cervantes
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Speed โโproblems with hatches
cervantes replied to Barba-negra's topic in ARMA 3 - MODELLING - (O2)
with pleasure ๐ -
Speed โโproblems with hatches
cervantes replied to Barba-negra's topic in ARMA 3 - MODELLING - (O2)
hi here ๐ i generaly use USER animation source instead source = Door_3_source; you can use source = "USER"; and define anim period in your config.cpp in your model.cfg class mydoor { type = "rotationX"; source = "User"; selection = "mydoor"; axis = "mydoor_axis"; memory = 1; minValue = "rad 0"; maxValue = "rad +90"; angle0 = "rad 0"; angle1 = "rad +90"; }; in your config.cpp class AnimationSources { class mydoor { initPhase = 0; animPeriod = 1; }; of course you need add a animation activation in your class UserActions { class openmydoor { onlyforplayer = 1; displayName = "open mydoor"; position = "pos ua"; radius = 9; condition = "(this animationphase ""mydoor"" <=0)"; statement = "this animate [""mydoor"", 1];"; }; same for close your door. -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hi Dsabre of course if you reduce a size inside geo lods this can be working. but your colision is reduced also at this size ๐ with my 4 models with aproximatly same size i see one real diference with larger of this lods but not realy in longer. the larger affect a speed of diving but this working perfectly ๐ for the moment im so busy with this new project for add a civilians physx submarines deployed by cargo ship. is not one big project but its one long works how you known ๐ off course i think testing that on my u-boats models after i finich this project ๐ -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hi mankkyle oh i have just edit this last post because i have solved myself my troubl ๐ not really testing that on bigger submarine but i think the physx submarine is so limited for size ๐ i actualy works on 4 physx submarines and they have all diferents sizes. the most bigger model do not dive with same speed because size affect a physx ๐ also of course diferents physx params can be also affect the physx . its also possible to works a physx config params for difรฉrents needs but i have not really continue to read that because i need more time for understand all params ๐ but diferrents modders claim a better torque for a physx but i not actualy realy understanding if that can be help for bigger submarines ๐ of course with this tutorial i think you can try that on your submarines projects for known more ๐ -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
issue finally solved๐ -
hummm im not experienced with car vehicles but i think to follow a yano advises and use a sample model for understanding how that working ๐ i d'ont use wheels on my models but only rudders and propellers animations ๐ also i d'ont use a interior view actualy on my models and d'ont use a volant selection. but if i remember corectly a colonel klink fishing boat for operation flashpoint use that and can be decompressed . the model is not binarised for tutorial by colonel klink and permit to add a volant animations with rudder ๐
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a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ty ๐ post your current or futur projects with physx submarines i like also play and discovering your works guys ๐ -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
With pleasure chairborn ๐ -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
also i observing waterResistanceCoef=0.015; in config affecting also pitch and one real influence on the physx engine. for the news with tests on physx submarine you can now discovering the A-S40 DSRV class bester for underwater rescues operations ๐ -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
On this movie you can see one little pitch on the batyscaphe its a weight defined in mass . This pitch can afect move on your model if the pitch is on the nose the sub dive down and if pitch is on back a sub dive up. I have add more mass on the box geo lod and this fix a problem same to bohemia description on the physx boat tutorial. And the mass is now corectly balanced a position during static and moves directions. -
a mistery around physx submarine solved.
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hi chops i think the congratulations is for bohemia they have make one real informations share for we can work that . i have just resume a devs log and wiki informations generously share by bohemia. and i can imagine your dificulties for developing that i also used time for understanding all informations arround a arma3 physx engine ๐ -
WW2 warships release on arma3 engine
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh yes 3d modeling is one real job ๐ and required a long time to work i can't modeling all models also ๐ the good thing is now we can buy 3d models or request freelancers help for that ๐ Just convert a model for arma3 is one long job. Also i like modeling myself a models for my needs is one real pleasure ๐ -
february 9 1943 2 h1 0 A M . the young ace commander Gachopin sent by the bottom the Uss Iwoa.
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WW2 warships release on arma3 engine
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
oh no programing on arma3 is for me one real addiction ๐ and i like finish what i started ๐ i have now also aquired news skills and material for that ๐ (new comp,software, and learns) i use now blender for polys reductions and uv unwraping and substance painter for apply corectly a textures on my models ๐ -
WW2 warships release on arma3 engine
cervantes replied to cervantes's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
hi here sorry for this long absence on this project but finaly i can now restart this works ๐ the torpedoes script is now partialy fixed and the speed of torpedoes working now corectly. after this long brainstorming i have finaly understand the troobls caused by setvelocity and setdir/setvectordir comand. this two comands is altered a setdir and setvectordir always tremors when this comand is solicited. and setvelocity is afected by the geometry lod of model. for fix a speed move from my torpedoes i have just remove mesh in geometry lod and use an empty lod with autocenter and buyoancy value ๐ this permit to apply speed move on one animated 3d object and d'ont altered a speed from this object ๐ also i have a pleasure today to present you a last version of north atlantic map the 2.0 ๐ the map offering now also a news underwater particles effects modules ๐ works on plankton base scripts working by bis, this permit now to add 8 modules effects. i have add a sand grains, alga, Posidonie grass, 5 planktons species with krill and jelly fish particles. you can see one part of this modules effect here. all particles is works on polygons mesh and use spaceobject particles effect type ๐ -
With pleasure ๐
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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 ๐ 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.
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hi here ๐ i also try to developing one dlc for help me to finance my free projects for arma3 ๐ the futurist looks from arma3 permit also to works a vintage elements in arma3 for a survival post apo mods ๐ 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 ๐ and implement a custom animations in models cfg without ofpman2skeleton bones dรฉpendecies for animate a backpacks elements ๐ this also can be used for others works on backpacks models. Cordialy Cervantes.
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hummm after testing that not solving this issue ๐ 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 ๐
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hi here ๐ 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 ๐ 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.
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Hi Yano ty for your reply ๐ 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.;)
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Damned im alone to encoutering this troubl? ๐ข
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Sullen Skies, Ambient Animals, Animals Module-Extended
cervantes replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
oh yes but i d'ont have implement this in all maps ๐- 278 replies
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awesome release resurect to zombies ๐
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Sullen Skies, Ambient Animals, Animals Module-Extended
cervantes replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
nice works ๐- 278 replies
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