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Everything posted by da12thMonkey
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry I didn't model the GripPod legs all those years ago guys. Probably would have made things easier, but one could only dream of Arma having working #bipodz back in 2009 :D- 16577 replies
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Have you tried running the installers in the _CommonRedist folder in case Steam didn't install DirectX, Visual C++ (vcredist)and Microsoft .Net Framework properly when it installed Arma 3?
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FHQ Firearms and Weapons Pack
da12thMonkey replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's a bit more than that when you start looking at the details though: Different buttstock, different gasblock, different upper receiver (rail is mounted higher above the charging handle than the M4 and IIRC it's a weaver rail so has more slots than an equivalent length picatinny), different pistol grip (on the early ones at least), Magpul EMAGs, KAC RAS and Surefire flash-hider as standard. -
The new optics view for the ZO4 and Shortdot: do these currently only support 16:9 screen aspect ratios? I'm playing on a screen with a native 16:10 ratio (1440x900px) and finding that the eyepiece overlay is stretching out sideways so that the scope forms an ellipse rather than a circle. The actual modeloptic circle behind the scope UI (dialog, Rsc or whatever it is) correctly displays as a circle when I open the pause menu and make the UI elements disappear, so I'm guessing it's something to do with how the X-axis width is calculated on the scope's UI with safezones. I've put the above screenshot in Photoshop and scaled the width down to 90% (taking it from 16:10 to 16:9) and it appears that the scope image scales properly - which would suggest that the UI is supposed to use 16:9
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RKSL 3 - A new start... Discussion
da12thMonkey replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Pretty much every transport helicopter apart from Chinook uses L112A1 as its defensive armament, so I haven't intended the images as a sign of anything specific. It's there for whatever vehicle projects my colleagues have that might need it. Same goes when I find time to convert the base model to L7A2 configuration -
RKSL 3 - A new start... Discussion
da12thMonkey replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've had some WIP pics of this on my Steam account for a while, but I finished the LODs and everything last night Hopefully something Arma 3-worthy to arm Rock's helicopters with: (forgive my shitty buldozer anti-aliasing settings) -
Vehicle Optics - Ways to improve them?
da12thMonkey replied to instagoat's topic in ARMA 3 - GENERAL
HD thermal imaging (2 Megapixel microbolometers with 1080p display) is already becoming the norm for military vehicle thermal imaging systems, so I wouldn't worry about resolution for Arma 3's vehicle optics. This is a crop (690x584 instead of the full 1280x1024) from the Thales Catherine MP (MegaPixel) camera of the type used on a number of British military reconnaissance vehicles (Praetorian, Scimitar 2, Scout SV, probably Challenger 2 CLIP in future): Wescam cameras with the same resolution or better are generally being applied across the board to aircraft. Pretty clear, no? If anything, Arma 3's TI is worse because of the crap image contrast we get between background objects. Image resolution only degrades at higher magnifications on TI cameras if they use digital zoom modes rather than the optical zoom modes. In the UK, the older legacy TI systems that are yet to be upgraded are usually ~754x576 resolution, but the real drop in quality comes when you apply TI to hand-held systems. Our latest thermal imaging weapon sight is only ~ 640x480 resolution. Technology is improving though and IIRC companies like FLIR are starting to market affordable hand-held HD thermal imaging systems. As I said before, the issue with Arma 3's thermals is that there's almost no contrast difference in the background clutter so targets like men and vehicles stick out like a sore thumb against a sea of continuous dark grey. -
RKSL 3 - A new start... Discussion
da12thMonkey replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No, just a can of Lilt same as was in Arma 2. Carbonated beverages are provided, as opposed to hot ones. There wasn't a BV visible in the reference images that Messy had to model the interior so he wouldn't know where to put it even if he had modelled one. I can't remember if I ever saw a BV in any of the real ones either tbh, but there probably is one stashed away under a rack somewhere in the back. Hardly missing out on much though - they're just an unassuming stainless steel box, not a grand monument to tea emblazoned with etchings of HRH Queen Liz, winking as she enjoys a cuppa and a packet of Club biscuits -
Horizontal / Diagonal Banding Issue
da12thMonkey replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
Tends to happen when you don't make a proper shadow LOD and the game uses the res LODs to generate shadowbuffer. -
Looks like it's just some promotional artwork from the Czech Air Force (who use Gripens). You can see the Czech roundel on the tail. They may have just got it when they were making the ACR DLC, along with those posters from ÄŒeska Zbrojovka.
