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adogmc

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Everything posted by adogmc

  1. will be necessary to wait still a little bit but much
  2. in O2 in buldozer In Game
  3. Famas-F1 N°1 Ammo Box N°2
  4. adogmc

    Textures blood of a soldier.....

    Arma unable to read the files tex[]= and mat[] the class wound. Changed my all paths of rvmat. If I have tested under o2 directly it works. I am exhausted
  5. I am trying to add textures blood on my units ADO© but it does not work. Here is how are structured the rvmat: [head.rvmat], [head_ Blood_low.rvmat], [head_Blood_strong.rvmat], [corp.rvmat], [corp_blow_low.rvmat], [corp_blood_strong.rvmat] I did a test with rvmat origins but nothing nada. A small suggestion?
  6. Unfortunately it is similar to other weapons like I can not under ofp a multi realize the impact sorry.
  7. adogmc

    Textures blood of a soldier.....

    Why my home files rvmat. The Class wounds does not read who has an idea? While rvmat textures of lods no problems .... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Wounds { tex[] = {}; mat[] = {"ado_compagnie\sang\tete.rvmat", "ado_compagnie\sang\tete_wound1.rvmat", "ado_compagnie\sang\tete_wound2.rvmat", "ado_compagnie\sang\corp.rvmat", "ado_compagnie\sang\corp_wound1.rvmat", "ado_compagnie\sang\corp_wound2.rvmat"}; };
  8. Small Skewer images ... 1. Commando & Sniper Snipers Ghillie 2. Commando & Sniper Snipers Ghillie 3. Weapon of my invention : QBZ-21E
  9. Béta in December I think.
  10. For info model 3d of the sniper and the French Lodu which gives the Swiss fashion and even me. For my part I changed the texture of the basic model Lodu.
  11. It is not malignant as your answer. The end ------------------------------------------------
  12. It is not yet out, and I did not authorize the puplication link. I am angry. It is a serious misconduct on my part not to have code the links page. The goal was to watch the state of outstanding work ... For info why not a gun in France because the mod OFrp and why. Cordially GMC
  13. adogmc

    Textures blood of a soldier.....

    Thank you very much
  14. adogmc

    BIS MODEL INTO GAME

    It's simple hat must have your name Head in the name property. Selection Head and adds your hat, the whole rennome Head.
  15. I am looking for a script for my multi impacts remington870 Tac12 and that of my Spas12 OFP that no longer works ... Sincerely GMC
  16. Thank you, I vote. If it can move the thing ...
  17. adogmc

    BIS MODEL INTO GAME

    In about two months for my clan and after debugging for the community if it interests somebody ^^ hold for you
  18. adogmc

    BIS MODEL INTO GAME

    veiled your answer includes in your .cpp the cfgSkeleton. the proof in image.
  19. adogmc

    Error with closed vertices

    Indeed, with the bone day before method… with the hand...
  20. adogmc

    Application of Normal Maps

    create a file rvmat avec Mat editor or text processing. ex: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.000000,0.000000,0.000000,1.000000}; specularPower=1.000000; PixelShaderID="NormalMapMacroASSpecularMap"; VertexShaderID="NormalMapAS"; class Stage1 { texture="ado_armes\QBU-88\qbu88_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0,0,0,0)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { texture="ado_armes\QBU-88\qbu88_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; insert the way of your two files nohq and msdi inside. silmutanement select principal texture in the window textures and the key ctrl. Press on the key E is in the section path Mat writes chement tone RMAt file. Veiled. Repeat the operation for each texture if you wishes it.
  21. adogmc

    rvmat and config

    For textures of wound of infanteries it is in more in the .cpp but not for other textures it is in the file rvmat only. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_rukavy_hhl.rvmat", "ca\characters\data\us_rukavy_hhl_wound1.rvmat", "ca\characters\data\us_rukavy_hhl_wound2.rvmat", "ca\characters\data\us_soldier_b_body.rvmat", "ca\characters\data\us_soldier_b_body_wound1.rvmat", "ca\characters\data\us_soldier_b_body_wound2.rvmat"}; };
  22. Veiled my first addons official. Beretta M9A1 ADO© V1.0 Beretta M9A1 Name arms in editor : ADO_M9A1 Name of the charger : ADO_PMag or 15Rnd_9x19_M9
  23. adogmc

    505's ArmA Special Edition - What ya want?

    For me little French: I would like a handbook of edition, handbook of moddeling and Cd with the programs for carry out models 3D and full with model moddeling and sample codings cpp. NO starforce please... = unstable system , platge of the PC ....
  24. adogmc

    elements of the decorts

    In advance excuse to me my poor English . i'am a french. Is what elements of the decorts one a great influence on seen IA. EX: to hide in bosque or a tron of tree even returns inpossible A the IA of us.
  25. adogmc

    elements of the decorts

    Yes it is. Execuze me for my translation.
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