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BilOlson

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Everything posted by BilOlson

  1. BilOlson

    NBC combinaison

    @Major Blood and M1947 - Col. Faulkner has given you the answer pertaining to the "floating" gear.. @Major Blood - I suggest looking at the BIS sample models a little harder, if your adding a leg holster, you'll be working in a lot more LOD's than just the 1st LOD...but it is a good place to start Im available by PM or by MSN (info in profile)
  2. BilOlson

    RVMAT help

    Yep you read correct you need to use UnRap thats in Keygets Tools which can be found here Keygets Tools **Edit - forgot to mention after they are Unrap'd, it outputs to a .cpp file which is openable in a text editor. After that all you have to do to work with them is change file extension from cpp to rvmat and your good to go, if you need to alter rvmat again just change file extension back to cpp or txt.
  3. BilOlson

    RVMAT help

    Ok, after getting hang of O2 and getting new units ingame and such, I have started the optimization stage. I have successfully used paNTool and merged textures into 2 larger textures with appropriate _as, _smdi, _nohq files, etc (ex. asp_soldier_co and asp_soldier_equip_co). soldier_co was made using three orig textures (uniform,Prohelmet, and face/hands) and soldier_equip_co was made using two orig textures (two diffrent sets of soldier equip textures) UVs set on these two textures as well and working in buldozer. Successfully UnRap'd rvmats, adjusted paths, but they are not working properly... Can anyone shed some light on this procedure for me? I did read Linker's Material tutorial, but it didn't help me, or at least I couldn't figure it out. Thanks in Advance
  4. BilOlson

    Request: Normal Map Generation

    I 2nd that, I use it as well, ShaderMap CL (command Line), produces much better results than nvidia plugin.. imho of course..
  5. BilOlson

    RVMAT help

    Turns out you were correct Scars, I had made a major boo-boo, put wrong extension on one of my nohq's, it was actually a smdi , D'oh no weird happenings now! Thank you
  6. BilOlson

    RVMAT help

    well that seemed to"fix" it... Helmet bug is gone.. Can you explain a little more so I can understand what was happening....
  7. BilOlson

    RVMAT help

    Ill take a couple more pics and get em posted... @Linker - Not really sure whats wrong cant get my head around this rvmat thing... @Scars - theres no holes in mesh, if I run buldozer with "Hide Materials" on, everything looks great, as soon as I unhide materials, it goes crazy on me, and I get the helmet discoloring like in 2nd photo above..
  8. BilOlson

    RVMAT help

    @Scars - tried it, it did make it better but something is still definitely wrong. Maybe some screens will help, if you can see what it is doing.. Pic 1 (just showing rest of body is OK) Pic2 (the problem)
  9. BilOlson

    RVMAT help

    - The basic file and folder structure of your addon. P:\asp_sealsv1\data - Some sample texture "links" from the O2 model, such as "\myAddon\texture_co.paa"+"\myAddon\material.rvmat" etc. asp_sealsv1\data\asp_seal_co.tga asp_sealsv1\data\asp_seal_co.rvmat asp_sealsv1\data\asp_seal_equip11_co.tga asp_sealsv1\data\asp_seal_equip11_co.rvmat - One of your rvmat files that doesn't work. Neither of them work. Pretty sure its my rvmat, maybe the UVTransform??. I know what its used for, but past that I'm lost.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// asp_seal_equip1_co.rvmat - 07:53:05 06/02/08, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 1.0, 1.0, 1.0}; specularPower = 21.9; PixelShaderID = "NormalMapDetailSpecularDIMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "asp_sealsv1\data\asp_seal_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "ca\characters\data\prohelmet_dt.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "asp_sealsv1\data\asp_seal_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; Thank you ahead of time, for any light you can shed on the subject..
  10. BilOlson

    6th sense or XAM ?