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Looks nicely done. Are the SSh-68 helmet geometries the original ones from Arma 1, the "improved" ones from the Takistani soldiers in OA, or a new model?
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RHS Escalation (AFRF and USAF)
da12thMonkey replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nah, it was NoWonderDog's FCS mod for Arma 1 that had deflection like that for the Abrams gunner's sight.- 16577 replies
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Weapon Atachments
da12thMonkey replied to hellceaser's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Attachment positions on weapons are defined by position of the proxy triangle in the weapon model. The 90-degree corner of the proxy triangle in the weapon model lines up with the [0,0,0] grid coordinate in your attachment model. https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Model_requirements_.7Bp3d.7D The proxy and inventory slot that your attachment goes in to is dependant on which SlotInfo classes for the weapon, contain the classname for your attachment in its list of compatibleitems. https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Slotable_weapons (or do something like make your attachment and weapons compatible with ASDG Joint Rails) You can have separate configs for your attachments if you want by having the config.cpp in different subfolders inside the pbo (or separate pbo for attachments). Or use #include to add the classes from external .hpp files in to a single main config rather than writing the whole thing in one file (see the Samples_F folder on your tools drive for some configs that show examples of using #include and .hpp). -
New to game modeling, I have a few Arma specific questions too.
da12thMonkey replied to BillyAngstadt's topic in ARMA 3 - MODELLING - (O2)
1. You can leave it in quads from ObjectBuilder but the game renders in triangles anyway so there's no real benefit to leaving your model in quads other than it makes it easier to follow the topology when you're looking at the wireframe. If you're modelling in another program and baking your normal map from a high-poly though, you will want to convert your mesh to tris before you export it. This is to ensure that ObjectBuilder doesn't triangulate the quads in the wrong direction when it renders the face, compared to the way the software you baked in rendered it, and mess up the way the normals are averaged. 2.There isn't a max triangle count per-se, but there is a maximum number of vertex normals: ~ 32,000. On a completely smooth shaded model (with no UV splits?) this equates to 32,000 verts, but every vetex along a hard edge has two vertex normals so the actual vertex/poly count that takes you to the 32,000 limit depends on the way the model is built. Most models I've seen tend to hit the vertex limit somewhere after 20,000 faces. It's possible that your normal map looks janky because the green channel needs inverting. -
Problem in using the scope.
da12thMonkey replied to ejbussarello's topic in ARMA 3 - MODELLING - (O2)
You need to inherit some properties from ItemCore. It should then automatically obtain some of the base config parameters that your class is otherwise missing and the game is complaining about (like the nameSound property) class ItemCore; class InventoryOpticsItem_Base_F; class orionscope_nvg: ItemCore { ... }; So the full config would be something like this: class CfgPatches // Necessario para qualquer addon criado! { class orion_nightvision { units[] = {"Item_orionscope_nvg"}; //your cfgVehicles classnames your addon is adding to the game go here weapons[] = {"orionscope_nvg"}; //cfgWeapons classnames your addon is adding to the game go here requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Acc"}; }; }; class cfgWeapons // Classe responsavel pela definicao do objeto que esta sendo criado! { class ItemCore; class InventoryOpticsItem_Base_F; class orionscope_nvg: ItemCore { scope = 2; displayName="ORION GEN 1+ NV"; picture="\A3CN_OrionScope\Data\UI\orionscope_ca.paa"; model = "\A3CN_OrionScope\orionscope_nvg"; weaponInfoType = "RscOptics_myOptics"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 7; author = "A3CN-Bussarello"; modelOptics="\A3CN_OrionScope\reticle_orionscope_F"; class OpticsModes { class MyOptics { opticsID = 1; useModelOptics = true; opticsPPEffects[]={"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0555; opticsZoomMax = 0.1300; opticsZoomInit= 0.1300; discreteDistance[] = {100,200,300,400,500}; discreteDistanceInitIndex = 1; distanceZoomMin = 100; distanceZoomMax = 500; nFovLimit = 0.07; discretefov[] = {0.1300,0.0555}; discreteInitIndex = 0; modelOptics[] = {"\A3CN_OrionScope\reticle_orionscope_F"}; memoryPointCamera = "opticView"; visionMode[] = {"Normal","NVG"}; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ""; }; class IronOnTopOfMyOptics: MyOptics { opticsID = 2; useModelOptics = false; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.375; opticsZoomMax=1.1; opticsZoomInit=0.75; memoryPointCamera = "eye"; visionMode[] = {}; discretefov[] = {}; }; }; }; }; }; class CfgVehicles //Classe que define onde o objeto sera apresentado em jogo! { class Item_Base_F; // Referencia a uma classe externa class Item_orion_nightvision: Item_Base_F // this classname has to be different to the "orion_nightvision" name you are already using for your scope attachment { scope = 2; scopeCurator = 2; displayName = "ORION GEN 1+ NV"; author = "A3CN-Bussarello"; vehicleClass = "WeaponAccessories"; class TransportItems { class orionscope_nvg { name = "orionscope_nvg"; count = 1; }; }; }; }; You might want to consider adding your tag to your classnames in case another addon maker accidentally tries to make an item with the same classname. E.g. change "orionscope_nvg" to "A3CN_orionscope_nvg" -
Toadie's SmallArms and Animations for Arma3
da12thMonkey replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't really see the G36A2/G36KA2 being a likely model since it's impossible to make the top attachment rail work in a way where one can customise the attached optic, and have the integrated 3x sight (or 1.5x on the G36E) accessible while an additional optic is attached. To do so you have to make special customised versions of the attached optic for fitting on the G36A2. IIRC it was already stated that Toadie wont do specific attachments for the G36 unless they're built in to the weapon - so a special EOTech or Zeiss RSA-S for mounting on the A2 that works with the integrated ZF 3x4, seems unlikely. If he makes a G36C it should be simple enough to make G36 and G36K variants that use a G36C-style railed carry-handle and allow customisable optics attachments, since you can just copy and paste the handle over on to the bigger rifles. Theoretically one could make a G36/G36K with the standard carry-handle/optic+reflex (or the G36E one without the reflex sight) and have it animated so that the G36C railed handle appears to replace the standard carry handle whenever the player attaches an optics attachment using the 'hasOptics' animation source; but this wouldn't be very efficient for polycount, so it'd probably be best to make separate models for the one with integrated optics and those with the customisable rail. The way I'd consider doing the versions with integrated optics would be to do the G36+G36K with no carry-handle/optic fitted, but model the handle/optic as an attachment that the player can choose to fit to this version of the rifles, and release an MLOD of the handle/optic. One can then make and addon that simulates the early German and Export versions of the rifle with the integrated optics (just remove the reflex sight from the attachment model for the Export one) and if people want to make specialised A2-type variants of the carry-handle/optic with different backup sights they can model them themselves using the supplied MLOD, and set them up as attachments for this version of the rifle. -
Problem in using the scope.
da12thMonkey replied to ejbussarello's topic in ARMA 3 - MODELLING - (O2)
You should have a cfgPatches class for any addon you make. Other than that you only really need the cfgWeapons class for an optic. cfgVehicles classes for ammo boxes or items that contain your scope and can be placed in the editor or by Zeus are useful to include for players, but AFAIK most people rely on the Arsenal nowadays for selecting their equipment. But if you want to make a scope that can be placed down as an object in the editor or by Zeus, here's an example: class CfgVehicles { class Item_Base_F; // External class reference class MY_Item_scopeClassName: Item_Base_F { scope = 2; scopeCurator = 2; displayName = "nameOfTheScope"; author = "yourName"; vehicleClass = "WeaponAccessories"; class TransportItems { class MY_scopeClassName { name = "MY_scopeClassName"; count = 1; }; }; }; }; Replace MY_scopeClassName with the cfgWeapons classname of your scope. Using MY_Item_scopeClassName for the cfgVehicles class distinguishes it as the editor-placeable version of your cfgWeapons class, rather than the attachment class itself. -
Toadie's SmallArms and Animations for Arma3
da12thMonkey replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Reflex sight on the A2 is replaced with a picatinny rail for mounting various secondary optics. On the original G36, the reflex sight was permanently attached to the carry handle above the telescopic sight. IIRC a lot of exported G36s have this configuration. There's also the IDZ/Gladius version that was trialled in Afghanistan: G36KA3, with a new buttstock and a fully picatinny carry handle similar to the one from the G36C, but with flip-up BUIS instead of the older G36C ironsight. Then there is the KA4 development with a new foreend: Not sure what's going to happen in terms of full-scale adoption of the A3/A4 versions of G36 in Germany's armed forces, since the recent claims about the rifle's problems. -
Problem in using the scope.
