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adogmc

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Everything posted by adogmc

  1. Hello, you made that confirm my work, and I actually did the same thing without result. That's why when you read above I asked myself the question. :P Thank you for your involvement :) Sincerely GMC
  2. Sorry I return to the old subjects: Hello Jackal326, you made how to solve the problem? Blood textures that will not be displayed. ;)
  3. How to configure the viewer buttons because I can not select my various animations via the [Enter] which is the basic key I think. I go through the controls of games, but it does not work or I make a false manipulation ... someone an idea?
  4. adogmc

    Viewer bulldozer

    since the update, everything is back to normalFPDR
  5. adogmc

    Viewer bulldozer

    hello da12thMonkey, I always tested the same problem. But thank you for your help. I'm away for a week. I will resume the search on my return.:banghead:
  6. adogmc

    Viewer bulldozer

    Thank you for your reply but unfortunately it does not. Every time I run bulldozer creates a new file. Also I think that the copying references key exchange something here.
  7. adogmc

    Viewer bulldozer

    Attached explanations in wifi https://community.bistudio.com/wiki/Buldozer_Manual But despite the changes in the game controls it does not work. If the developer has an explanation for my problem, I'm interested.
  8. adogmc

    Viewer bulldozer

    thank you, :) I continued my research because it is painful, I can not test my annimations.
  9. may be missing this line also to show the texture hiddenSelections[] = {"Camo"}; class CfgPatches { class My_Mod_Config { units[] = {"bez_black_kitbag"}; // name of the required object in zeus. weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class B_Kitbag_rgr; class bez_black_kitbag: B_Kitbag_rgr { scope = public; // display in editor. 2=public scopeCurator = public; // display in editor Zeus. _generalMacro = "bez_black_kitbag"; picture = ""; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast"; hiddenSelections[] = {"Camo"}; // what selection in model could have different textures // "camo" hiddenSelectionsTextures[] = {"\Black_Kitbag\Data\Bez_black_kitbag.paa"}; // texture displayName = "Bez Black Kitbag"; maximumLoad = 500; passThrough = 1; mass = 5; }; }; Information for the code tags [php]text[/php]
  10. New compass Silva (ADO© Boussole Vs 0.1) http://membresado.free.fr/upload_images/images/max/1308472230_gmc.jpg Link: ADO© Boussole Vs 0.1
  11. Maj. Version V4 Silva Compass http://membresado.free.fr/upload_images/images/max/1394796992_gmc.jpg (783 kB) Download Link
  12. hi, I confirmed that it is white, but temporary. I have problems with rvmat.I wanted to make one model, in game and on the map. but I 'm realize that become complicated. I think I will make two models For the realization of other models I do not think so. I also bump on the possibility of turning the compass on the map. Thank you for your engouemant
  13. hello, the image is the old model. By lazy I do not change the image. There is therefore more to black ring. For plastic effect I still looking for the best effects. Future .... The Purpose of this dernierre release a best of visibilitte degrees. :)
  14. Maj Ado© Boussole V3 Download Link
  15. Hello, I have a problem with the uv editor. Unable to see the texture. Paa Here the following message: unable to load BIPMAP! if someone has a solution?
  16. I found the answer. I forgot in oxygen2 option in DLL directory to change the name of the path: C: \ Program Files (x86) \ Steam \ SteamApps \ common \ Arma 3 Tools \ oxygen2
  17. Hello, I just makes a radio headset, I want it to be configured as a "HeadgearItem" but with the location of a NVG or Radio without its property. How do ... http://membresado.free.fr/upload_images/images/max/1366214116_gmc.jpg (831 kB) I did some tests with the two following function , it does not work as I want. / / Slottype = 616 / / item NVG / / Type = 616 / / item NVG Thank you in advance, cordially. :)
  18. Lift post in this forum which seems to me more active: :) Can we define a radio headset or other objects on the head of a soldier as "headgear" is assigned the corresponding item in the inventory of his choice. (NVG, Radio ,Binocular , ect...) See the post here http://forums.bistudio.com/showthread.php?153269-radio-headset&p=2376571#post2376571
  19. adogmc

    radio headset ...

    For information: The Different Types: I can change item but I do not have the radio helmet on his head. I continue research ...
  20. Congratulations, great job, innovative ;)
  21. This problem is occuring when I set a transparent visor on a character having already custom head and headphones (proxies) : the face is blank ! The problem is also occuring when I try to add a custom headphone to a standard BIS head using a proxy : the headset textures disapears . the character number 1 to a custom header and custom headphones. (identical to the model number 3) . the character number 2 to a head clasique (Bysta) BIS and custom headphones. . the character number 3 in a custom header and custom headphones. the transparency problem occurs when I add a custom object such as eyeglasses or a model of BIs personal. if you ave an idea... My RVMAT: ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,0}; specularPower = 5; renderFlags[] = {"NoAlphaWrite"}; nextPass = "ado_cos\lunette\ado_lunette_sklo.rvmat"; PixelShaderID = "Glass"; VertexShaderID = "Glass"; class Stage1 { texture = "#(ai,64,64,1)fresnelGlass()"; uvSource = "none"; }; class Stage2 { texture = "ado_cos\lunette\ado_env.paa"; uvSource = "none"; }; RVMAT same problem with the BIS and the one below: ambient[]={0,0,0,1}; diffuse[]={0,0,0,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0,0,0,0}; specularPower=1000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={8,0,0}; up[]={0,8,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="ado_cos\lunette\tactical_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnelGlass(2.1)"; uvSource="none"; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="none"; }; ---------- Post added at 12:54 ---------- Previous post was at 11:50 ---------- Just for information: I have no problem in bulldozer only games The LOD 0 and 1 its a Proxy
  22. Yes they are. glasses are a identitée BIS therefore a PROXY. I did the following test I applied the head and the radio directly into the keg Lod and there is no problem with transparency. I deduce that the problem comes when I work directly with a proxy and transparency. As if importing a rvmat a proxy is a problem.
  23. I will test, but I do not think, because the phenomenon appears on glasses. See the Screen ... http://www.clan-ado.fr/images/upload/membres/5_1335304587.jpg
  24. Does not work with a proxy for identity as glasses, head personal ect ... Reversal of post here ...
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