ezechiel
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Meatball0311 - WIP Thread
ezechiel replied to Meatball0311's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Very nice. But i m wondering, what is the name of this desert map ? thx -
Icones of the unit/building at his REAL SIZE in the map editor, for a better placement. (you know the 'ok i have two fences here and here, separated by one meter > go ingame > oh boyys...)
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No, i dont have doors for now. Maybe later, when i will have 3 4 model converted... step by step :D Whats wrong with the config? I just dont understand what i need to do. What part of he Config i should remove or keep, ect...
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Any help for the Config.cpp ?
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yes sorry that's what i did ; ctrl a (all selction) and u (sharp edge). But its doesnt work :/ Thanks gnat i founded the samples, but i m much more interrested by a 'full version' of a finished product, including config, textures, and all the stuff needed. I searched on the bi samples and all i v got is the p3d ? But its very interesting for the next of my test (path and stuff). cheer
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Hmm, ctrl a + U doesnt work, i still have the problem. On the lod 3, the viewport seems ok (but i cant make a buldozer preview of this lod). see the differences, its matter or not ? Maybe its just my front side who are not planed anymore Do you now if there is a sample of building model (and more; if there a sample of the same type of my model - without door or animated stuff). I tryed to depbo some addons, but there all binarized (prevent stealing ?) Thx for your help
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yeehaa thank you ! I know, its not fancy, but i make progress :D Now i dont know why i v got this wireframe on top of my texture ? In max or on the .paa they dont appears... I also create the .bisurf file Density = 2000; rough = 0.100000; dust = 0; bulletPenetrability = 20; soundEnviron = "concrete_ext"; isWater = "false"; friction = 0.900000; restitution = 0; impact = "Hit_Concrete"; soundHit = "concrete"; I just copy the one here , but i need some explanation; obviously, this tutorial are primarily made for ofp, does ArmA2 have the same 'class' sound ? Does my "hit_concrete" will actually work ? How do i know the name of other impact/soundhit/ect... ? This bisurf are obviously made for only one material, if my texture are some concrete and metal part, how to link more sounds ? Thanx for you help. In the meantime i will try to continue the mondkalb tutorial, and totaly finish the import. But i m looking for more tutorial on the same subject (for comparison), and for making glass/door/others usefull stuff... I saw a "glass" in the shader section of your armatool soul assassin, do you have a tutorial about it ? or some tips ? Also, i can't find some condition on making addons. How many polygon an average model can have ? blabla_as.paa texture are 512*512 max allowed, but what about other files ? i actually work on 1024*1024 ---------- Post added at 09:36 PM ---------- Previous post was at 08:58 PM ---------- Well, here i really need help, i dont understand a single lign :eek: hahaha I need help with name/class name, and stuff ? I started to remplace some lign, but dont really know what should i keep or not.. My folder (for name and stuff... // data and 3dsmax will be deleted of course) stringtable.csv model.cfg Config.cpp
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Ok thank for reply; I corrected the path and the rvmat file. But i still have the same .paa problem. This is very strange :butbut:
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Haha ok total fail :p But now, i v got another problems ; The .paa generated by 02 of my diffuse texture look weird; so i got this in buldozer. I tryed to generate a .paa files with texview but the same shit happens... what i am doing wrong ? other generated.paa (smdi, hq, dt) looks fines. edit : same for paa photoshop plugin...>< I also create a rvmat based on the moonkalb building addons tutorial. surfaceInfo="a_garage2\garage2"; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.53660399,0.60000002,0.47999999,1}; specularPower=850; PixelShaderID="NormalMapDetailSpecularDIMap"; VertexShaderID="NormalMap"; class Stage1 { texture="C:\Users\Adrien\Desktop\a_garage2\garage2tex_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="C:\Users\Adrien\Desktop\a_garage2\garage2tex_dt.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="C:\Users\Adrien\Desktop\a_garage2\garage2tex_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; thx for helping !
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Hi there Trying to import a simple building model for learning, i got somes issues; using Soul_assasin armatoolsbox On 3dsmax 2010, i got no problem; i follow the Soul_assasin tutorial; with the directXshader, i have my tex file and my _smdi, ect... i created _as with the tool, work perfectly. i see my lod; 2 resolutions (one 0 and one 3), one shadowvolum and one memory; first question; i m making a building model, without door or other stuff, so memory lod is useless no ? i just left blank this one on max, i am right ? :confused: this is my folders on desk: all texture files are 1024*1024 tga at 32compression, exept for the _as (512*512) model cfg are generated by S_A tools; i just left blank the 'animation' subfodel in the generator. here, that going to be tricky ; first of all, if i just export that, i got an max' error 'mesh operation on non mesh target'. Well, i just by pass that by select 'export selected objets only and ... of course, select my model + save textures and save materials. in O2 So, now, i got my model in 02, without any lod i created before. Ok, no problem, i duplique my lod_0 in 02, rename, change the resolution and delete the handoor on front of my model: i got my lod_3. For both of them i create a property "lodnoshadow on 1" (img bellow say 0 but i fixed) I duplique again my lod_0 for creating my shadowvolume lod. and do the stuff on the img bellow (recalculate normal for all, + triangulate and inverse normale for shadowvolume). Well, i lunch my buldozer and i got this question 2: Perfect shadow, model is fine, but... wait, where is my textures ? :( question 3: If you can fix this texture problems (the 'only' real problem i v got), what should i do next ? i mean for import ? i bet collision lod & stuff ? The only real tutorial for the next i ve got is the moodkalb' and... wow... I'm so lost.. If someone could show me the way OR take my model and import ingame, it will be perfect. I got hundred of building model of my own on max and i just need to learn how to import them... thx for all, specialy Soul assasin for his tool.
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RKSL - WIP - Ilha Marrom - 40.9km Island
ezechiel replied to rksl-rock's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
look very good ! On question; where is the aircraft shelter in the editor ? Are they available ? I can find a radio tower, a wind turbine an helo, but nothing like the big shelter & others stuff. And i m saaaad :) Again, great job !! -
Hi, I just cant find a way to lunch I44. I have ArmA2 patched 1.08; i installed the 2.0 (this create a I44 folders with /addons inside), i manually copy paste on this /addons the 2.1,2.2, and DAC update. I lunch ArmA2 with -mod=@I44, i go to mission pannel, i can see the mission and they pictures, but when i lunch "blablabla cant find omaha beach...". I go to editor, lunch UTES, and not a single I44 unit is available. Where is my problem ? Thx
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This is a wtf thread hahaha
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Soviet Administration building(WIP)
ezechiel replied to CyberDaemon's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
two hour for that ? First addons ? God i need to work with you, i m totally sux at O²/config. Texture seems a little bugged near the front door. all lods are correct ? good work -
Yep mall will be enterable, like radio station and fast food. Making this building for being an objectiv to mission (rescue the civilian from mall, lunch a destress signal from radio tower, ect...)