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Everything posted by b00ce
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The paint job looks too black. Maybe changing the RVMAT "Specular" to something like 0.35 for RGB and the "Specular Power" to somewhere around 10-20 would help? If worst comes to worst, you could just lighten the texture up a little. :)
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Blackhawks by YuraPetrov
b00ce replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have a 4870. -
Blackhawks by YuraPetrov
b00ce replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don't think it happens to any specific card(s), there's more to it than that. -
Blackhawks by YuraPetrov
b00ce replied to yurapetrov's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's a graphics card error. I've always seen the hellfire racks just fine, I think the artifacting happened to me once. -
You're reading way too much into that, BIS has said repeatedly that Physx will be limited to the CPU.
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UNSC D77H-TCI Pelican Dropship E/419 (W.I.P)
b00ce replied to Revolving_REC0N's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Do you have any earlier WIP shots? -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The APC would fit if the end of the ramp followed the main part, I have all of the roadway LOD stuff all sorted. lol But I need to do some script stuff to make it stay when I take off. Hopefully this won't be an issue with ArmA 3, because there is NO way that I'm getting these finished in the week before I ship off to basic training. -
Help with .emf files and seeing my models in arma2 instead in just arma2 OA
b00ce replied to Edgar1212's topic in ARMA 2 & OA : MODELLING - (O2)
Open the EMF in MS paint and save as .png or something. ;) Where are you putting your .pbos? -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Got the APC and Dropship in game. Got the 4 wheel steering on the APC, but the dropship has some issues with the model.cfg and bones not sticking together (As seen on the ramp), though. Here's my model.cfg, for anyone who feels so inclined to take a peek and see what I did wrong. :) class CfgSkeletons { class Plane; class UD4LSkeleton : Plane { isDiscrete=0; skeletonInherit="Plane"; skeletonBones[]= { "elevator_L", "", "elevator_R", "", "LG01_leg", "LG01_foot", "", "LG01_flap_01", "LG01_flap_02", "", "LG02_leg", "LG02_foot", "", "LG02_flap_01", "LG02_flap_02", "", "nozzles_aft", "", "nozzles_forward", "", "PodArm_top", "", "PodArm_bottom", "", "ramp_assembly", "ramp_foot", "", "rudder_L", "", "rudder_R", "", "Stairs", "Stairs_sup01", "Stairs_sup02", "" }; }; }; class Rotation; class CfgModels { class Vehicle; class Plane : Vehicle { sectionsInherit="Vehicle"; sections[]={}; skeletonName="Plane"; class Animations { }; }; class Cheyenne : Plane { sections[]= { "zbytek", "podsvit pristroju", "clan", "clan_sign", "trup", "motor", "palivo", "L svetlo", "sklo predni L" }; skeletonName="UD4LSkeleton"; class Animations { class aileronL : Rotation { source="aileron"; selection="elevator_L"; axis="elevator_axis01"; minValue=-1.000000; maxValue=1.000000; angle0=-0.499164; angle1=0.499164; }; class aileronR : aileronL { selection="elevator_R"; axis="elevator_axis02"; }; class GearF_leg : Rotation { type="rotation"; source="Gear"; selection="LG01_leg"; axis="LG01_arm_axis"; memory=1; sourceAddress="clamp"; minValue=0.000000; maxValue=0.600000; angle0=0.000000; angle1="rad -73.5"; }; class GearF_foot : GearF_leg { selection="LG01_foot"; axis="LG01_foot_axis"; angle1="rad 73.5"; }; class Ramp : Rotation { type="rotation"; source="Ramp"; selection="ramp_assembly"; axis="ramp_axis"; memory=1; sourceAddress="clamp"; minValue=0.000000; maxValue=0.600000; angle0=0.000000; angle1="rad -5.4"; }; class Ramp_foot : Ramp { source="ramp_foot"; selection="ramp_foot"; axis="ramp_foot_axis"; angle1="rad 5.4"; }; class Stairs : Rotation { type="rotation"; source="Stairs"; selection="Stairs"; axis="ladder_axis"; memory=1; sourceAddress="clamp"; minValue=0.000000; maxValue=0.600000; angle0=0.000000; angle1="rad 45"; }; }; }; }; -
[Tutorial] Creating Custom Weapon Animations
b00ce replied to b00ce's topic in ARMA 2 & OA : MODELLING - (O2)
Ah, I see. I'll amend that bit about the model.cfg in my post. :) -
[Tutorial] Creating Custom Weapon Animations
b00ce replied to b00ce's topic in ARMA 2 & OA : MODELLING - (O2)
According to this guy it is required, at least that's what I gathered from him. -
You want _CO (color), normal maps are for lighting. http://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
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Mi24-A, Krokodil
