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da12thMonkey

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Everything posted by da12thMonkey

  1. da12thMonkey

    Can I have different LOD Textures?

    It's fairly common for models to have only a single texture in the last LOD, and no .rvmat I don't think it would be all that worthwhile doing it on an object past only the 2nd LOD though if it only has 2 sections to begin with, unless you are cutting out the .rvmat as well. 2 sections isn't a lot But do check in Object Builder that you don't accidentally have multiple sections with the same texture+rvmat pair - because this happens quite commonly when working on models and copy and pasting pieces of the mesh between LODs
  2. da12thMonkey

    3CB BAF Weapons

    They asked me way back I said it was alright by me (for 3CB alone) to include my stuff (again, my stuff alone) until such a time you or I put them on the workshop, or it caused issues. But I haven't updated it in forever, so never uploaded it to WS and I didn't anticipate BIS redoing the signatures again
  3. da12thMonkey

    Help with error messages

    ca\air\flag_plane_big.p3d is the old Arma 2 flag proxy model. It's possibly in an LOD of one of your models if you ported anything from the A2 licensed data. Should be looking for a3\air_f\data\plane_flag_big_f.p3d All objects with ca\... root folders instead of a3\... are wrongly ported.
  4. da12thMonkey

    Help with error messages

    Should fill in requiredAddons properly, so that your addon looks for the parameter in magazine_Missile_AMRAAM_x1 after that class from the core game data is loaded Try adding A3_Data_F_Tank_Loadorder
  5. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Tanker (XM1091) is almost certainly a no, since it was never introduced in to service and we have the M978 HEMTT for that
  6. Make sure the texture changing named sections are not in the shadow LOD i.e. you don't want the selections like personality and injury_head in the shadow mesh - it breaks the closed topology when the texture on those polygons is changed
  7. da12thMonkey

    RHS Escalation (AFRF and USAF)

    The hull modelled so far is the most modern version. Make what you will of that information
  8. da12thMonkey

    3CB BAF Weapons

    Some of the HK-built L7A2s had a rail But as you say there's practically no use for it, so hardly any of the HK guns even have one. The optics that might be used with the gun while in the light role are night sights like Kite, Vipir, or FTS/Dragon. But they're heavy, and can make the feed cover more difficult to lift when operating the gun. Flipover optics mounts (Istec L10A1 [old 19mm NATO dovetail] and L11A1 [picatinny/NATO Accessory Rail]) tend to be what is used whether it's the Eotech used on a ship's pedestal-mounted GPMG (RN have the L12A1 version), or a Maxikite for the commander's gun on Jackal.
  9. da12thMonkey

    [WIP] F-35F Standalone

    holdstervalue is pretty outdated Since Dynamic Loudouts got added, vehicles use the bay animation sources https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#Animation_sources With the various parameters for weapon bay classes (openBayWhenWeaponSelected etc.) https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#vehicle_config_-_CfgVehicles
  10. da12thMonkey

    how to open p3d ?

    You can't open binarized .p3d files extracted from a .pbo. i.e. you can't modify 3D models from the game You can only open and modify the Steam sample files, and other models where you have access to the un-binarized source .p3d
  11. da12thMonkey

    3CB BAF Vehicles

    Tail light cluster and lack of "eyebrows" on the wheel arches says Series III 109 to me. Think it's a Hotspur without most of the additional steel armour (because the roof is curved instead of angled) Some of the Series III Hotspurs look like Defenders (110) because they had a louvred front grille late on. However, the only armoured RUC Land Rovers built from Defenders were the Tangi version shown in evrik's pic (which again, doesn't have all the armour on it) and the Tenba (which was a 110 version of the Simba). Modern PSNI have used Tangi, Pangolin and ex-Army Snatch/CAV
  12. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Ever heard the proverb: ? Don't make assumptions. Fan or not
  13. da12thMonkey

    RHS Escalation (AFRF and USAF)

    There are some green US Army textures for the UH-1 already available in GREF. They're selectable through the heli's Attributes menu Otherwise you'd need to change the decal _ca with e.g. _vehicle setobjecttexture [3,"rhsgref\addons\rhsgref_air\uh1h\data\decals\uh1h_us_decals_ca.paa"] Bear in mind, the roundels are painted on to the base texture of some of the HIDF paint schemes
  14. da12thMonkey

    RHS Escalation (AFRF and USAF)

    This is with ACE NVGs or something. Vanilla NVGs in RHS don't look like that they look like this i.e. it's not our problem to fix
  15. da12thMonkey