    6th Sense, hands down...
  11. Read O2 manual concerning proxies, understand them a "little" more, but doesn't cover new proxy(s) or what it entails to get them working in game. Ex. Handgun in leg holster (I know its been done on Merc_SC but cant get it to work. Back/RuckSack which I have ingame and working but uses Launcher proxy, not the way I want it done... Anybody with any information concerning this? Other than the new proxy in O2, i assume it requires some config entry of some sort also? Model.cfg? config.cpp? Thanks in advance for any information ..
  12. BilOlson

    Any information on custom proxies?

    thanks, Was MLOD...Still not working. All work started with Synide's models , fyi. If I use that merc_sc as a base it works fine but as soon as I try to use it on a us_sabot it doesn't work although it all seems to be exactly the same. Sorry spent a few hours plus on it yesterday, now my head is kind of in a spiral. I'm really not that dense Now what about new proxies like for a backpack, what do I need to do to make completely new ones? I would like a new one so I can utilize the launcher along side the backpack, not one or the other.
  13. Thnx Rock! Very much appreciated..
  14. First off thanks to Sy for the MLOD's, very much appreciated. Is the FTP down now? Any chance to get PW pm'd to me so when it is up?
  15. Get it working? I do have a example or two , that work, if you need it.. Example with two squads same side (West), i left some other parts of cpp in there so you can see where I happened to place it in config. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicleClasses { class ASP_NU { displayName = "US Army 5th SFG (ASP)"; }; }; class CfgGroups ///////////////////////CfgGroups Starts { class West { name="BLUEFOR"; class ASP_SFus_Teams { name="US SF Teams (ASP)"; class ASP_5SF_Team_1 { name="5th SFG A-Team1"; class Unit0{ side=1; name="soldier5"; vehicle="NU3"; // Detach Commander rank="MAJOR"; player="PLAY CDG"; position[]={0,5,0}; }; class Unit2{ side=1; name="soldier2"; vehicle="NU2"; // Assistant Weapons NCO rank="MAJOR"; position[]={10,0,0}; }; class Unit4{ side=1; name="soldier1"; vehicle="NU1"; // Enginerr NCO rank="CAPTAIN"; position[]={-10,0,0}; }; class Unit8{ side=1; name="soldier9"; vehicle="NU9"; // Assitant Medical rank="SERGEANT"; position[]={15,0,0}; }; class Unit9{ side=1; name="soldier10"; vehicle="NU10"; // Weapons NCO rank="SERGEANT"; position[]={-15,0,0}; }; class Unit11{ side=1; name="soldier12"; vehicle="NU12"; // Assistant Communications rank="SERGEANT"; position[]={20,0,0}; }; class Unit13{ side=1; name="soldier14"; vehicle="NU14"; // USAF Combat Controller rank="SERGEANT"; position[]={-20,0,0}; }; }; class ASP_5SF_Team_2 { name="5th SFG A-Team2"; class Unit1{ side=1; name="soldier3"; vehicle="NU5"; // Executive Officer rank="CORPORAL"; position[]={0,5,0}; }; class Unit5{ side=1; name="soldier6"; vehicle="NU6"; // Medical NCO rank="CORPORAL"; position[]={10,0,0}; }; class Unit7{ side=1; name="soldier8"; vehicle="NU8"; // Assistant Engineer rank="SERGEANT"; position[]={15,0,0}; }; class Unit10{ side=1; name="soldier11"; vehicle="NU11"; // Communications NCO rank="SERGEANT"; position[]={-10,0,0}; }; class Unit3{ side=1; name="soldier4"; vehicle="NU4"; // Operation NCO rank="CORPORAL"; position[]={-15,0,0}; }; class Unit12{ side=1; name="soldier13"; vehicle="NU13"; // Interperter rank="PRIVATE"; position[]={20,0,0}; }; class Unit6{ side=1; name="soldier7"; vehicle="NU7"; // Intelligence Officer rank="CORPORAL"; position[]={-20,0,0}; }; }; }; }; };/*///////////////////////////////////////cfgGroups Ends//////*/ class CfgVehicles { /*extern*/ class SoldierWAR; /*extern*/ class SoldierWSniper; /*extern*/ class SoldierWSaboteur; class NU1: SoldierWSniper Heres example #2 1 team (this particualr team has my units plus default BIS units in it) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicleClasses { class ASP { displayName = "SF Units (ASP)"; }; }; class CfgGroups { class West { name="BLUEFOR"; class ASP_SF_Teams { name="SF Teams (ASP)"; class ASP_SF_Team_1 { name="9 man SF Team"; class Unit0{ side=1; name="soldier1"; vehicle="SoldierWSaboteurRecon"; rank="SERGEANT"; player="PLAY CDG"; position[]={0,5,0}; }; class Unit1{ side=1; name="soldier2"; vehicle="sfHSniper"; rank="CORPORAL"; position[]={3,0,0}; }; class Unit2{ side=1; name="soldier3"; vehicle="sfMGunner"; rank="CORPORAL"; position[]={5,0,0}; }; class Unit3{ side=1; name="soldier4"; vehicle="sfEngineer"; rank="CORPORAL"; position[]={7,0,0}; }; class Unit4{ side=1; name="soldier5"; vehicle="sfMedic"; rank="CORPORAL"; position[]={9,0,0}; }; class Unit5{ side=1; name="soldier6"; vehicle="SoldierWSaboteurMarksman"; rank="PRIVATE"; position[]={11,0,0}; }; class Unit6{ side=1; name="soldier7"; vehicle="SoldierWSaboteurRecon"; rank="PRIVATE"; position[]={13,0,0}; }; class Unit7{ side=1; name="soldier8"; vehicle="SoldierWSaboteurPipe"; rank="PRIVATE"; position[]={15,0,0}; }; class Unit8{ side=1; name="soldier9"; vehicle="SoldierWSaboteurPipe"; rank="PRIVATE"; position[]={17,0,0}; }; }; /*///////////////////////////////////////ASP SF Team 1 Ends//////*/ }; /*///////////////////////////////////////ASP SF Teams Ends//////*/ };/*///////////////////////////////////////West Ends//////*/ Hope this helps
  16. Some screen shots of stuff I'm working on.... Generic SF Operator (Watch Cap) Generic SF Operator (Baseball Cap) more to follow...
  17. BilOlson

