Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Everything posted by namreg

  1. namreg

    RVMAT help

    Hi guys!! I'm making a new helicopter that uses some of BIS original textures and new textures that I've made. As I want to use the same original BIS materials with my new textures I encountered a problem and that was that I cannot recreate the same material myself.... I read that you unraped BIS original materials.... how can I do that???
  2. Select glass in O2, Ctr+C, Ctr+V, it will be selected allready (maybe make it a new selection here just in case), press W to invert faces. It should by default be at the top alpha layer after pasting in. Can be a good idea to make it a new selection right after pasting it in, to make it possible to select it easilly later. ...as simple as old copy and paste procedures. Thanks man, done... now I'm going to do the LODs...
  3. I did what you said, and its fixed, but now I can only see the texture from the outside. Is there any way to make those faces double-sided or I have to duplicate them and change normals?
  4. Hello mates!!! VXR Thanks for your comments and for your texture advices... I couldn't have done it without your help RobertHammer THX, I'm glad you like it Panda[PL] It took me a while at the begining, trying to figure out how normal maps and specular maps worked. But then, as you said, It was really fun to do.... now I'm trying to put it all together to see it in the game...I'm really getting excited about it!!!! Here you can see my heli in O2, after importing... ... and with textures applied. But then I got this problem when I added the rvmat material to the glass at the front. I searched and found the rvmat files that were applied to the model, at first I thought that it could be a problem with my O2 copy but.... ... I put into ArmA and it looks the same way..... you can see through it, but still you see the gunner's seat.... why this object and not the others? FischKopp I like your M60s and I'm really waiting to see them finished.... smellyjelly Hi man, why don't you try to create a 1/4 sphere around tohse wheels in the interior part and then join them with the lower part..... Here I made a quick drawing of it.... hope it helps.... and I repeat... it is a quick drawing
  5. Hi, I would like to bomb a whole town for a cutscene and I wonder If there's any way to place bombs in the sky and just let them fall free and explode...... I tried to use some units to do it in the init menu I inserted this: then I put an invisible marker on the map and with the setpos command I send the unit there and by a trigger they fired the weapon: Then it exploded..... but you always see a guy flying around, and if I wanted to explode more bombs it was impossible or completely slow... I know there's a good way to do this, could anyone tell me the script?? THX
  6. namreg

