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USSR68

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Posts posted by USSR68


  1. 7 minutes ago, TeTeT said:

    Usually you get the model.cfg with the mlods for the plane you want to work on from the original author(s). Do you get a permission from them to change their work? That would be the first step. 

     

    I have gotten permission from the author (And if anyone doubts I did get permission via asking on the mod page) , I am working on Teacups Su-22. However, besides given permission, he has not sent all the original files - instead I have been working with the .Cfg and managed to get it in the editor again. But when doing that discovered there was more problems such as the PhysX with the wheels and the ejection system.


  2. I am trying to update a older aircraft and one problem I am having is the ejection system, it is not working - when I eject from the aircraft, the ejection seat appears but hovers above the aircraft and nothing else happens. I have tried adding in this; 

     

    Spoiler

    class EjectionSystem        // ejection system parameters - used only when you we have plane with ejection seats (EJS)
        {
                EjectionSeatEnabled        = 1;                                            //enable advanced ejection system
                EjectionDual            = 0;                                            //currently only single seat aircraft ejection supported (to do for latter)
                EjectionSeatClass        = "I_Ejection_Seat_Test_Plane_01_F";            //class name of ejector seat to use
                CanopyClass                = "Test_Plane_01_Canopy_F";                        //class name of canopy to use
                EjectionSeatHideAnim    = "ejection_seat_hide";                            //name of the hide animation that will hide ejector seat mesh in plane
                EjectionSeatRailAnim    = "ejection_seat_motion";                        //name of the animation that will be played to start a smooth ejection motion out of cockpit
                CanopyHideAnim            = "canopy_hide";                                //name of the hide animation that will hide canopy mesh in plane
                EjectionSeatPos            = "pos_eject";                                    //position memory point whwre to attach ejector seat
                CanopyPos                = "pos_eject_canopy";                            //position memory point where to attach dummy canopy
                EjectionSoundExt        = "Plane_Fighter_01_ejection_ext_sound";        //sound to play when ejection trigered (external)
                EjectionSoundInt        = "Plane_Fighter_01_ejection_in_sound";            //sound to play when ejection trigered (in-ternal)
                EjectionParachute        = "Steerable_Parachute_F";                        //class name parachute used in ejection
                EjectionSeatForce        = 50;                                            //ejection seat blast force
                CanopyForce                = 30;                                            //canopy bast force
            };
            class UserActions        //used only when "driverCanEject" is zero and we want to use ejection system
            {
                class Test_Plane_01_Eject
                {
                    priority        = 0.05;
                    shortcut        = "Eject";
                    displayName        = "$STR_A3_action_eject";
                    condition        = "player in this && {speed this > 1}";
                    statement        = "[this] spawn bis_fnc_planeEjection";
                    position        = "pilotcontrol";
                    radius            = 10;
                    onlyforplayer    = 1;
                    showWindow        = 0;
                    hideOnUse        = 1;
                };
            };
                    class Eventhandlers
            {
                hit = "_this call bis_fnc_planeAiEject";    //event handler used for AI to use ejection seats
            };

     

    I am not sure how to get it properly working, any help would be appreciated. 


  3. 6 hours ago, Dedmen said:

    That looks like the config of the original mod. The spaces in the filename look weird. Also textures should have a _co suffix, your's don't seem to have that.

    Also your texture paths don't start with leading backslash. The Example does: https://community.bistudio.com/wiki/Arma_3_Vehicle_Customization#Base_class

     

    It is, I am trying to reskin the vehicle and learn that before I touch the rest of the .Cfg. However thank you for clearing that up! But if I would add texture normals to the vehicle how should I do that?


  4. 3 hours ago, Dedmen said:

    Would be helpful if you could show what you have done so far.

     

    Here is the .Cfg https://pastebin.com/fb97AfkY

     

    And I did get permission from Fox to use the Migs and work on them. But yeah for some reason I can't get the camos to appear in-game, the skin layers show up like "CDFAF Plain" and "CDFAF Woodland" but the texture itself stays the same.


  5. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!


  6. 11 minutes ago, HorribleGoat said:

    Arma specific part in modeling characters are mainly the weighting so that the character follows the Arma animations correctly. The Sample models provide a good fully functional character sample which you can use as a base/reference.

     

    As to how to get things into the engine there are some tutorials around and Id recommend El_Tyranos tutorials series. Even though it is for modeling in Blender the same principles can be used in any 3D program. I dont remember if there is a character episode in the series, but all Arma objects follow very similar config setup and when you understand how to get any kind of object into game the rest can be derived from that.

    The A3 samples also contain all the config examples needed and basically you can get a model in game by just replacing the character in the sample.

    The Editting section of this forum also contains a lot of info.

     

    Thanks I will look around for it, but do you have a link to El_Tyranos videos by any chance?


  7. Hey could anyone point me into a good direction for adding clothes and equipment to Arma, I am really stuck right now, I know how to rig and such but like what is the proper procedure for making the model then adding it to Arma. I am trying in the long run to make a faction mod, but I am trying to start at the basics and just add a new uniform. But I have not found any decent tutorials for doing this, is there anyone who could maybe show me how to do this 1 on 1 if possible. Thanks!

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