-
Content Count
4077 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by da12thMonkey
-
2nd Paragraph:
-
Because of this: Doesn't inherently mean a lot of new data has been added to the .pbos, but the change does necessitate replacing the old .pbo with a newly packed one.
-
I suppose that performance issues would also generally be exacerbated by the fact we tend to use proxy parts on models that exceed the usual vertex normal limit, so are already slightly more demanding than most regular game assets anyway.
-
Toadie's SmallArms and Animations for Arma3
da12thMonkey replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Sig 510 and Springfield source files are already out. G36 source maybe just still needs more work. Links are in his Twitter feed: https://twitter.com/toadie2k -
Seems to work according to the RHS guys: If memory serves, the NSV's gunshield is a proxy on their T-72B
-
Issue with proxy: AO shines through main body
da12thMonkey replied to x3kj's topic in ARMA 3 - MODELLING - (O2)
Right, sorry - I read this bit wrong: It sounded very much like you were using one texture for the hull and the track -
Issue with proxy: AO shines through main body
da12thMonkey replied to x3kj's topic in ARMA 3 - MODELLING - (O2)
This is why you should always map parts that need to use an alpha (such as your tracks) to a separate texture panel rather than including them on the main body textures. I.e. use _co for the main body and have a separate _ca for the tracks. See BIS vehicles: Tanks, tracked APCs etc. have their track mapped to their own 512*512 _ca.paa (e.g. armor_f_beta\apc_tracked_01\data\mbt_01_track_co.paa) and main hull, turret etc. textures are 2048*2048 _co.paa. Likewise; car, aircraft, house etc. windows are mapped on to an extra _ca.paa, weapon optics lenses are are mapped to an extra _ca.paa and so on and so on. -
Extend class by itself?
da12thMonkey replied to Kingsley1997's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That's not the correct way to do it. First you should probably declare the addon where class rhs_weap_ak74m_Base_F is defined, in your requiredAddons[] array under cfg patches. This is so the game knows to load you addon after the RHS one and to patch your data on top of the existing class data. At a guess, it's in the addon class rhs_c_weapons so the required code would be: requiredAddons[] = ["rhs_c_weapons"] But you'll probably need to check first that this is the right one. Then you call the parent class of the weapon you're trying to modify, then you write the class you want to edit, still with its inheritance to the parent class. I don't know what the parent for rhs_weap_ak74m_Base_F is, but basically the part under cfgweapons would be like this: class parentClass; //External Class Reference class rhs_weap_ak74m_Base_F : parentClass { #include "\z\ace\addons\ai\arc_rifle.hpp" }; -
Is the texture named test_door_sewer_metal_co.tga before you convert it to test_door_sewer_metal_co.paa? The naming suffix is used during the conversion process so needs to be on the original file before it is processed through image2paa. Renaming the .paa file to add the suffix after the fact, doesn't change the way the .paa is formatted. btw - you can actually apply the textures and written paths in your .rvmat as .tga files, and everything will get converted to .paa when you view the model in buldozer or binarise it. The only occasions you really need to manually convert .tga to .paa is when you're working with isolated image files in the .pbo that are only called via config or script (such as alternate texture variants applied using hiddenselectionstextures in the config).
-
Arma 3 Photography : Questions and Comments
da12thMonkey replied to Placebo's topic in ARMA 3 - GENERAL
He just means you can set the brightness, saturation and contrast to do things that recreate the visual style of film noir movies within the splendid camera, rather than doing it in post processing. Film noir movies of the 1940s were typified by a certain visual style where they're shot in black and white (i.e. dropping the saturation right down in splendid camera) with low-key lighting such that strong, black shadows cast across much of the scene (playing with the brightness and contrast settings to enhance the shadows), and framing actors from the waist up the light source focussed on important aspects of the scene so they stand out in the gloom (such as lighting part of the actor's face). Same goes for using the new sliders to enhance the other visual aspects of screenshot in addition to position and lighting. -
Did the Arma 2 version even have a proper KIA animation for the driver? My memory of the bikes in Arma 2 are fuzzy but I would have thought that motorcycles used ejectDeadCargo = true; ejectDeadDriver = true; ejectDead... So that the unit "fell off" the bike when they were dead, rather than remaining inside the vehicle in a static death pose like someone buckled in to a car seat.
