Jump to content

cervantes

Member
  • Content Count

    406
  • Joined

  • Last visited

  • Medals

Everything posted by cervantes

  1. cervantes

    Speed โ€‹โ€‹problems with hatches

    with pleasure ๐Ÿ™‚
  2. cervantes

    Speed โ€‹โ€‹problems with hatches

    hi here ๐Ÿ™‚ 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.
  3. 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 ๐Ÿ˜‰ 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 ๐Ÿ™‚ 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 ๐Ÿ™‚ off course i think testing that on my u-boats models after i finich this project ๐Ÿ™‚
  4. hi mankkyle oh i have just edit this last post because i have solved myself my troubl ๐Ÿ˜‰ not really testing that on bigger submarine but i think the physx submarine is so limited for size ๐Ÿ™‚ 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 ๐Ÿ™‚ 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 ๐Ÿ˜‰ but diferrents modders claim a better torque for a physx but i not actualy realy understanding if that can be help for bigger submarines ๐Ÿ™‚ of course with this tutorial i think you can try that on your submarines projects for known more ๐Ÿ˜‰
  5. issue finally solved๐Ÿ™‚
  6. cervantes

    driver animation

    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 ๐Ÿ˜‰ i d'ont use wheels on my models but only rudders and propellers animations ๐Ÿ™‚ 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 ๐Ÿ˜‰
  7. Ty ๐Ÿ™‚ post your current or futur projects with physx submarines i like also play and discovering your works guys ๐Ÿ˜‰
  8. With pleasure chairborn ๐Ÿ™‚
  9. 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 ๐Ÿ™‚
  10. 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.
  11. 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 ๐Ÿ™‚
  12. Oh yes 3d modeling is one real job ๐Ÿ™‚ and required a long time to work i can't modeling all models also ๐Ÿ™‚ the good thing is now we can buy 3d models or request freelancers help for that ๐Ÿ™‚ Just convert a model for arma3 is one long job. Also i like modeling myself a models for my needs is one real pleasure ๐Ÿ™‚
  13. february 9 1943 2 h1 0 A M . the young ace commander Gachopin sent by the bottom the Uss Iwoa.
  14. oh no programing on arma3 is for me one real addiction ๐Ÿ™‚ and i like finish what i started ๐Ÿ˜‰ i have now also aquired news skills and material for that ๐Ÿ™‚ (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 ๐Ÿ™‚
  15. hi here sorry for this long absence on this project but finaly i can now restart this works ๐Ÿ™‚ 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 ๐Ÿ™‚ this permit to apply speed move on one animated 3d object and d'ont altered a speed from this object ๐Ÿ™‚ also i have a pleasure today to present you a last version of north atlantic map the 2.0 ๐Ÿ˜› the map offering now also a news underwater particles effects modules ๐Ÿ™‚ 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 ๐Ÿ™‚
  16. cervantes

    Need help about textures

    With pleasure ๐Ÿ™‚
  17. 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 ๐Ÿ˜‰ 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.
  18. cervantes

    Arma 3 - Creator DLC Discussion

    hi here ๐Ÿ™‚ i also try to developing one dlc for help me to finance my free projects for arma3 ๐Ÿ™‚ the futurist looks from arma3 permit also to works a vintage elements in arma3 for a survival post apo mods ๐Ÿ™‚ 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 ๐Ÿ™‚ and implement a custom animations in models cfg without ofpman2skeleton bones dรฉpendecies for animate a backpacks elements ๐Ÿ™‚ this also can be used for others works on backpacks models. Cordialy Cervantes.
  19. cervantes

    Custom scoped weapon.

    hummm after testing that not solving this issue ๐Ÿ˜• 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 ๐Ÿ˜›
  20. hi here ๐Ÿ™‚ 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 ๐Ÿ™‚ 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.
  21. cervantes

    Custom scoped weapon.

    Hi Yano ty for your reply ๐Ÿ™‚ 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.;)
  22. cervantes

    Custom scoped weapon.

    Damned im alone to encoutering this troubl? ๐Ÿ˜ข
  23. oh yes but i d'ont have implement this in all maps ๐Ÿ™‚
  24. cervantes

    Ravage

    awesome release resurect to zombies ๐Ÿ˜›
ร—