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Everything posted by da12thMonkey
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It does look like the shadow volume is mis-aligned or outside the res LOD. I assume you have autocenter = 0 in the geometry LOD already? That should keep alignment consistent to how it is in the .p3d Often it is best to push the shadow verts inside the volume of the res LOD rather than have them on the surface. Object Builder still has a "Points->Move by Normals" option that can make this easier than dragging or scaling the verts bit by bit, but sometimes it's just better to do it in an external modelling tool with better inflate/deflate modifiers and deformers. Also be sure to have "File->Options->View background LOD" turned on to compare where your shadow sits in relation to the top resolution LOD Can also consider inverting the faces (W key), on your shadow LOD to change how it projects on to the helmet itself
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The Jets DLC update has support for various animations on the pylon magazine proxies as part of dynamic loadouts. revolving, ammo and reload sources all work on those proxies. The new pylonpod proxy simulation type is a little different to other proxies in that regard. Also, rocket warhead models and things are individual ammunition proxies inside the magazine pod proxy model, so they disappear the same as maverickWeapon simulation when fired. So you don't even need to animate those anymore. Understandably it's quite a lot of work to update these things though.
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MPX BAF: Mastiff 2 PPV
da12thMonkey replied to mikephoenix's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You're doing the Mastiff 2 yeah? The pre-cleaner and filtration unit was changed after Mastiff 1. Looks like this on Mastiff 2, Mastiff 3, Ridgback and Wolfhound: (click to expand) -
Yeah, makes sense. We're using a centralised dummy model for the proxy on the aircraft at RHS (e.g. \rhsafrf\addons\rhs_airweapons\rhs_pylon_dummy) in case other model paths change. But by convention we're adding most, if not all of the pylonpod/magazine models to cfgNonAIVehicles anyway
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12 Shades of Grey (aircraft retextures)
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Small-ish update of the F-16 packs today: F-16 Fighting Falcon: (requires F-16C Fighting Falcon standalone) NATO F-16 Pack: (updated 25/06/2017) Download v1.5: Mirror 1 - @DropBox Mirror 2 - @Steam Workshop Falcons of the Middle-East Pack: (updated 25/06/2017) Downloads v1.3: Mirror 1 - @DropBox Mirror 2 - @Steam Workshop Changelog: (applicable to both the NATO and Middle East packs) Improved texture base metal/weathering overlay on all textures New preview images to show markings better when selecting from Eden/ADES Additional textures accessible through the ADES menu (details below) NATO Greece F-16C Block 50 of 341 Mira (Velos) F-16C Block 50 of 347 Mira (Perseus) Netherlands F-16AM of 313 Sqn. (Tiger) F-16AM of 322 Sqn. (Polly Parrot) Low-Vis markings for all three squadrons Turkey F-16C Block 50+ of 181 Filo (Pars) (replaces previous 142 Filo markings) F-16C Block 50 of 141 Filo (Kurt) F-16C Block 50 of 142 Filo (Ceylan) (was previously Block 50+) Middle-East Egypt F-16C Block 52+ with Low-Vis paint scheme F-16C Block 40 paint scheme -
Are those the same pylon/carrier models that are assigned to the proxy positions in the aircraft model? AFAIK cfgNonAIVehicles is mostly for that; so that the game knows that this proxy position on the aircraft model is dynamic, and different meshes can be loaded to it. It might not be necessary to do for every pylon/rack/carrier if they are only to be loaded as dynamic magazines rather than pathed to models. But I guess it helps to be consistent. Might also be necessary in circumstances where the pylon is to be animated as well though https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#magazine
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Dynamic Vehicle Loadouts feedback
da12thMonkey replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
Resolved his issues here: Seems it was the cfgNonAIVehicles configuration that he didn't have quite right 3rd post, I've included a sample 3-bomb pylon model based on an A2 sample model, and a sort of semi-explanation of how to set up the pylon and missile models. Between that, and the biki page I think it covers most of the stuff required for integration. -
