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chops

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Everything posted by chops

  1. Congratulations to all involved! A massive achievement!
  2. chops

    Hyuga Class DDH

    A few setbacks there Mankyle, but nothing you can't overcome!
  3. chops

    RHS Escalation (AFRF and USAF)

    Jeez, you blokes never stop! 👍
  4. Will be a fine addition to the Arma seas, mate!
  5. Keep pumping out that fine work!
  6. chops

    Dynamic Cover System

    You're a gentleman and a scholar! Thanks!
  7. chops

    [WIP]JProps

    Thanks for the update mosstone! You're making some great progress. This will be a really unique and very welcome achievement in Arma 3.
  8. chops

    Dynamic Cover System

    "This item was deleted" 😥 I was keen to have a look at this. Any chance someone could kindly reupload? Cheers
  9. My god. I can't wait to carpet bomb your fine work, opteryx.
  10. chops

    [UMB] Colombia

    Congratulations on the release! Great to see South America getting some love. Lost of compelling scenarios for a terrain like this.👍
  11. 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
  12. Pretty much the only reason I come to the forums these days is to check this one thread!
  13. Magnificent! This is a work of art gentlemen!
  14. Those buildings look amazing opteryx! Am eagerly awaiting release!
  15. chops

    [WIP]JProps

    Looks great mossstone! I lived in Japan for a few years and these models look very authentic!
  16. chops

    AAF Virtual Navy Mod

    Glad to hear it, on both accounts mate!
  17. 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.
  18. chops

    Emitter 3Ditor

    Thank you for your great work on this. It's one of those "why doesn't Arma come with this built in?" addons.
  19. Does this mean what I think it means? 😲
  20. chops

    RHS Escalation (AFRF and USAF)

    Congrats on the update RHS. Love your attention and committment to detail and quality! Thanks!
  21. chops

    JBAD Release Thread

    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!
  22. chops

    RHS Escalation (AFRF and USAF)

    Six years is more than enough time for you to have learnt how to make one, champ.
  23. That ship looks fantastic Chairborne! A vessel ideally suited to Arma 3.
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