Gargantua
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Everything posted by Gargantua
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[q]Well I´m working on my own version right now.[/q] looking good. but round the wheels with polies or (better) normal maps
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Animation - using Translation not rotation
Gargantua replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
you can define points or just an axis (consisting of two points). you can definatelly use bis examples it's the same for any translation. just define an axis <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class beam { type="translation"; // The type of animation. source="reloadMagazine"; // The controller that provides input. selection="beam"; // The name of the skeleton bone used. // axis=""; // The name of the axis in the model. begin="konec hlavne"; end="usti hlavne"; minValue=0.0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=0.01; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. offset0=5000; offset1=5000; }; moves selection forward very far (tried to make better LD ages ago) -
Animation - using Translation not rotation
Gargantua replied to [aps]gnat's topic in ARMA : CONFIGS AND SCRIPTING (addons)
offset0/1 defines it. There're two points in memory that define axis. offset0=0;offset1=1 means selection will be moved all the way between those points. i.e it's relative value not meters. -
http://ofp.gamepark.cz/index.php?showthis=9015 I guess this addon is port of that model ? I bet i saw radar verison too (on screenies) will it be released too ? great addition to the game (especcially if combined with Mando), but model and especially textures look low detailed. Â poor shader maps do not make it look like vanila arma models. Are you gonna update it someday ? All the rockets are fired from one point of the model not proxies. Is it my own bug or arma limitation or smth ? PS what about that F22 on your site ?
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nice work. I like 110's in RSOV modification (dark green/black camo). Are you planning it ?
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gonna be a new forum record some wierd deformed shape that is already called tank wip...
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{if (_x=typeOf _veh)then{_bas = basW}} foreach ["Mi17","Mi17_MG","KA50","SU34B","SU34"]
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Vehicle refuses to cross bridges.
Gargantua replied to mechastalin's topic in ARMA : CONFIGS AND SCRIPTING (addons)
i guess your only option is lookng at bis hummer and making everythig just like in there. -
WheeledKilled.sqs
Gargantua replied to nikita320106's topic in ARMA : CONFIGS AND SCRIPTING (addons)
this has nothing to do with arma damage system it's not used. left there by mistake i guess -
[APS]Gnat, you need 1. game exe. put it into o2 folder. Use exe that do not contain cd check (officially after 1.09 iirc) 2. registry keys. import from your game pc [HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio] [HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio\ArmA] 3. install openAL sound library 4. change all the paths in o2 settings. use cfg option to define config placement. it will work if you do everything correctly. You don't need the game (on this pc) this way. checked long ago
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Vehicle refuses to cross bridges.
Gargantua replied to mechastalin's topic in ARMA : CONFIGS AND SCRIPTING (addons)
What makes you think so ? Cause most probably your problems are due to incorrect dumpers -
btw. what for ? damage textures are generated by the engine...
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i'm not talking about deploying. Can AI actually attack enemy correctly with this mortar ?
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The most interesting part is mortars. I wonder have you tried to make AI use it somehow ?
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Differences between a car and a tank
Gargantua replied to Thunderbird's topic in ARMA : CONFIGS AND SCRIPTING (addons)
it's simple. simulation all other bugs are due to bad model.cfg (you missed some bones or sections) -
not bad. though a lot of 'round' parts needs to be smoothed with additional plois or normal map. atm imho RHS's one looks better. have you tried to ask them ? +there's 85' project... and FFUR.. and ? and you can always release just a model letting some volunteer to code it someday...
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Gunner cannot see radar
Gargantua replied to wld427's topic in ARMA : CONFIGS AND SCRIPTING (addons)
gunner is assigned to turret, my friend have you opened some standart config ? -
Gunner cannot see radar
Gargantua replied to wld427's topic in ARMA : CONFIGS AND SCRIPTING (addons)
GunnerCanSee=CanSeeRadar -
@wld427 looking fun ;D but why creating fictious beasties when you can easily make accurate one using BRDM? http://en.wikipedia.org/wiki/9K31_Strela-1
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I guess it was bump not normal map in there ? you still could edit it to achieve better results... cause current look is even worse then in stalker
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looking good. but imho if you want to make smth static... better stick to smth short range like S-125 (SA-2) yep, can be great in static. especially if you model some radar station too i even saw pictures of ural based so.. but SA-6 is my favorite anyway. and still used even in modern conflicts http://en.wikipedia.org/wiki/Image:Radar_kub1.jpg
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there's magazines value for each weapon (or mode can't remember). define new weapon with new mags
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and how will you do this ? rework every single unit to be able to switch textures (via setobjecttexture) ? or there's far easier solution ? btw there's a youtue video of AC130 - that guy was working on similiar IR effect
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And what are ideas ? cause changing materials on all the objects... gotta need reconfiguring all the units and a lot of scripting. am i wrong ? i wonder if playing around with NV shader can give any good results ?
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WTF is up with tank commanders.
Gargantua replied to Jinef's topic in ARMA : CONFIGS AND SCRIPTING (addons)
just add 'fake' weapon - without optic, magazines etc. you'll be able to turn and zoom