    [Searching] Best tutorials around

    And you can find those Brsseb's tuts for OFP here: opfset7.jpg
  7. Hi, here is my final model with all the new textures applied. The only thing now is to create the new normal maps, find the rvmat files to apply them and adjust the scale to import it into O2...
  8. ... I mean, how do I move an object to the location of another object but 5 meters away? I have this rescue mission going on and the plane crashes, so it starts burning, but after a while, it stops burning so I want to move a fireplace where this aircraft has crassed so it lights the scene.... this is a night mission by ther way.... I know this command works for that: But I wanted to place more than one fireplace and I wanted to be a little spread over the place, like a triangle around the plane.... Is there anyway to do this??? THX guys
  9. Hi and thanks all guys, but actually I found the answer at the Biki - setPos command I looked at it at first but I didn't understand until ColonelSandersLite helped me out with another script for a bombing cutscene: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Bomb = "Bo_GBU12_LGB" createVehicle [getPos MyGameLogic select 0, getPos MyGameLogic select 1, AltitudeInMeters]; So I used the same syntax with my object: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player setPos [ getPos this select 0, getPos this select 1, (getPos this select 2) +10] (getPos this select 2) +10 this uses the same Z coordinates and adds 10 meters.... It's great!!! THX Pipol!!!!
  10. I tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Bomb = "Bo_GBU12_LGB" createVehicle [getMarkerPos MyMarker select 0, getMarkerPos MyMarker select 1, AltitudeInMeters]; instead of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Bomb = "Bo_GBU12_LGB" createVehicle [getPos MyGameLogic select 0, getPos MyGameLogic select 1, AltitudeInMeters]; But it doesn't work with markers.... thing that would be neat so there are not so many game logics spread all over the place, just markers that can be hidden... what am I doing wrong??
  11. jajaja, I know man I knew that the createvehicle command was involved in this, at first I created a marker and used the getpos command to try to place the bomb there but I couldn't.... anyway, THX a lot man.... There are many things I don't know about scripting, and I see a lot of difficult scripts out there that just blow my mind....jejeje... yours is great, just what I needed....
  12. plaintiff1 I actually did my UV mapping based on the BIS textures.Then I made my own textures for the new components copying and pasting what I needed from the BIS texsture maps. Iknow what you mean about transfering maps but.... I just got those models relased by BIS Punisher5555 Hello and THX for your comments. About that cover of the other nose sensor you are talking, I have to say that I haven't seen any picture of that removed. Not in helis on the ground or others flying... I suppose it doesn't use that laser you are talking about because it carries TOW missiles wich are TV guided... but If you really know this is removed prior combat.... I will take it out
  13. VXR THX man, I'm glad you like it plaintiff1 This is an old model that I started modeling a few years ago and it has nothing to do with the BIS model, so I have to do all the UV mapping for each piece jeje... but THX for the information buddy wipmanTHX for that web page!!! it has a lot of information about my heli too!!!.... this is the link for a close up on my heli's front sensors (that I just added to my textures) MD-500 Sensors close up Panda[PL] Here you have the specifications. It has a couple of turbine engines so that's why it has a couple of exhaust tubes on each side. And that cone at the back... I suppose it's for better aerodynamics... You are right, they don't look that dark on the pictures.... I just fixed it....
  14. RavenDK plaintiff1 Don't worry, I'm still UV mapping, adding BIS textures and creating the new textures for my heli... ... so please don't feel any presure about it, but thx for your interest
  15. Hi da12thMonkey, I exported it to obj format. Wich format is better for exporting anyways? I found out that when I import the chopper into O2 it reverses not only the normals, but the direction of the chopper in 3D space also. The X and Y axes are correct but not the Z axis, actually it's looking backwards when I imported it so I changed the import properties of the obj format and selected the Invert Z option and then it was ok. ... normals perfect but the UVmap looked a little weird in some places... ... and whe I tried to change the UVmap points it behaved in a weird way, anyway I will finish first the UVmapping in maya and after that I will try to solve the O2 problem... Hi plaintiff1, nice to read you again. I deleted all the objects history and freezed all transformations but still isn't working. Should I place all of the objects center pivots in the (o,o,o) coordinates to solve this?? Will it help? Benoist THX buddy .Jonny Those guys look impressive. I have a couple of projects in mind but when I finish them I would like to do a special forces unit too and your work encourages me a lot man....
  16. Hello!!! Here you have a new picture of my WIP thing.... I know it's still at a very early stage in the UVmapping proccess but I was so happy that I wanted to share it with all of you guys There are some places where the texture stretches out a little bit, I will fix it.... I don't know if this is the right place to ask this, maybe I should go to the o2 modelling forum but.... when I import the model in o2, the normals are all reversed.... why is that??? The worst thing is that the texture is messed up even if I reverse the normals in o2.... I'm making the UV mapping in maya, could this be a problem when I export it to o2? Thanks for all again
  17. Hello again!!! This my new tail rotor, thanks to plaintiff1 and MehMan for their advices This pictures show the final interior, with the gunner's TOW visor included, I think is very clean but, as always, I expect your comments about it... After deleting all the extra geometry at the tail rotor and adding the gunner's visor it all came down to 8084 tris, even though I still have to add the rear light and some sensors.... I think it's looking great!!! THX guys!!!!
  18. Hello again. Here there are some new pictures of my WIP thing I added the front visor which pivots as the gunner locks a target, just as the AH-1W one does and modified the missile launcher which weights 264 tris. ... a detailed look at the rear tail rotor The whole thing is 8469 tris... is this ok??? I looked in the internet and that ACE Mod looks pretty nice... but I think they have very nice modelers with them. For now I only want to finish my helicopter and watch it flying in ArmA
  19. Here you can see the new resolution added to my missile launchers. Actually I created them with 9 sides instead of 10 because one thing plaintiff1 said... At the back of the missile launcher there's a hole... do you think I should create it by modeling or a black texture will do it??? For me its great plaintiff1, do whatever you wish if it doesn't take you much time...
  20. Hi, here are some shots about my MD-500 with new resolution Actually there are a couple of holes in the missile launcher that I thought it could work with the texture, but I'm not sure if it will look better extruded inside.Also I extruded the exhaust tube at the back inside.... but my question is if it is really worth the extra polys.... here's an example For me it looks great but I don't know if it's too much for the game engine. After making this pictures I finished the main rotor and tail rotor and the actual poly count was about 7'5 K..... is iy ok or too much?? Anyway thanks for the comments and advices plaintiff1 and by the way... I found the RACS AH-6 texture... its the mh6sp_1_co.paa in the air directory in the characters folder. [
  21. Hi, plaintiff1 You're right, the resolution is high because at first I created it for rendering purposes but now I'm reducing it to put into ArmA. The thing is that I don't really know how much should I delete. I took some screenshots from that part of the chopper that you mentioned ans it's 8 sided, then I saw that the number of sides changes depending on the part of the heli as you can see below... ... so I took my missile launcher and reduced its poly count like this... Is this ok??? Should I leave more resolution or work on the texture for better details?? THX
  22. No, I actually created it from scratch. I bought a model kit and created every single piece in maya. And the material it's a car paint material that maya has by default.... But what I cannot find is the RACS AH-6 material file.... I have unpboed the vehicle files but it's not there, the other AH-6 material is there, but not the RACS one... anybody knows where could it be at?? THX in advance and I really appreciate your comments
  23. Hello, this is my first post and I'm very excited about this addon I'm making. As the RACS don't have a major tank hunter helicopter I came up with the idea of building this MD-500 "Defender" helicopter wich is equiped with 4 TOW missile launchers. The pictures are some renders I made. I still have to finish the front part and start downgrading the resolution to put it into ArmA. Hope you like it
  24. Hello, There's a Bar at the entrance of the town of Carmen, when you create an unit and add a waypoint over this building, it says that there are 38 positions where he can go to. I created 37 enemy soldiers to go into this house and guard every window but they don't enter, they get stucked in the front door moving around rotating over themselves. So I wonder if there's a command such as the moveincargo or moveindriver to move them instantly to those positions.... THX