b00ce replied to pathetic_berserker's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Probably not. The Mi-24A never had CMWS and I doubt it even had flares. Heat seeking missiles weren't really a problem when this thing was made. The hind didn't get any countermeasures until the war in Afghanistan, by then the A model had been phased out. -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You also need permission from the original author. -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Got around to making the Carbine Version of the Morita today. -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I've never used the config entry. In the model.cfg I have this, the only part you need is the "sections[] = { "zasleh" };" bit in your model.cfg class Morita : Default { sectionsInherit = "Default"; [i][b]sections[] = { "zasleh" };[/b][/i] skeletonName = "Morita"; class Animations { Stuff }; }; In the weapon model's named sections you should have "proxy...stuff.001" and "zasleh" selecting the triangle thing. Then it should work. -
No, that's just a visual thing for the LDL AC-130. Here's the one with actual guns on it, though it is just using AttachTo for the turrets. http://www.armaholic.com/page.php?id=15859
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Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's really weird. On a happy note, Franze helped me with my custom animation and I finally got it working. I didn't move the weapon bone to my hands, so the game moved my hands in relation to the weapon bone. Go figure. :p Anyway, here's what it looks like. Again, thanks to him for helping me out. -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You should have a big list of things under free type. -
APFSDS is no joke. The only armor that I know of that stands a chance of defeating a sabot is the reactive armor on the T-90, though newer versions of the round are supposed to penetrate now.
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MCAGCC 29 Palms (Public Beta)
b00ce replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow, just flew around in it for a while. Great work! Thanks for the release. At Grid 047-081 there appear to be retention ponds on the satmap, do you plan on making it a hole in the ground and filling it with a pond object eventually? :) -
Object levitation - stick to the ground, basterd
b00ce replied to [frl]myke's topic in ARMA 2 & OA : MODELLING - (O2)
I've done that... Several times... I know exactly how you feel. -
Military SciFi Projects Thread
b00ce replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
All you have to do is: 1. Make a copy of the CO texture and label it SMDI instead. 2. Open it up in Texview. 3. Click Edit -> Filter... -> click "Load..." and then navigate to filters in your Texview program folder (for me its C:/Program Files(x86)/Bohemia Interactive/Tools/TexView2/Filters) and select "specularMapFinish.bitfilt" 4. Let it run. Next, you need to make a normal map. There are photoshop plugins and other programs you can use, I personally use VTFedit. Ideally you make a texture dedicated to the normal map, it turns a out a lot better that way, a lot cleaner. Give this the suffix NOHQ. After that, you need to create an rvmat. 1. Open the UV editor and hit Filter -> Create Material (Alternatively you can create a shortcut on your desktop to it, like I did, the material editor .exe is in O2's folder) 2. It will prompt you to name the material, preferably the same as your CO map, you don't need to worry about templates, so hit OK. 3. Select the Type, in this case we're going to use "NOHQ+SMDI". 4. You'll see normal and specular map sections open up, under source name browse to the respective textures. 5. Look farther up the list of checkboxes and check "Specular" and "Specular Power" Specular: this is the color and shade of the shine. Specular Power: This is how focused/powerful it is. Lower values give it more of a glossy/wax look because the shine is too spread out, while higher values focus it. Save for instance, my morita has RGB values at 0.2 and Specular Power at 30.5. 6. Save your rvmat. 7. Go into O2 and select the parts of the model that have the texture you made the SMDI and NOHQ for. This is usually done via the "Resource Library" window. 8. Press "E" and browse to the material file you just made (Lower right) 9. Hit apply. And you're done, go into Buldozer to see what you did. :) -
That link doesn't float either. :p Apparently I'm not authorized to read it. lol
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MCAGCC 29 Palms (Public Beta)
b00ce replied to phaeden's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is it just me or are Mirror 1 and 3 broken and Mirror 2 corrupted? wgl_palms.pbo is corrupted on mirror 2 and 4 for me.