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namreg

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About namreg

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  1. Hello, I'm having this problem with a model made in O2 that I want to import in Maya to UV map it. The model in O2 has the faces smoothed but, when I import it in Maya, all faces are faceted, all with hard edges. I tried exporting the file as FBX and OBJ but always the same problem. Even exporting as 3DS in 3DSMax and exporting it as FBX to Maya gave me the same results. My question is: If I export the model to Maya, UV map it and export to FBX into O2 again... could I transfer that UV map data to the O2 native model? Thanks ;)
  2. namreg

    Project RACS

    Hi buddy, I saw your MH500 helicopters and as I'm making an MD-500 myself, i would like to ask you some questions. I have a problem with textures, when the rotors are moving, the helicopter disapears when looking at it from the top. Maybe I should change something in o2?? alpha channels, maybe??? Another thing about rotors is that they don't seem to rotate until the rotation texture is loaded, and I guess I used the czeck names correctly in o2.... I created a couple of proxy TOW missiles that don't dissapear when fired. Maybe is something I missed in config file. I created a gunner but it doesn't show up when I load ArmA. The turret doesn't seem to rotate either, maybe it's because there's no gunner? And I placed the names of the axis correctly, well I guess so... When you create a new texture that's a copy of BIS' textures.... do you use a color profile so it matches the originals? because when I imported BIS' textures in photoshop, I think something changed.... And I guess, that's pretty much it... I f you could help me with these issues, it would be great.
  3. rikabi I have the same problem with my rotors.... how did you fix it?
  4. namreg

    Armed Assault videos

    It is the final act from Giacomo Puccini's opera Turandot, it is called Nessum Dorma and this version is sung by Sara Brightman. For me that song is just great for that kind of situations.... it's funny for me to place such kind of songs where they don't belong... here this was one of my first time trying to get songs in the game, I didn't even know how to use the camera.sqs method. Arma - Radio trip to the battle
  5. namreg

    Armed Assault videos

    Here you can see a couple of cutscenes I made. I usually make them when you are traveling to battle....
  6. The thing that impresses me the most is how thoughtful you are with details. For me, the front part of your model, is just amazing. Do you have a gallery or webpage to take a look to your art-work?? Keep it up
  7. This one is for you guys!!... C' ya all in September!!!!
  8. namreg

    How to?

    maybe this webpage can help you with that.... Custom object animations
  9. Hi Panda[PL], please forgive me if I haven't answered you before but I was trying all the things you mentioned.... and with some help from RockofSL I figured a couple of things out. But the blured rotors aren't working properly. I tried everything, FACES > MOVE BOTTOM, FACES > MOVE UP... and nothing happened, so I think that there must something with my own helicopter mesh that is completely wrong. At one point I managed to create a turret and to add a gunner to my heli.... but now, after some changes, I just lost it...jajaja So I'm kind of down with this project. I have put too much time and I'm getting nowhere. I guess I need a good config.cpp tutorial about making a whole heli form scratch or something..... Thanks for all your time and your effort trying to help me out. I really appreciate it.
  10. it looks impressive, I love it.
  11. ok, now I get it. sorry guys if I didn't answer you earlier but I've been kind of busy. Let me show you what I did: ·I created a trigger, In the trigger's effect options I chose the alarm sound and in the condition field I wrote alarm ·Then I created a file called alarm.sqs and I wrote this code in it <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">alarm = true ·I took an SLA rifleman and wrote this in his init field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["fired", {this exec "alarm.sqs"}] That's all.... I put some RACS around him shooting and when the SLA guy shot.... the alarms went on. Nice but..... do I have to write that code... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler ["fired", {this exec "alarm.sqs"}] ... in every SLA soldiers' init fields??? THX guys....
  12. ufff.. I think you are right Panda[PL]. I talked to wld427 because he made a MH500 and I asked him about his config.cpp file... and he let me use his. But I guess there are some things that don't work for me. So what I'm doing is creating a whole new config.cpp file that only inherits from the helicopter class. So I created a Turret class, and finally got a gunner in the cockpit.... and actually I can see through the turret but I cannot zoom in or out or even move around. Other issue is that it's damn slow.... I don't know why, it takes a lot of time to get good speed but it doesn't run faster than 150.... well actually it does but you have to climb to 200 meters and dive like crazy I think it has something to do with the GEOMETRY LOD with the weights or something, because in the config file I raised max speed to 500 and nothing happened.
  13. About the main rotor and tail rotor, I just accomplished to make it rotate....but only the blured ones. The rotor blades are suppossed to hide and the blured ones show up, but still the rotor axis must rotate and that's not working at all.... And I'm having this texture bug with the blured rotor blades:
  14. The whole texture is 512x512 and it contains the top part of the control panels, its backside and the TOW TV visro on the left. The control panel with all those instruments should occupy 1/4 of the texture, so I guess it is 256x256
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