-
Yeah, that was what I was considering as the alternative. Really I wanted "convex polygon" it to be clarified. Mostly because up to now, Geometry/viewGeometry LODs for the game have always had to be made only with components that have a closed convex hull so using polyplanes in one is something new.. As you say, the example of using a poly-plane as an occluder on a building that might have one or more aspect where where occlusion from a cuboid would cause visual problems makes a lot of sense. However, the example that's given for using a "convex polygon" instead of a cuboid is on occluders for a "heap of rocks" - that's not an object that I would think would have a particular aspect where it should stop occluding. I would think you would want the rock heap to be able to occlude from whatever direction you observed it from. As such, I'm not sure which way to interpret the wiki information
-
I just want to ask something to clarify part of the occluders method written on the biki here: https://community.bistudio.com/wiki/Geometric_Occluders The method says Now, in terms of 3d modelling software my understanding of the word "edge" has always been that it it is the line between two vertex/points, or the boundary where two polygonal surfaces meet. So a closed cuboid/box actually has 12 "edges" when modelled in quads, or 18 if its triangulated - which would be more than the proposed maximum written in the documentation. ^this quad plane has 4 edges^ Is the intended meaning that the occluder_# has to be convex with around 8 points/vertices (uniform would be a cuboid - 4 vertical edges and sides) up to 12 points/verts (uniform would be a hexagonal prism - 6 vertical edges and sides)? Or do you mean we're supposed to use non-closed polygon planes?
-
MRT Accessory Functions
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's really strange. Does the key combination ([Shift+NUM-/] or [Ctrl+Num-/] by default) still work even though the option to re-bind it isn't there? See, the whole call for the script to switch items, and the way it's handled through the CBA keybind menu is entirely handled by same lines of code from the init.sqs (the last two): ["MRT Accessory Functions", "MRT_SwitchItemNextClass_R", ["Next rail item state", "Cycles to the next mode available for your rail slot attachment"], {[1,"next"] call MRT_fnc_switchAttachment}, {}, [38, [false, true, false]]] call cba_fnc_addKeybind; //default ctrl + L ["MRT Accessory Functions", "MRT_SwitchItemPrevClass_R", ["Prev rail item state", "Cycles to the previous mode available for your rail slot attachment"], {[1,"prev"] call MRT_fnc_switchAttachment}, {}, [38, [true, false, false]]] call cba_fnc_addKeybind; //default shift + L ["MRT Accessory Functions", "MRT_SwitchItemNextClass_O", ["Next optics state", "Cycles to the next mode available for your optics slot attachment"], {[2,"next"] call MRT_fnc_switchAttachment}, {}, [181, [false, true, false]]] call cba_fnc_addKeybind; //default ctlr + NUM-/ ["MRT Accessory Functions", "MRT_SwitchItemPrevClass_O", ["Prev optics state", "Cycles to the previous mode available for your optics slot attachment"], {[2,"prev"] call MRT_fnc_switchAttachment}, {}, [181, [true, false, false]]] call cba_fnc_addKeybind; //default shift + NUM-/ If the CBA code works to actually recognise the default keys and run the script when the keys are pressed, it makes no sense to me why the keys don't show in the menu since it's all passed off to CBA in the same way. Does anything happen if you press the button to reset to Default (Par Déf.)? -
MRT Accessory Functions
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, it's not normal. The Keybind menu looks like this for me: Just to be sure you are looking in the right place: where to find the keybindings menu All screenshots were taken just this morning. So AFAIK nothing has changed with the keybinding system in the current version of CBA, that would be causing any of the options to disappear. -
MRT Accessory Functions
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I sent them both a PM, so if there's any news I'll let you know. It's not something that ever came up as a topic for discussion during development with the other guys - I'm not even sure what state the workshop was at when we were working on the addon. And I've not had a desire to investigate putting anything on the workshop before (my usual area in addon-making is 3D-models, that aren't exclusive/proprietary assets to Arma to the extent that sqs/sqs scripts are; so I'm usually hesitant about them being on Steam under the EULA's terms). From what I heard, it's also kind of a pain in the arse to do sometimes. But I'll try to sort something out if the others are cool with it. -