    Bilolson   -  wip

    I can take criticism no problem, after all this "kid" has been around for over 36 years...I also appreciate anyones opinions, whether its good or bad. As for getting help from others, god knows Ive tried. Started this Arma modding with basic config stuff, some light retexts, and now O2. Stuff will only get better I presume. They only get released once "Me, Myself, and I" are happy with it, period. That also means not everyone has to like it, or download it.
  18. BilOlson

    Bilolson   -  wip

    Thanks for feedback, Ill give ACU Vest a shot, not much of a texturer but doesn't hurt to try... Generally I like to make my units "fit-in" with the default BIS units as well, so not to look way out of place in-game, so we'll see.. The models are all WIP, extremely new to O2. Figuring it out slowly, so be nice don't "lynch" me yet.. I actually have the watch cap fella with a full vest, etc but got a few little bugs to work out, so I couldn't get a screen up of him yet..
  19. BilOlson

    Just changing textures...

    Never had a problem with Hex Editor, there are a million and one programs that count characters .. heres the one I use, its a Flash program http://www.top-shareware.net/count_my_text.html Just copy and paste pathname in and it counts all characters... Now you can very easily use it and a Hex editor problem free... ===================================== But if you are new to this I would definitely advise you to use O2, Characters in pathnames don't have to be same length, very easy to do, and to top it off, takes like 1/50th of the time. Load model up in O2 and go to Tools--->Mass Texture & Materials renaming (Its only thing under Tools) A new window will pop up with a complete list of textures & materials (.paa, .rvmat files) Click the one you want to change you'll see it fill it in on top line at bottom, on the line under that type the path to your textures example. yourAddon/data/us_soldier_co.paa Then hit the button at bottom right... "Rename" and Whammo that texture is changed, now go down the line and change the ones you need to change. Hope that helps..
  20. Here is my rendition of 5th Special Forces Group for Armed Assault. New Faces and uniforms. Groups in Editor. Detachment Commander 18A Executive Officer 180A Operations NCO/Team Sergeant 18Z Intelligence & Operations NCO 18F Weapons NCO 18B Assistant Weapons NCO 18B Engineer NCO 18C // Unit repairs Assistant Engineer NCO 18C // Unit repairs Medical NCO 18D //Unit Heals Assistant Medical NCO 18D // Unit Heals Communications NCO 18E Assistant Communications NCO 18E ======================== Added Bonus: USAF Combat Controller (LD) Interpreter (Foreign) Download from here ScreenShot If any bugs are found please let me know, they're should be none. Changes or Requests? Enjoy
  21. BilOlson