    RHS weapon retexture config

    You have to define baseWeapon otherwise Arsenal just treats it as a copy of the original weapon
  16. da12thMonkey

    RHS Escalation (AFRF and USAF)

    I'm afraid your immagination is running away with you here Nobody involved with RHS development other than toadie2k, has worked on the NIA MP5 pack. There are no plans for MP5s in RHS
  17. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Also for the Mk46 and Mk48 Mod 1s Any US Minimi variants that previously had a solid buttstock or the Savit stock, has most likely had the stock replaced with the new type of collapsible stock by now
  18. da12thMonkey

    RHS Escalation (AFRF and USAF)

    No. The M240L isn't just a new stock and receiver. It has a trigger group and barrel assembly (both long and short) that are completely different to the M240B. So there is a lot more to model to make those (also depending if we wanted the new adjustable bipod). I could do just the stock for an updated M240B (the collapsible one is used on the M240B and M240L nowadays). However, it doesn't make sense to do just the stock adapter when down the line, I will need to pack the new stock stuff along with all the M240L parts on a single texture panel for the sake of section efficiency. There's something else that I've had sitting in my Maya binaries for months, that I need to finish modelling before I'll consider looking at doing any M240L parts.
  19. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yup We had a discussion about collapsible stocks on M16A4s a while back and found that before the USMC opted to switch to wider use of M4A1s they were considering an M16A4 PIP with VLTOR EMOD or IMOD stocks. The PIP didn't go through Cops-wide, but intermediately armourers were given authorisation to field modify M16s with collapsible buttstocks and some opted to do so on deployment @toadie2k made a superb IMOD stock for the NIA HK416 pack, so I asked to use that in order to create something similar
  20. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Modern M249 barrel assemblies don't have an adjustable gas regulator. Which is why it's only on the oldest M249 variants in the mod. And the picture is an L129A1, not an M4 variant Speaking of the M249s, there will be a couple of additional modernised variants in future: A version of the classic solid-stock M249 PIP with RIS, and support for grips And I whipped up a new buttstock Might spot something else in the last image too
  21. da12thMonkey

    Weapon Resting & Deployment Feedback

    I'm not a fan of the current vertical limits. There's a big mismatch in the ability to fire from a low point up to an elevated position compared to firing from an elevated position down to targets below. Such as here firing between the beach up and the high bluffs on Stratis You can see that someone lying prone on the (flat) beach far below can have a vertical field of fire that far exceeds most typical point-to-point elevation differences in the game. Angles that a person would not even really be able to fire at when prone (actual high-angle shooting position), let alone while maintaining support from a bipod. Arguably, the second instance is the one where a bipod is more likely to be employed from the prone position and have a larger range of motion with bipod support. I'm assuming it's this large to allow supported firing from a downward slope, to an adjacent elevated position But I don't really think that's a scenario where one would typically be firing from prone anyway Don't get me wrong! I know why it's this way for prone shooting in general. I just don't think it should extend to deployed shooting at this extreme height
  22. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Locking range against targets with terrain behind them is much shorter than against targets with clear sky behind them With sky background, it should be able to lock ~6.5km
  23. da12thMonkey

    RHS Escalation (AFRF and USAF)

    Yes it's intentional. A-10A can only detect radar-guided missiles. They didn't have a MAWS for IR-guided missiles, until the A-10C. And A-10s don't have a radar
  24. da12thMonkey

    RHS Escalation (AFRF and USAF)

    We wont be able to have continuous zoom on the Dedal scope if we change it to the stepped zoom system. Other scopes use the stepped zoom mechanic because it's the only way to scale the reticles depending on magnification. The DH 5-20x56's reticle doesn't scale with magnification so allowed us to use the game's continuous zoom mechanic, which is technically more realistic than the stepped zoom we have to use on other scopes.
  25. da12thMonkey

    NIArms Release Thread

    If you know a little about config writing, it's not difficult to add the necessary parameters (modelspecial and modelspecialisproxy) in to the BIS magazine classes in order to get them to show toadie's, RHS etc. STANAG proxy mag model The big mods using the mag proxy system so far (NIA, RHS etc.) could have done it themselves, but it's always a bit dubious to change BIS assets as part of the core or optionals of such a mod. It is bound to conflict with others doing the same thing like if BIS adds the feature, down the line. So perhaps better to leave it for people to do with just a small third-party addon.
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