachute

    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.
  6. Noks - Ohliger

    Horrible with scirpts and such

    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; }];
  7. Noks - Ohliger

    Adding EH in Config

    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"; } ];
  8. 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.
  9. Hello, I have a problem with my animations which do not appear to rotate around the right axis, but only in game. Here are the rendered animations in O2 : In red you will see the axis, in green the rotating bones. Here in arma 3 : Looks like the rotation center is the center of the player. class CfgSkeletons { class MY_SPLENDID_WEAPON { pivotsModel=""; isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "trigger", "", "bolt", "", "bolthandle", "bolt", "ejector", "bolt", "firepin", "bolt", "magazine", "", "bullets", "", "safety", "", "muzzleFlash", "", "foresight_unhide", "", "Sight", "foresight_unhide", "foresight_hide", "", "BackSight", "", "fireselector", "" }; }; }; class CfgModels { class MY_SPLENDID_WEAPON { htMin=0; htMax=0; afMax=0; mfMax=0; mFact=0; tBody=0; skeletonName = "MY_SPLENDID_WEAPON"; sectionsInherit = ""; sections[] = {"muzzleFlash"}; class Animations { /* class safety_mode_rot { type = "rotation"; source = "weaponMode"; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0; angle0 = "rad 180"; angle1 = "rad 0"; }; */ class trigger { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; memory = 1; minValue = 0; maxValue = 0.05; angle0 = "0"; angle1 = "rad 15"; }; class firepin { type = "translation"; source = "reload"; sourceAddress = "clamp"; selection = "firepin"; axis = "firepin_axis"; memory = 1; minValue = 0; maxValue = 0.06; minPhase = 0; maxPhase = 0.06; offset0 = -0.5; offset1 = 0; }; class bolt_reload_move_1 { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.2; maxValue = 0.3; angle0 = "rad 0"; angle1 = "rad 80"; }; class bolt_reload_move_2 { type = "translation"; source = "reload"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.30001; maxValue = 0.4; offset0 = 0; offset1 = -1; }; class bolt_reloadmagazine_move_1 { type = "rotation"; source = "reloadMagazine"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.05; maxValue = 0.1; angle0 = "rad 0"; angle1 = "rad 80"; }; class bolt_reloadmagazine_move_2 { type = "translation"; source = "reloadMagazine"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.10001; maxValue = 0.2; offset0 = 0; offset1 = -1; }; class magazine_unhide { type = "hide"; source = "reloadMagazine"; selection = "magazine"; minValue = 0; maxValue = 1; unhideValue = 0.55001; hideValue = 0.602; }; class magazine_hide: magazine_unhide { hideValue = 0; unhideValue = 0.550; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; memory = 1; minValue = 0.55001; maxValue = 0.602; offset0 = 0; offset1 = -1; }; class bolt_reloadmagazine_move_3 { type = "translation"; source = "reloadMagazine"; sourceAddress = "clamp"; axis = "bolt_axis"; selection = "bolt"; minValue = 0.7; maxValue = 0.8; offset0 = 0; offset1 = 1; }; class bolt_reloadmagazine_move_4 { type = "rotation"; source = "reloadMagazine"; sourceAddress = "clamp"; selection = "bolt"; axis = "bolt_axis"; memory = 1; minValue = 0.80001; maxValue = 0.9; angle0 = "rad 0"; angle1 = "rad -80"; }; class bullets_hide: magazine_unhide { source = "isEmpty"; selection = "bullets"; hideValue = 1; unhideValue = 0; }; class raise_frontsight { type = "rotation"; source = "zeroing1"; selection = "foresight_unhide"; axis = "foresight_axis"; memory = 1; minValue = 0; maxValue = 0.2; angle0 = 0; angle1 = "rad -90"; }; class zeroing { type = "translation"; source = "zeroing1"; sourceAddress = "clamp"; selection = "Sight"; axis = "sight_axis"; memory = 1; minValue = 0.2; maxValue = 1; offset0 = 0; offset1 = 1; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="muzzleFlash"; axis=""; memory = 0; centerFirstVertex=true; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class foresight_hide { type = "hide"; source = "hasOptics"; selection = "foresight_hide"; memory = 0; minValue = 0; maxValue = 1; hideValue = 0; unHideValue = 1; }; class foresight_unhide: foresight_hide { selection = "foresight_unhide"; hideValue = 0.9; unHideValue = 0; }; }; }; }; The animated bones are "foresight_unhide" and "bolt". The classnames of the animations are "raise_frontsight", "zeroing", "bolt_reload_move_1" and "bolt_reloadmagazine_move_1" / "bolt_reloadmagazine_move_4".
  10. Noks - Ohliger