MRT Accessory Functions
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If Robalo and tupolov want it on there - it's their scripting work so I wouldn't feel comfortable signing off their work to the workshop's EULA, on their behalf. I'd imagine Rob's okay with it since ASDG JR was on there, but I'd have to ask tup for sure. We'll see -
12 Shades of Grey (aircraft retextures)
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah... that's totally it! I like all people from Norway down to Saudi Arabia enough to paint some grey splotches in photoshop, but for some reason Poland has drawn my ire. :rolleyes: (please be smart enough to realise when I'm joking!) Notice I didn't make any USAF textures either? They're in NATO right? Reason is, as the man himself said: they're already in the base addon so I didn't feel the need to repeat. Poland and the US have their flags on the little logo I made for the NATO mod - so I can prove I am not ignorant of them being in NATO. Hell I think I even put Romania on there even though they haven't got their (ex-Portuguese) F-16AMs yet, so I haven't actually made a texture for them (I probably will when I see a real Romanian F-16, not a photoshop mockup from LM's marketing department). I'd probably have done some Italian ones too if pinaz93 hadn't already made an extremely comprehensive pack that included many Italian squadrons. Even though Italy's F-16s are retired. Ed:- But if I do some fictional pain-jobs for the F-15 Eagle, Poland will now be at the top of the list! :D -
12 Shades of Grey (aircraft retextures)
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, it works great. No worries. I'm very glad you added it Part of me was thinking about setting scope = 1; on all my classes to minimise the clutter in the editor, and just rely on the skin system for when people wanted to use the retextures. But I guess there's some benefit to having them accessible from the editor to have things like a proper displayname. -
12 Shades of Grey (aircraft retextures)
da12thMonkey replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I thought somebody already did one? But I dunno, maybe; if the mood to make the "Barak" takes me or I feel like doing a bunch of ME F-16s to compliment the F-15s. Certainly no plans currently (I make these in my down-time when 3D modelling is draining my will to live, so nothing I do is planned as such), nor a desire to adhere to many requests :D Ed:- Foxhound - you're a star! I can only apologise for how busy all these different updated addons are keeping you -
Adjust RVMAT values of stock model?
da12thMonkey replied to Airwolf's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Does replacing .rvmats with hiddenSelectionsMaterials[] or setObjectMaterial still stop wound/damage textures from appearing on the model when you shoot it? I haven't checked recently. Vests, helmets, weapons etc. don't have damage textures so it was always fine for things like those, but was deemed to be be less desirable on uniforms and vehicles. -
Cool, now we can be splendidly film noir
-
F-15 Eagle Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ra'am's camo scheme wasn't as painful as I thought it might be. Only a couple of days' work. http://imgur.com/a/ApfAw Just some minor tweaks left for the Ra'am, and then on to the Baz.... I'm also pretty pleased to hear about Firewill's new system for configuring custom skins so that they'll be selectable by the arming menu. I'll be sure to update all the reskin addons I've worked on for his planes so that they can use this feature, as soon as firewill provides information on the required config code. -
F-15 Eagle Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Might try to do the Israeli ones but the F-15I "Ra'am" camo paint scheme will probably be a bit of a headache; lining things up without an overlay of the UV maps in the .psd template isn't easy. The camo pattern on the Greek F-16s I did took me such a long time, but thankfully Ra'am is only camouflaged on the top side rather than a full wraparound. An IAF F-15C "Baz" is no problem though. -
F-15 Eagle Series Standalone
da12thMonkey replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Finally found time to have a proper go with the F-15s after a busy Christmas. It's already my favourite of the aircraft you've made; especially the Strike Eagle. And as always, thanks for your amazing texture templates. I'm already making myself busy with them :D Ed:- Finished the Royal Saudi Air Force retexes if anyone wants them. KSA_F15.7z Contains the above F-15S Strike Eagle with 55th Squadron markings, and an F-15C Eagle with 13th Squadron markings. They're on the Indep side under AAF\Air rather than NATO. Haven't bothered with an F-15D.