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Everything posted by PuFu
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What he said... I'd firstly try and understand how game engines works, before suggesting stuff i am not aware of...
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Need help with model issue....
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
Glad you fixed it on your own. Why don't you rotate it on it's "problem" axis? edit: see PM -
It is not up to via, but the publisher where and how many copies they send afaik
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Buldozer crashing when using/converting a certain texture
PuFu replied to W0lle's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
that's actually very weird if any other texture is working buy that one Could you send me that texture (paa) somehow so I can try the same thing you are trying? or ask synide to send it to you? Sorry, but you are the first person I hear about to experience smth like this -
Why don't you use the sample model relesead by bis for a2? Or any of the sample models for a1 as referance? Doubt anyone will send his work in p3d mlod format to be honest..
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Building modeling questions and techniques
PuFu replied to cctoide's topic in ARMA 2 & OA : MODELLING - (O2)
i am in my final year at architecture. I can honestly say i got plenty of experience with making designs for various projects (all not fitting in the BIS environment though being..out of place for it). Regarding 3d models for houses: Build it in 3d as your would build it in real life i found the easiest. Obvioulsy, you could model it as a whole (although i found that harder, especially for rendering and visualisation). I don't have experience with A1/2 building models, but can't work too differently from other game engines: 1. faces/objects can very well sink into each other. The shadow LOD needs to be properly done though. 2. it is easier to use the UV space for one model, although there are tricks you can do, depending on which software you are using.. 3. Using the same UV space for multiple elements is also possible, and recommended where possible. -
Should be if the author asks for it... granQ - looking forward to seeing some more of it mate >:P
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Need help with model issue....
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
LOL!!! - Made me day. Print Screen BUTTON on your Keyboard (above numpad) then Paste in PS or Gimp or Paint or whatever?? Can you be more specific and paste the error here? Find it in the RPT See if all {} are closed (as in a starting { needs to have a } when class closes), and after end of line there is a ; At a brief glance the code look ok that could be your culprit you make it. That is the inventory picture yes. -
Buldozer crashing when using/converting a certain texture
PuFu replied to W0lle's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I am on the same page with synide here. Seems there is some wrong path pointing to some old config file (remaining from A1 etc)... Just tried with a paa i had from A1 (doubled checked, i don't have the unbinned files from A1 anymore, so cannot verify with ka50_03_co.paa), and works fine.. You could try a different paa, see if that works ok in buldozer for starters. If it creates same problems, it is more likely something synide is suggesting -
Do I need photoshop to make addons?
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
See the other thread you starter for my reply meatball -
why you feeding the troll? He obviously wants nothing but making himself heard since he is probably frustrated by his own gaming impotence... To answer your question: some game shops might take your game back, depending on reasons, and time passed from the moment you bought it. If you hate it so much, it might worth a shot. Game developer companies do NOT offer refunds
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Buldozer crashing when using/converting a certain texture
PuFu replied to W0lle's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
i'd gladly help you mate, but don't have a1 installed anymore..might have the files unpacked around somewhere, i'll have a look when i get to my studio tomorrow.. anyways, out of my head: 1. wasn't there some different packing bits between texview A1 and A2? 2. try using the PS plug in, see if that works instead 3. from my previous experience, trying to convert png to paa fails, since the alpha chnl is dealt differently. tiff might work (haven't tried that though). not sure why tga is no go though... -
Need help with model issue....
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
Post a image from your O2 p3d workspace (as in screenshot) Please pay attention to the details posted there. You could use it both ways really. I am just saying your are over complicated things instead of simplifying them.. That is why the code i posted in the other thread is FOR YOUR OWN model.cfg to use. Neither does any of the ACE rucks.. I would ask Echo to grant me permission to look over one of the ACE ruck p3d models(i am currently not and ACE dev anymore) - (that you can download from ACE repro for preview purpose yourself, non-binarized) and have a compared look. BTW: do you have a memory lod? do you have a view pilot lod? -
Do I need photoshop to make addons?
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
I would suggest you posting in only one thread(out of the 2 you are posting now). Since this thread title is not appropriate anymore (and the last number of post are OT), the other is a worth it i guess. -
Do I need photoshop to make addons?
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
Please post an image from O2 - wireframe. I guess i wrote the above code snippet for nothing... 1. you don't have the make a folder called x (for reason described in previous post) 2. you don't have to make a folder called "rum" 3. you don't have to create a folder called "addons" ALL YOU NEED IS A FOLDER CALLED "prc117_ruck" FOR THE PBO CREATION. You will need a model.cfg in the same folder as your p3d is. class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class ace_ruck_skeleton: Default { skeletonInherit = "Default"; skeletonBones[]={}; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class RUM_PRC117: Default {}; I would suggest you contact Evil Echo, who ported and improved ruck sys for A2 -
Do I need photoshop to make addons?