    Ingame rotation problem (does not appear in 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.
  11. Noks - Ohliger

    How do I 'locate' a uniforms .paa?

    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.
  12. Noks - Ohliger

    UV Mapping

    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.
  13. Noks - Ohliger

    Objects "showing" through glasses

    Also do not forget to create visual LODs for your objects!
  14. Noks - Ohliger

    Objects "showing" through glasses

    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}; }; };
  15. 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)
  16. Noks - Ohliger

    Objects "showing" through glasses

    So it certainly comes from the helmet itself. Can you please send the material file applied to your helmet (.rvmat file)
  17. Noks - Ohliger

    Faction overhaul help

    Agree with Harzach. Next time you post something, make sure it is in the right section. However here is a little bit of config I just wrote down for you (I documented every line so you can understand -I hope- everything). class CfgVehicles { class B_Soldier_base_F; // base class for blufor arma soldiers class MY_SPLENDID_SOLDIER: B_Soldier_base_F // the classname of your new uniform { scope = 2; // scope of the class !IMPORTANT! -> DO NOT TOUCH author = "Splendid modder"; // your name displayName = "My wonderful soldier"; // the name of your soldier nakedUniform = "U_BasicBody"; // classname for "naked" body uniformClass = "MY_SPLENDID_UNIFORM"; // classname of your uniform (defined in cfgWeapons) model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; hiddenSelections[] = {"camo","insignia"}; // hidden selections of the model !IMPORTANT! -> DO NOT TOUCH hiddenSelectionsTextures[] = {"MY_SPLENDID_ADDON\data\MY_SPLENDID_UNIFORM_co.paa"}; // path to your texture hiddenSelectionsMaterials[] = {"MY_SPLENDID_ADDON\data\MY_SPLENDID_UNIFORM.rvmat"}; // path to your material file (do not specify this line if you did not make a material file) }; }; class cfgWeapons { class UniformItem; // base class for the information of the uniform class Uniform_Base; // base class for the uniform class MY_SPLENDID_UNIFORM: Uniform_Base { scope = 2; author = "Splendid modder"; displayName = "My super colored uniform"; // the name of your uniform picture = "MY_SPLENDID_ADDON\data\ui\MY_UNIFORM_LOGO_ca.paa"; // path to the picture of the model model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; // the model of the uniform when laid on the ground uniformClass = "MY_SPLENDID_SOLDIER"; // classname of your soldier (defined in cfgVehicles) containerClass = "Supply20"; // the mass your uniform can carry mass = 60; // mass of your uniform allowedSlots[] = {"701","801","901"}; // where can you store your uniform (701 -> uniform | 801 -> vest | 901 -> backpack (I am not sure for the order)) armor = 0; // leave it to 0 except if you want your uniform to be armored }; }; };
  18. Noks - Ohliger

    PboProject problem ---- rapify problem

    It's a good sugestion that you start making your own terrains, it's not that hard (check out this playlist of tutorials -> they are in german but you can understand just by looking at what theses guys do, anyway I'm sure you can find english tutos). If you really want to find what causes the rap error, uncheck the 'noisy output' button and copy paste us the 10-20 last lines of the output.
  19. Noks - Ohliger

    Objects "showing" through glasses

    Does the same error appear with other glasses? How do you make the transparency of the car's glass? (texture + rvmat).
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