Quick example made from the bomb ejector rack that was used on the A2 AV-8B+ https://www.dropbox.com/s/ea510c5qvzqlusq/proxyPylonExample.7z?dl=0 Munitions proxies inside the model point to BIS' A3 Mk82 bomb. But would be replaced ingame by whatever the proxyShape= model is, defined in the cfgAmmo class that the pylon magazine uses. The model that the munitions proxy is pathed to in the pylon needs to be a model defined in class cfgNonAIVehicles with simulation = maverickWeapon; For the BIS Mk82 I used in the example model, this already exists in the core game config: And the pylon proxy in your aircraft needs to be a model defined in class cfgNonAIVehicles with simulation = pylonpod; File contains a .hpp example of that, which you can open in notepad or something. Important to have the autocenter = 0 named property in the geometry LOD of the pylon model, and your ammunition's proxyShape model. This way the 0,0,0 coordinate of the model will always align with the main corner vertex of the proxy that it's placed on. I imagine this is why you're finding some of your munitions are misaligned ingame. Generally, all A3 ammunition models use the Y=0 plane in Object builder, as the surface where the munition interfaces with the pylon//magazine/launcher model, and pylon/magazine models use Y=0 as the surface where the pylon interfaces with the aircraft. So this is a good standard to adopt, and then you only need to concern yourself with alignment along the X and Z axis. Bombs are released in descending order of the proxy numbers: i.e. 3,2,1 in the example But if you apply mirroredMissilePos = N; in your aircraft's pylon class and have mirrorMissilesIndexes[] = {2,1,3}; in the pylon magazine, they will release in the order 3,1,2 from the original pylon N. So think of this mirrorMissilesIndexes[] array as being written backwards in order of release
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RKSL 3 - A new start... Discussion
da12thMonkey replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nah, mate. No worries: It's not like there's a practical example for how it works on any of the planes or helis currently in Arma, for any of us to realise that this feature even exists. And the wiki description and source name sounded like it could be six of one, half a dozen of another. Hence why I had to test it after reading the thread. -
RKSL 3 - A new start... Discussion
da12thMonkey replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is the model.cfg source pylonIsEmpty.## (pylonIsEmpty.1 pylonIsEmpty.2 etc. etc.) good what you are wanting from the Typhoon pylon configurations? If you don't select a munition from the loadout menu for a pylon/hardpoint it will animate the aircraft to the value = 1 state of the animation. So you can do e.g. class pylon4_hide { type = "hide"; source = "pylonIsEmpty.4"; selection = "pylon4"; hidevalue = 1; }; And if nobody select a missile/bomb to go on the 4th pylon defined in class pylons for the aircraft, it wont show the model's pylon4 bone/selection. From what I've tested the source only animates based on the loadout selection being <empty> and doesn't animate based on when the bomb/missile etc. is released from the pylon if there was one there at the start of the mission (i.e. not when the magazine on that pylon is empty). -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
IIRC, using the Change Fire Mode key switches between the different close, medium, far etc muzzles on Artillery in Arma 3. You just don't get any visual indicators that the mode changed, since you're not really supposed to do it this way without the arty computer.- 16577 replies
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Windows are Black? [Need Help]
da12thMonkey replied to Flintbeker's topic in ARMA 3 - MODELLING - (O2)
Are all the paths in your .rvmat valid? The model needs to be able to reference all applied texture and material files from the project drive when binarising. Have encountered this black glass thing when applying paths to BIS .rvmats in the .p3d, but not having the relevant .rvmat and files unpacked to P:\ -
It's not standard, but they can be fitted with a Wescam MX-15 EOTS turret on the starboard side's front weapon rack mount. They were fitted as a UOR on the HM1 as well, but with a different gantry that attached to both of the weapon rack mounts
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What he said.
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Husky has two seats in the back. Nominally the Navistar MXT cabin has space for a three-person bench seat in the back. But on the Husky, the gunner's step (and a stowage crate or C2 space) occupies this space between the two blast-resistant rear seats. The 10-man version is the MXT-APC, which isn't currently used by the Armed Forces. I think a couple of Police forces have one for SFOs.
