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chops

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Everything posted by chops

  1. Hi folks, I'm in the process of porting an Arma II UH-60 MLOD into Arma III. I've pretty much got everything working fine, mass texture path re-naming, rvmats redone, etc, etc. But I cannot figure out why these weapon pylon shadows aren't working: Why are the shadows entirely black? All the faces on the offending section use the same texture and rvmat as other parts of the model that work fine. I have tried recalculating normals in Oxygen, I've "sorted" the faces, the lighting settings are the same as the rest of the model. I've tried removing the shadow LOD to see if that was the problem. I just can't figure it out! Here's the RVMAT for these faces: #define _ARMA_ //Class air_e : UH60M\Data\uh60m_engine.rvmat{ ambient[] = {1,1,1,0.99}; diffuse[] = {1,1,1,0.99}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {0,0,0,1}; specular[] = {0.989,0.989,0.989,0.99}; specularPower = 24; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "CPS_MH60\Data\uh60m_engine_nohq.paa"; 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[] = {10,0,0}; up[] = {0,10,0}; 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 = "CPS_MH60\Data\uh60m_engine_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,1}; }; }; class Stage5 { texture = "CPS_MH60\Data\uh60m_engine_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,1}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(2.0,0.1)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class StageTI { texture = "CPS_MH60\Data\uh60m_engine_ti_ca.paa"; }; //}; Any help greatly appreciated!
  2. chops

    Shadow on model too dark

    Thaaaaaaaaank you X3KJ! I really should have thought of that! I pasted the wing things onto the gun-equipped Blackhawk model from the other one, of course the _AS files would be different! Your help is greatly appreciated. Thanks again! :D
  3. chops

    Arma 2 AV-8B Harrier II Port

    Damn it. Double post.
  4. chops

    Arma 2 AV-8B Harrier II Port

    Looooooove your work Chairborne! Thanks a lot for your efforts with this. The Harrier fits really nicely into the Arma III world I reckon and you're doing a great job with this. Thanks again! Chops
  5. Like so: displayName = "Soldier GreenZone"; author="Nevar";
  6. Use author="Nevar"; so your name will show. Also, you probably need to point to the addon where "B_Soldier_base_F" is contained, by listing it in requiredAddons[] = {}; Eg: requiredAddons[] = {"characters_f_epa"}; Be careful not to confuse the name of the pbo with the name of the addon. Eg "nevar_uniform" is the name of your addon. Cheers Chops
  7. Fantastic work as always Firewill. Really looking forward to the F-15E. It will get a lot of work on Alits!
  8. Yeah Mankyle made a Collins class demonstrator, which, even for all his abilities, wouldn't dive properly. Seems submarineX is indeed limited to SDV-sized vessels. Even looking at how the SDV performs, you'll notice it doesn't pitch up or down at all. It just sinks or floats up and down. The underwater element of game play in Arma 3 hasn't had much love. Can't even place satchel charges/mines.
  9. chops

    Blastcore: Phoenix 2

    You mean something like this?
  10. chops

    AAF Desert

    Thanks again for your template mycatsaid. Very happy with the results!
  11. I realise you've helped out in fixing thing ups, but did you ask Drongo for permission to release this? Helping someone out with their mod doesn't entitle you to release your own version of it, and the licence in Drongo's read me is very clear: You may NOT distribute altered versions of this addon without my written permission. Regards Chops
  12. Great work! Really enjoying your F-16s.
  13. I read the thread title and thought "mods will have to move this to request thread", but it's true! Outstanding gentlemen!
  14. There's a line in each helicopter config that points to an Advanced Flight Model file #include "rtd.hpp" That file contains all the data for when each helicopter is in AFM. Have a look at the heli sample files for more details. Cheers
  15. chops