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
You don't need the same path as ace has in the pbo prefix. The only thing you need is having your addon.pbo same named the same in the pboprefix, and not really the whole path. IE: if i should be having a file pufu_example.pbo, the pbo prefix content should be pufu_example config wise, you would need your file (pbo) to be binariez anyway, so don't mess with it manually I would suggest to use binpbo tool from bis tool pack for a2, since it is a bit more intuitive (if that can be said for anything Arma related), and will also allow you to sign your files. requiredVersion is related to arma build version, not ace. Just leave blank or use a very low value such as 0.1 version is your addon version. you could use a number such as 1.0 for the first release or blank. It is NOT mandatory i suggest you use "data" instead of "prc117ruck_data" (that is the most commonly used form).. But if you insist you could easily split them like this: rum_prc117ruck\m for model (p3d) rum_prc117ruck\t for textures (rvmat and paas) rum_prc117ruck\s for scripts (if any are to be used later on) etc Example of config.cpp where name of pbo: rum_prc117ruck.pbo name of p3d: rum_prc117.p3d layout: \rum_prc117ruck\data\ pboprefix: rum_prc115ruck gear picture name: thumbpic.paa class CfgPatches { class RUM_Radio_Ruck { units[] = {}; weapons[] ={ "RUM_PRC117" }; requiredVersion = 0.1; requiredAddons[] = {"ace_sys_ruck"}; version = 1.0; author[] = {"Meatball0311"}; }; }; class CfgWeapons { class ACE_Rucksack; class RUM_PRC117: ACE_Rucksack { scope = 2; ACE_PackSize = 20250; ACE_Size = 20251; ACE_Weight = 1.15; displayName = "PRC-117"; model = "\RUM_PRC117\data\RUM_PRC117.p3d"; picture = "\RUM_PRC117\data\thumbpic.paa"; descriptionShort = "PRC 117 radio pack"; }; }; }; As a general rule, ACE is a bad example for ppl trying to sort out their first addon. The layout is a lot more complex than a single pbo needs (for a number reasons i am not gonna put here). So while you obviously need to look over it if you want it to work together with ACE (in terms of inheritance etc etc), i suggest not to follow the same layout, unless you want to create a similar sized project, together with repo, and a huge number of other persons working simultaneously on different components that in the end need to work as one -
Texture packs/ increasing texture sizes ?'s
PuFu replied to Flash Thunder's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Even though autocad can do some 3d, it is by no means a modelling software... believe me, i use it on a daily basis for work...Tried using it as a 3d software, but moved eventually back to 3d max... -
Do I need photoshop to make addons?
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
yes, the above looks ok. -
Depends on the server
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The so called camera shake in the vid is nothing else but recoil. It has been discussed a lot: the animation in A2 is linked horizonatlly, hence from a 1stPOV perspective you don't have the sensation of recoil, the muzzle only moving on the vertical axis. 3d sights is possible, but the real issue is that the whole screen would be zoomed in, rather than only the scope part. This has been talked over so many times before. Adding 3d scopes would need a new 3d model of the weapon you want to use it on as well, or at least the MLODs from BIS weapons to modify it.
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Texture packs/ increasing texture sizes ?'s
PuFu replied to Flash Thunder's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
No, you could increase the size of texture by editing it. Not really recommended since no software can properly sharpen on up_scale (no matter what you see CSI doing). Never happened to me. The shadows are quite too sharp if you ask me. Not really, 4096x4096 textures are possible(even further might be possible if they follow 2^n X 2^m formula), but would increase strain on game engine even further. Maybe because texture size is limited to fixed value? This is about the way BIS engine works with LODs, and distance associated to it. LODs poly no should scale up/down using the Catmull–Clark formula AFAIK Most of BIS textures are higher than any other game out there. The real problem is how the game works with LODs, as well as how certain details are used on the UV space. What does autocad has to do with texturing in the first place? 200 3d resolution does the following: it renders your game a 200% of your screen resolution, and shows it on your screen. It is aobvious why it looks better this way... -
Do I need photoshop to make addons?
PuFu replied to Meatball0311's topic in ARMA 2 & OA : MODELLING - (O2)
You would need the model.cfg depending on what you are planning on using it for. If there are no animations, etc you shouldn't need it Config.cpp, yes, you need it. Have a look over existing configs. I guess you want to use it withing ACE2, the same way backpacks are used. If not, well, as an object/item? Uncertain here The texture you did is only the diffuse one. You would need the rvmat, together with nohq and smdi. If you don't have a hipoly to bake your normal map (nohq) from, you can always create nohq map with xNormal, PS plugins (ATI or Nvidia) or similar tools. Specular map can also be done quite easy using PS or Gimp or whatever from the existing diffuse map Rvmat - is the material that links all the textures toghether. There are plenty of tuts around the web and those forums about those sort of files. You can always unbinarize an existing rvmat and use those values for your rvmat. For further help, i guess you could post some aditional info about what you want to do with this radio... -
Weapon Loadout Tab in Editor (A2CIT) vote it
PuFu replied to Flash Thunder's topic in ARMA 2 & OA - SUGGESTIONS
You definitely recall wrong... -
what is easier to learn 3dsmax or O2
PuFu replied to Woodstock21's topic in ARMA 2 & OA : MODELLING - (O2)
It all depends of how you are modelling. Please don't blame a software for the lack of know-how, skills etc I find any other software easier than O2. Obviously i was used to max before touching o2, but then again, most software work the same, opposed to O2. Max, Maya, Modo, XSi etc are complete boxes, and you can do a lot much more than with o2. Then again, you will need to understand how O2 works in order to get your models you created in 3rd party programs in the game. My suggestion: learn what is more familiar to you, the one which you can find the most references for (o2 is not great here), and the software you can afford = no reason to buy max just for A2 modelling. Blender is free -
How to add the building models' specular and normal texture effectively?
PuFu replied to MGLO's topic in ARMA 2 & OA : MODELLING - (O2)
why would you not have buildings UV unwrap? where is the difference?