BennyBoy
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Posts posted by BennyBoy
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dude keep on it.. m8 its still looking good m8.. if u need help with stuff let me know:DHa, well you know I'll be in touch.
I'm just in the process of acquiring actual plans for the vehicle :D (legitimately!)
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OK, well I've decided to crack on with it.
First job is to get the model up to scratch, to be honest, it's crap at the moment.
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Happy to mate, just bear in mind that I have a bit of a learning curve coming up :D
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Your Buldozer aspect ratio looks a bit dodgy Ben - I don't remember the model being that 'squished' ;)If you do want to finish it; you know I'll help you out to the best of my ability.:) As Tankbuster said, the UK community section of Rock's forums are a pretty decent working environment for British kit now that the UKF forums are gone.
Yeah I just did a quick install of the BI Tools, need to configure them yet. I'm also considering moving the modelling into Blender, really don't want to manually bake all the res lods in O2.
Will be in touch shortly.
If you are going to release this addon, please make a version that has no cage as well :)All done by named selections in the configs...
Vilas already released one, but the more the merrier.Got a link to this, I've been away from the scene for a couple of years. I do remember seeing the Malvinas FV101 and although it was a good attempt it was highly inaccurate.
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OK, so this is a massive resurrection of an old model, but I've recently become interested in ARMA again (yeah thanks to DayZ :D )
Anyhow, I've had this model sat on my HDD for many years now, it's an FV107 scimitar that I was working on as part of Project UK Forces many moons ago. The original model has about 12 variants, including an FV101 scorpion, LES updates, FR variants, UOR, etc...
It needs a lot of work, some remodelling, unwrap, res lod creations, reskin, and config tweaking. Anyhow - I can imagine it's a relatively low demand item, so I want to gauge whether anyone would actually use it before committing to doing any work on it.
By interest I mean groups, or potentially anyone wanting to include it in a larger mod.
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moved post to new thread
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"No DLL's were found in the waterfall procedure" - Any ideas, I installed the Face API. Win 7 x64
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Squaddie english tends to be somewhat more colourful :)
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[iG]http://www.army.mod.uk/images/central-panel/equip_scimitar_410px.jpg[/img]...........to (not)name a few.
Looking forward to the DLC, good job BI
There's a model of this still sat on my HDD - unfortunately I never learned how to unwrap for Arma/Arma2/OA series, I reckon it would be pretty straightforward to get this textured up post unwrap (the model itself is fully engine capable and works in A2/OA). Maybe me or one of the other PUKF guys will get time to do the unwrap at some point - work got in the way for me learning, other models for the rest of the now (small) team.
Oh And FWIW I'll be buying the DLC, BIS look to have made a really good core set of addons here - accuracy issues aside, the units look mint.
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will look at it when I get chance.
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@Steve, cheers I'll take a look in the next couple of weeks and if it's driving enough people nuts put out an interim fix. (Although the tracks used to be very hard to damage... perhaps it's related to the 1.05 changes?)
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There quite probably is something that _could_ be done, but as stated above it's not something we'll be looking at in the near future - we're quite busy putting the finishing touches to some other vehicles at present so keep an eye on the forums for some imminent releases ;)
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Harry & Wills must have exercised some pester power.
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OK, managed to sort this out - I extracted the rvmat and placed it in the correct path in P: - it looks like binpbo actually needs to read the rvmat in to make the lights work correctly. I had just figured that it would read it in when the engine started and that it wasnt required when binarising.
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Will give it a try, thanks.
---------- Post added at 06:22 PM ---------- Previous post was at 06:06 PM ----------
Well, that changes the display order but they still have a black fill where the transparency should be :/
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CR2 is unlikely to be looked at for a while.
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I can't for the life of me figure out why my tail light transparent areas show as black, they are using the correct textures and rvmats as far as I can tell:
ca\wheeled\data\cessna_redlight.tga
&
ca\data\data\default_flash_2pass.rvmat
Any tips would be really appreciated as this is holding up the release of nice little toy :D
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Shame, I guess it's more models then.
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Does anyone know if it's possible to change the texture applied to a proxy via config only?
The reason I ask is I'm trying to use as few models as possible to create multiple variants of a vehicle.
Currently I can make desert and green/black variants by changing textures using hiddenselections and hiddenselectionstextures:
class ukf_fv510d : ukf_fv510 { displayName = "FV510 Warrior D"; hiddenSelections[] = {"camo1", "camo2", "camo3", "wrap2"}; hiddenSelectionsTextures[] = {"ukf_warrior\data\wardes_co.paa", "ukf_warrior\data\cagedes_co.paa", "ukf_warrior\data\track_co.paa"}; }; class ukf_fv510ch : ukf_fv510 { displayName = "FV510 Warrior Ch"; damageResistance = 0.0679; hiddenSelections[] = {"camo1", "camo2", "camo3", "wrap2"}; hiddenSelectionsTextures[] = {"ukf_warrior\data\wargb_co.paa", "ukf_warrior\data\cage_co.paa","ukf_warrior\data\track_co.paa", "ukf_warrior\data\chbm_co.paa"}; }; class ukf_fv510chd : ukf_fv510ch { displayName = "FV510 Warrior Ch D"; damageResistance = 0.0679; hiddenSelections[] = {"camo1", "camo2", "camo3", "wrap2"}; hiddenSelectionsTextures[] = {"ukf_warrior\data\wardes_co.paa", "ukf_warrior\data\cagedes_co.paa", "ukf_warrior\data\track_co.paa","ukf_warrior\data\chbmdes_co.paa"}; };
'wrap2' is also a selection containing a proxy - within the proxy there are selections for any of the parts sharing the same texture names, and also one named 'wrap2' for the textures specific to the proxy only.
The base textures change just fine but the proxy continues to use the same texture.
Any ideas?
If it's not possible then I'll have to either create a model which includes the proxy parts, or a 2nd proxy with the correct texture applied.
No prizes for guessing what I'm configuring :D
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UKF_WMIK_GPMG_WLD
is the class name, note the caps
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funny that... i can install a complete O/S on my SATA drive without SATA drivers. and thats by ignoring F6 function. i only have one HDD and thats SATA. i can install the O/S without these drivers and then switch off the newley installed O/S and boot again before any drivers are installed.so whats this about needing SATA drivers again?
The F6 function i think is 3rd party raid function that needs to be installed via floppy? not quite sure tbh its been that long. i know i tried hitting that the very first time i had a SATA drive, i was trying to install 64bit server 2006 i think? and had no joy at all. i ignored the F6 funtion after serveral tries and it simply loaded up.
You must just be god then eh.
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It's a bit hard to boot without sata drivers fella.
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Gah, updated to latest nforce drivers and it hosed my system, blank screen on normal boot, no kb or mouse in safe or vga mode :/ doing a repair from an n-lited xp sp3 disk with the nvidia drivers slipstreamed.
Computers suck.
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OK bought a 5770, game runs like a charm now. Also picked up a freezer 7 and am currently trying to remember how to overclock the Q6600.
Constantly crashing since the update
in ARMA 3 - TROUBLESHOOTING
Posted
Also constantly crashing - it appears as though it might be linked to proximity to certain items: moving away from certain areas can reduce the frequency, get too close and the game crashes immediately upon spawn (have to turn/back off during spawn).
Playing Epoch 3.0.3 fwiw.