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cervantes

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    cervantes117

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  1. cervantes

    Need help about textures

    With pleasure 🙂
  2. cervantes

    Need help about textures

    hi i think that caused by a rvmat files you need also working your material textures files with corect shader. arma3 engine is not a pbr engine but he can be use more textures for lighting reflections and shadows dispersions on your base texture. you need also rewriting a corect paths for textures in material file and with object builder for base color texture. ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0.16,0.16,0.16,0.16}; specularPower=100; PixelShaderID="NormalMapDetailMacroASSpecularMap"; //VertexShaderID="NormalMapDiffuseAS"; VertexShaderID="NormalMap"; class Stage1 { texture="gaz_mask\data\mask_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage2 { texture="gaz_mask\data\mask_AO.paa"; //AO uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; 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[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage4 { texture="gaz_mask\data\mask_AS.paa"; //texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture="gaz_mask\data\mask_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage6 { texture="gaz_mask\data\mask_DISP.paa"; // disp uvSource="none"; }; 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}; }; }; that is a material file exemple i use for my gaz mask model. .nohq is a bump maping texture and add relief and smdi is a specular rendering. you can add AS,AO and disp textures for obtain a better rendering all textures is working with base texture of model. for that you need photoshop or other soft for working your textures you can use Shadermap tools for that 😉 is a free tools and good complement for photoshop. i advise you also to learn more and check a rvmat tutorial by bis you can learn more from use a corect PixelShader and VertexShader.
  3. cervantes

    Arma 3 - Creator DLC Discussion

    hi here 🙂 i also try to developing one dlc for help me to finance my free projects for arma3 🙂 the futurist looks from arma3 permit also to works a vintage elements in arma3 for a survival post apo mods 🙂 i working actualy one a customisable frame packs addons for that. im realy so glad to see we can add campfire simulation on backpacks but this working to half because we c'ant interact with backpacks memories points. for better understanding on this project i encoutering 2 issues for developing this idea. why campfire on backpacks? just for add a light sources on backpacks memories point. i add a old lantern on my framepack and want works animations with lights and fire effects. the first issue is we c'ant use user animationsource for hide diferent parts of framepack and unhide selection when element is add in backpack. we can only use setobjecttextures for simulating that but is not a best way because a shadowvolumes nor working corectly after hiding selection. the second issue is we c'ant attach corectly an element on backpack memorie points in config or by script. you can see that on this movie: i sugest to implement interaction with backpacks memorie points for add a really awesome scripting possibilities 🙂 and implement a custom animations in models cfg without ofpman2skeleton bones dépendecies for animate a backpacks elements 🙂 this also can be used for others works on backpacks models. Cordialy Cervantes.
  4. cervantes

    Custom scoped weapon.

    hummm after testing that not solving this issue 😕 the hamer and trigger d'ont move. i encoutering same troubl with j.harding and i only define hamer and trigger animations. my other weapons working perfectly . j.harding do not use attachement that really confuse me 😛
  5. cervantes

    Custom scoped weapon.

    Hi Yano ty for your reply 🙂 i have worked diferents weapons and use same model.cfg. Also i can see circular motion of parts moving and i dont encoutering this issue with others models. I encoutering this issue also on j.harding with only hamer and trigger animations. I try your advise from isempty later perhaps that can help.;)
  6. cervantes

    Custom scoped weapon.

    Damned im alone to encoutering this troubl? 😢
  7. hi here 🙂 i actualy work on a custom Sharps buffalo with scope attachement. i follow a basic tutorial and sa80ris tutorial and generaly animate my weapons eazly 🙂 but i encoutering a strange issue with this Sharps model. all animations working fine into buldozer but ingame only animations used isselected and hasOptics animations source working. that is my model.cfg and my config cpp for information only scope proxy is actualy add but not sure for the placement of this proxy.
  8. oh yes but i d'ont have implement this in all maps 🙂
  9. cervantes

    Ravage

    awesome release resurect to zombies 😛
  10. hi guys i have find one issue with my anim scripts. after one certain amount of agents spawn one strange issue appear. you can fix that if you add a sleep time in anim.sqf _agent = _this select 0; while {alive _agent} do { if !(alive _agent) exitwith {}; if ((alive _agent) && (_agent getvariable "EAT")) then {_agent playMoveNow "WildBoar_Eat";}; if ((alive _agent) && (_agent getvariable "WALK")) then {_agent playMoveNow "WildBoar_Walk";}; if ((alive _agent) && (_agent getvariable "RUN")) then {_agent playMoveNow "WildBoar_Run";}; if ((alive _agent) && (_agent getvariable "STOP")) then {_agent playMoveNow "WildBoar_Stop";}; sleep 0.01; }; cyaaa 🙂
  11. i have rewriting a cfgmoves and apply rabbit idle hop animation in walk rabbit animation variantAI. and i have add more animation speed for a sprint animation that is more realist and offering a better rabbit ambiant simulation. https://www.dropbox.com/s/uqg9c3c6gps91l7/rabbit.zip?dl=0
  12. domokun sorry i have not see your question ^^ a firing scipts working on the fired event handler im not sure if that working for grenades or others but i think EO and haleks can enhance my scripts for that 🙂 for a vehicle its possible i use nearentities for detect humans we can add all vehicles also 🙂 i working also for add a spawn modules by locations and want add a choices for chooses a animals numbers 🙂
  13. ok mate that is now finiched a arma3 rabbits working now exatly same to my wildboar 😉 i have also add all ia scripts in config but you can addeventhandler in your spawn script if you want a static rabbit and create one other scripts for moves or others 😉 enjoy 🙂
  14. yes haleks a rabbit_f class is autoscripted you need define a new rabbit class yourself with Animal for parent class 😉 i can help you for that i think i can work that fastly 😉
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