da12thMonkey replied to ejbussarello's topic in ARMA 3 - MODELLING - (O2)
Well for optics you need a vertex point in your model that tells the game where to position the camera. You do this by first creating the Memory LOD. Right-Click on the LODs panel in Object Builder window and create a new LOD from the drop down list that comes up, then with your new, empty LOD active, right click again and choose Properties. Object Builder will give you a list of LOD types, from which you want to one that says "Memory". In this LOD you need to create a point where you'd like the camera to be positioned when using the optics modes of your sight, and give this point a name. The pic below gives a general overview of what I'm talking about (click for an enlarged version): You see that my scope has two points in the Memory LOD for different optics modes. The one circled in Red, I have named "eye" and is used for the 3D backup red dot mode I programmed the scope with, so the point is placed behind the optic so that the camera will look through that 3D model. The Blue point I have called "opticview" is for the main magnified optics mode of my scope, which uses an external 2D modeloptics reticle (based on the one I link to in this thread). Since this is using 2D modeloptics and not trying to use the 3D scope geometry, I can place it right in the middle of the scope model. You can call the points whatever you like since you can manually define them in your config.cpp. The easiest way to get these memory points to align with the centre of your optic is to select faces that make up the lens of your 3D model in your main viewPilot LOD, then press [Shift+C]. This will move the tool "pin" in Object builder to the geometric centre of the vertexes you currently have selected, you can then go back to your Memory LOD and press [Insert] and OB will create a vertex that is centred directly on the pin. You can then move the vertex along the axis of your scope to get it in to the position where you want it (can lock movement to a specific axis in your current viewport using the [X], [Y] or [Z] keys but [Z] only works in the 3D viewport; in the 2D ones it's used to zoom). As I said before, once that's done you define the named memory points in the OpticsModes classes of your config. Here's mine: class OpticsModes { class Snip { opticsID = 1; opticsDisplayName = WFOV; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"}; opticsZoomMin = 0.02083; opticsZoomMax = 0.02778; opticsZoomInit = 0.075; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}; discreteDistanceInitIndex = 3; distanceZoomMin = 100; distanceZoomMax = 1500; discretefov[] = {0.08333, 0.04167, 0.02778, 0.02083}; discreteInitIndex = 1; memoryPointCamera = "opticView"; modelOptics[] = {"\RKSL_PM_II\Optic\RKSL_Mildot-3x", "\RKSL_PM_II\Optic\RKSL_Mildot-6x", "\RKSL_PM_II\Optic\RKSL_Mildot-9x", "\RKSL_PM_II\Optic\RKSL_Mildot-12x"}; visionMode[] = {"Normal"}; opticsFlare = true; opticsDisablePeripherialVision = true; cameraDir = ""; }; class RMR { opticsID = 2; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin = 0.25; opticsZoomMax = 1.125; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; }; }; You see that the main "Snip" class has the "opticview" point I created defined under the memoryPointCamera parameter, and is set to use 2D modeloptics with useModelOptics = 1;. Then the "RMR" backup reddot mode is set up with "eye" as the memoryPointCamera and has useModelOptics = 0; to that it uses the 3D scope geometry when looking down the sights in this mode. -
Toadie's SmallArms and Animations for Arma3
da12thMonkey replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, that configuration of the G36K is used by German special forces: https://data.archive.moe/board/k/image/1424/13/1424131184329.jpg http://photobw.info/sites/default/files/kpfschw495iuxy8yukwaeu7y.jpg But I don't know that it does have a special "A1" designation to differentiate it from the standard G36K. -
Problem in using the scope.
da12thMonkey replied to ejbussarello's topic in ARMA 3 - MODELLING - (O2)
Do you have a point in your momory LOD designated as memoryPointCamera in the config.cpp? -
I think I saw that one used on artillery vehicles, so I'd imagine it's the controller for adjusting elevation with the zeroing keys.
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There's no such thing as an MTP flightsuit. At least not yet. The only MTP uniforms worn by aircrew so far are two-piece uniforms similar to the old CS95 MTP uniform, but made of fire-resistant material and with extra pockets and things. http://i.imgur.com/J3oxdId.jpg http://i.imgur.com/Zx7uXW6.jpg IIRC there's a Fire-resistant smock as well. The armed forces are looking at updating all the aircrew's equipment over the coming years but at the moment it's sage green flightsuits and Desert DPM armoured life preserver made by Survitec Group, who also make the G-Suits. Eagle Industries designed a new armour vest for the UK's aircrew but I don't think it's gone on issue yet.
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Tools Development Branch Discussion
da12thMonkey replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
It's working fine for me at the moment. The only time I ever got an error about my Password being wrong was when one of the Tools updates switched the username and password around in Account Settings form. Do they display correctly when you click the "Steam Account" button in Game Updater? -
Nice work fellas. Are the Zeiss RSA-S and Aimpoint Micro T-1 updated with the new collimator pixelshader from the Marsmen DLC as well?