    D30 to arma 3 standard

    It's already been done. Download Reyhard's A2 port static weapons pack.
  16. Thanks CERVANTES. The reason I ask is I tried to make a mk54 torpedo, also using a submarine model, but I couldn't get it to move properly, it kept pointing upwards. Would you mind posting your config file for your torpedo? I would really appreciate it! Thanks mate!
  17. Impressive! How did you get torpedoes working? Are they missiles or vehicles?
  18. Excellent news! Thanks for your hard work guys, much appreciated! Does this mean the edited MLODs are available somewhere for us? That'd be great
  19. Some great work there Hatchet! I'm about to dust off my Arleigh Burke destroyer and it seems you've made some enormous strides with large ships in Arma 3. @CERVANTES Are you trying to create a player-controlled submarine or an AI-controlled one? I haven't tested it myself, but it seems it would be simple enough to reconfigure a vanilla SDV to be slower and far less agile and then use that as the actual 'vehicle' and attachto the custom submarine around it. This method is used in this video on the hidden submarine large model in vanilla A3. I have long-term plans for AI-controlled/scripted Kilo class subs for the Arleigh Burke to hunt. I've spent hours trying to get a mk54 torpedo model (set up as a submarine) to move through the water properly. Have you had any success with torpedoes?
  20. Thanks for your help with the loadout script Firewill. This is a great addon. For anyone interested, I've whipped up a desert AAF texture, inspired by mycatsaid's great retexture pack. Download here.
  21. Fantastic work mate. Always eager to see updates on Sahrani! Thanks for your efforts.
  22. chops

    Middle East Conflict mod

    English is the official language of Nigeria. Is it any Boko Haram uniform in particular, or all of them with this problem?
  23. Hello Firewill, thanks for this wonderful addon! I'm hoping you can help me. I've created a texture of my own and added the plane using the sample config you provided (thanks again!). The problem is I'm trying to use the init field of the eventhandler to add my own custom loadout using your FIR_Fnc_F16_SetLoadout function. Config #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 /* Config For Retexture Template */ class CfgPatches { class CPS_F16_AAF { units[] = {"CPS_F16C"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"FIR_AirWeaponSystem_US"}; }; }; class CfgVehicles { class FIR_F16C; class CPS_F16C : FIR_F16C { scope = 2; faction = "IND_F"; side = 2; author = "Firewill/Chops"; displayName = "F-16C CAP"; /*first is body texture, second is wing and last is insignia selection. insignia is just leave.*/ hiddenselectionstextures[] = {"CPS_F16C\body_co.paa","CPS_F16C\wing_co.paa",""}; weapons[] = {"FIR_M61A2","CMFlareLauncher","FIR_AIM9L","FIR_AIM120"}; magazines[] = {"FIR_M61A2_511rnd_M","240Rnd_CMFlare_Chaff_Magazine","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_AIM9L_1rnd_M","FIR_AIM9L_1rnd_M","FIR_AIM120_1rnd_M","FIR_AIM120_1rnd_M","FIR_AIM120_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_AIM120_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_empty_1rnd_M","FIR_f16C_Fueltank_1rnd_M","FIR_f16C_Fueltank_1rnd_M"}; }; class CPS_F16C_SEAD : CPS_F16C { displayName = "F-16C SEAD"; class eventhandlers { Init = "[_this select 0] execVM ""\FIR_F16\sqs\init\init.sqf"";[_this select 0] execVM ""\CPS_F16C\SEAD.sqf"";"; killed = "_this call BIS_Effects_EH_Killed;"; fired = "harmfire = [_this] execVM ""\FIR_F16\sqs\init\fire.sqf"""; }; }; }; And here is the SEAD.sqf script I'm trying to use. _plane = _this select 0; _plane globalchat "test"; [_plane,"aim9x","aim120","agm88","agm65dx1","ecmjammer","htspod","agm65dx1","agm88","aim120","aim9x"] call FIR_Fnc_F16_SetLoadout; Even the "test" globalchat isn't appearing. Any ideas? Also it seems the ecmjammer doesn't show up using the FIR_Fnc_F16_SetLoadout function, only via the arming dialog. Thanks again for your great work! Chops
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