    Just changing textures...

    Its close sorry for not replying sooner, I work 4 out of 7 days out of town. Semester is ending at school, projects & finals..If anyone needs help before I get this done you can reach me by MSN in my profile and I can explain to you
  22. I'm currently working on a 5th SFG addon. Well actually my "rendition" of 5th SFG for Arma. So not to look out of place with original game. All Operators are Bearded. Some of the faces are from wipman's "ArmA Custom Faces For Free" thread found here. (Just the bearded ones pg 26 & 27) Thanks Wipman, i did all the remaining beards in the pack myself. Configs and all retexturing by me of default BIS textures. Looking for input preferably from someone with 1st hand knowledge, in a Group now or has been in a Group previously. I have scoured the internet for imformation/pics, have found quite a bit, read what feels like a thousand books from authors like T.Clancy w/ Carl Stiener, Robin Moore, R. Marcinko, Fredrick Forsythe, Richard M Dickinson, William Christie, etc. Pretty much all SF type reading material. If this 12 man group is split up in two teams or even four, how is it decided who goes to which team? What if a USAF is embedded? Interpreter(s)? Typical weapons for different MOS's? 12 Man (If this isn't correct please let me know) ============================ Detachment Commander 18A Executive Officer 180A Operations NCO/Team Sergeant 18Z Intelligence & Operations NCO 18F Weapons NCO 18B Assistant Weapons NCO 18B Engineer NCO 18C Assistant Engineer NCO 18C Medical NCO 18D Assistant Medical NCO 18D Communications NCO 18E Assistant Communications NCO 18E ======================== Added Bonus: USAF Combat Controller (LD) Interpreter (Foreign) Some Full size/low quality(to keep size down) screenshots: Picture 1 Picture 2 Picture 3 Picture 4 Thanks in Advance for any help that I may get..Hope you enjoy them! Basically done except making sure loadouts are correct and any last minute texture(s) that are suggested or that I decide I don't like. Release pending last minute information that I need.
  23. BilOlson

    Creat-A-Medic

    Shameless plug, I was tired of no SF MEdic either this small addon fixes it, for all three sides also.. http://www.flashpoint1985.com/cgi-bin....t=69467
  24. Great Tutorial (ofSorts).. I do have a question in which I cant seem to figure out....concerning Replacement Packs and hopefully you can help me out or someone has the answer. I have config working with all appropriate classes etc, but the unit(s) that are the "replacers" are the WP Insurgents I did the config work on...These units all have custom faces... Can't figure out how to implement them into replacement config.. tried a few diff ways... 1) just like it was done in your config... but then insurgents get East faces (white) 2) tried using FaceType in replacement config, but it dawned on me that it would replace other East Units faces with our insurgent faces, and I was right according to my test... So I'm figuring, I'm gonna have to redo original addon config, and lose the inheritance of BIS soldiers to ours? So it doesnt revert back to BIS Faces? Then again my head is swimming right now I could be utterly and completly wrong....Too many projects going, sigh.... Any help will be appreciated..
  25. BilOlson

    WP Insurgents

    Ill see what I can do at beginning of next week for you guys I travel for work; and work Thurs-Sun, so I can't whip it up for you until Monday or so.
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