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Everything posted by chops
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cytech underground terrain Cytech Industries
chops replied to Cytech Industries's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congratulations to all involved! A massive achievement! -
A few setbacks there Mankyle, but nothing you can't overcome!
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RHS Escalation (AFRF and USAF)
chops replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jeez, you blokes never stop! 👍- 16574 replies
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[WIP] French Army Mod : ArmaModFrance
chops replied to real ArmaModFrance's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Magnifique!- 244 replies
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Functional Aircraft Carrier Projects
chops replied to DSabre's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Will be a fine addition to the Arma seas, mate! -
Al Ayadiya, Al Kut & other Iraqi terrain stuff
chops replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Keep pumping out that fine work! -
You're a gentleman and a scholar! Thanks!
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Al Ayadiya, Al Kut & other Iraqi terrain stuff
chops replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh yes! 🤘 -
Thanks for the update mosstone! You're making some great progress. This will be a really unique and very welcome achievement in Arma 3.
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"This item was deleted" 😥 I was keen to have a look at this. Any chance someone could kindly reupload? Cheers
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Al Ayadiya, Al Kut & other Iraqi terrain stuff
chops replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My god. I can't wait to carpet bomb your fine work, opteryx. -
Congratulations on the release! Great to see South America getting some love. Lost of compelling scenarios for a terrain like this.👍
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Helmet and vest appear between legs
chops replied to SGT Fuller's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
G'day, We're going back nearly seven years mate, but from memory autocentre = 0 was the problem for me. Have you set it in the Geometry LOD in Oxygen? Also, my model.cfg looks like this: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class CPS_disha: ArmaMan {}; class CPS_disha2: ArmaMan {}; class CPS_disha3: ArmaMan {}; class CPS_pakol: ArmaMan { sections[]= {"camo","main"}; }; }; CPS_disha, CPS_disha2, etc, etc are all the clothing models I was importing into Arma 3 from Arma 2. I'm really far from an expert on this, but maybe try replacing your model.cfg with mine and replacing my model names with yours. Cheers -
Al Ayadiya, Al Kut & other Iraqi terrain stuff
chops replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Pretty much the only reason I come to the forums these days is to check this one thread! -
Magnificent! This is a work of art gentlemen!
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Al Ayadiya, Al Kut & other Iraqi terrain stuff
chops replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Those buildings look amazing opteryx! Am eagerly awaiting release! -
Looks great mossstone! I lived in Japan for a few years and these models look very authentic!
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Glad to hear it, on both accounts mate!
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Operation Enduring Freedom - unofficial WGL expansion
chops posted a topic in ADDONS & MODS: COMPLETE
OEF Mod Missions The initial idea behind making this mod was to have something for me and a few mates to play MP COOP missions with. So hopefully we'll get a bit of a collection here before long. CCE2 for Operation Enduring Freedom - by Drongo69 We've had countless hours of fun out of this mission (most of it laughing at my ineptitude). It is completely re-playable due to it's dynamic nature. More details and download in the User missions thread. [co8] Desert Ambush for OEF - by Drongo69 An adaptation of the BIS MP COOP Desert ambush mission. As a brave resistance fighter, use all your cunning to destroy the Soviet convoy before eliminating the enemy presence in a nearby town. See the release thread for more. [c016] Outpost Defence - By Drongo 69 You and your team mates must fight for your lives to defend your lonely outpost from a determined Taliban attack. Randomised elements make this mission highly replayable. Read more here. -
Thank you for your great work on this. It's one of those "why doesn't Arma come with this built in?" addons.
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Does this mean what I think it means? 😲
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RHS Escalation (AFRF and USAF)
chops replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats on the update RHS. Love your attention and committment to detail and quality! Thanks!- 16574 replies
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Sorry if this has been asked before, I did search the thread, but are RSO/Opteryx Middle Eastern buildings included in this? I'm sure I read that somewhere. Thanks!
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RHS Escalation (AFRF and USAF)
chops replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Six years is more than enough time for you to have learnt how to make one, champ.- 16574 replies
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That ship looks fantastic Chairborne! A vessel ideally suited to Arma 3.