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White proxy preview of custom character model is showing up in tank driver
da12thMonkey replied to scotg's topic in ARMA 3 - MODELLING - (O2)
As I said, the proxy has nothing to do with determining the pose that the crew will use. The crew pose is determined by the .rtm defined under class CfgMovesBasic { class DefaultDie; class ManActions { my_crew_actions = "my_crew_anim"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class my_crew_anim: Crew { file = "\path\to\crew\anims\filename.rtm"; interpolateTo[] = {"my_crew_death_anim",1}; //speed = 1e+010; }; class my_crew_death_anim: DefaultDie { actions = "DeadActions"; file = "\path\to\crew\death_anims\filename.rtm"; speed = 1e+010; terminal = 1; soundEnabled = 0; looped = 0; connectTo[]= { "Unconscious", 0.1 }; }; }; }; and having e.g. driverAction = "my_crew_action"; In the vehicle or turret to point to the ManActions subclass you made -
White proxy preview of custom character model is showing up in tank driver
da12thMonkey replied to scotg's topic in ARMA 3 - MODELLING - (O2)
Proxy has to be called Driver.p3d, Gunner.p3d, Commander.p3d, Cargo.p3d etc. to function You shouldn't really bother about keeping custom crew proxies in your addon though. They're only used for previewing the crew in buldozer, and the actual crew pose is determined by driverAction, gunnerAction etc. in the config. The proxy is only a position reference ingame and the model it's pathed to has no bearing on its appearance other than the filename thing I mentioned above So I recommend you repath them to one of the BIS proxies in a3\data_f\proxies\ once you're done in ObjectBuilder/Buldozer, and save yourself some file size. -
Since it's daylight in the screens I'm wondering: under what conditions does the door next to the gun open? IRL that's where the Raven night sight was located. The gunner's main day/thermal sight is in the SPIRE/ESPIRE periscope (SPIRE was basically a UK-built version of the LAV-25s thermal periscope and ESPIRE uses a much improved Thales Catherine MP imager) The Raven sight was completely removed on Close Recce versions of Scimitar that were fitted with BGTI, and the space used to fit a cooling reservoir for the BGTI thermal sensor. But I don't think the same was done when upgrading Formation Recce Scimitars to ESPIRE. IIRC they still had Raven back during the Iraq war, and the doors still have "Keep Clear" warnings even on Scimitar Mk.2. So I assume the I2 sight is still there.
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AFAIK the helicopters in the standard flight model always have the thrust/lift oriented along Y-axis of the helicopter and their component size is determined by the pitch of the aircraft. To direct thrust backwards in a way that would taxi the helicopter, you have to pitch the entire helicopter forward. Thrust in AFM is based on the plane of the rotor disk, so can be directed via the cyclic and adjust the collective to balance out lift. If you had an extra control that could vector the helicopter thrust in the SFM, it'd basically be the VTOL flight model minus the analogue throttle. But the VTOL vector control system is no good for depicting how helicopters direct thrust. And directing thrust through SFM's cyclic would require the collective system from AFM in order to fly helicopters properly, so you'd end up using AFM anyway.
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Dynamic Vehicle Loadouts feedback
da12thMonkey replied to granQ's topic in ARMA 3 - DEVELOPMENT BRANCH
Depends on the aircraft. They're generally stored in the same .pbo as the aircraft model and with the \data\ subfolder for textures and materials for that aircraft, in a \UI\ subfolder. By convention they're named ##class##_3DEN_CA.paa (or ##class##_EDEN_CA.paa in a couple of cases) e.g. uiPicture = "\A3\Air_F\Heli_Light_01\Data\UI\Heli_Light_01_3DEN_CA.paa"; uiPicture = "\A3\Air_F_Beta\Heli_Attack_01\Data\UI\Heli_Attack_01_EDEN_CA.paa"; uiPicture = "\A3\Air_F_Exp\VTOL_02\Data\UI\VTOL_02_3DEN_CA.paa"; UIPicture = "\A3\Air_F_Jets\Plane_Fighter_01\Data\UI\Fighter_01_3DEN_CA.paa"; -
RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, the error's actually caused by the M76 which is in the same subcategory. Has the wrong magazine classname assigned to the weaponholder and so spawns without a mag, but the M82 is actually fine For some reason Eden appears to process the classes of both weapons when highlighting either of them though, so it'll pop up if you click on the M76 or M82 It's fixed now anyway.- 16577 replies
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No point writing a ticket. It's fixed internally. Reason is that they currently inherit the new 1.70 IR sensors from the Macer. But the 114Ls shouldn't lock on lasers anyway- 16577 replies
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Missile won't fly of rail.
da12thMonkey replied to Kuzuri's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Missile must be configured as a class in in cfgNonAIVehicles with simulation maverickWeapon class CfgNonAIVehicles { class ProxyWeapon; class Proxy##NAME##: proxyWeapon { model = "\path\to\##NAME##.p3d"; simulation = maverickweapon; }; }; Classname has to be the file name of the .p3d, prefixed with the word "proxy" -
The old photoshop tool doesn't format textures properly for Arma 2 or Arma 3. You don't want to use it even if it is easier to save
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's not the same as the aircraft system though since there is no visual element to running addmagazine/removemagazine for the tanks supply of shells for the main gun It's not possible to dynamically change e.g. gun model proxies on a ground vehicle- 16577 replies
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