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Everything posted by Jackal326

  1. which can then be used with the hiddenSelectionsMaterials[] = {}; config parameter e.g. hiddenSelectionsTextures[] = {"\SSQN_Equipment\Data\crye_vests_mcm_co.paa"}; // defines the texture path ("\pboname\subfolder\texture.paa") hiddenSelectionsMaterials[] = {"\SSQN_Equipment\Data\crye_vests.rvmat"}; // defines the material path ("\pboname\subfolder\material.rvmat")
  2. Maybe because its on your desktop... Unless you're packing the texture into the PBO along with your config.cpp or putting the texture within the mission folder itself, then of course the game can't find it...
  3. Your texture resolutions should have dimensions that are to the power of 2 i.e. 128, 256, 512, 1024, 2048 etc.
  4. Jackal326

    RHS Escalation (AFRF and USAF)

    I've been out of the ArmA3 mod-scene for quite some time, but its still good to see that some things haven't changed - "When will you include X?", "Why haven't you included Y yet?" etc. 😂
  5. Jackal326

    Inducing a texture load error

    Why not make it using a texture that does exist and simply have it as a fully-transparent _ca.paa texture?
  6. Jackal326

    Thermal Signature Question

    I've just had another thought. Depending on which model it is you're altering, provided it is compatible with hiddenSelections, you can use the HiddenSelectionsMaterials config parameter to simply change the rvmat relevant to that selection/texture. That way you don't need to go through the hex-edit route.
  7. Jackal326

    Thermal Signature Question

    I've been out of the modding scene for quite some time and I'm trying to fall back in where I left off but I'll try to offer some advise as best as my (out of date) knowledge will allow. The thermal imagery textures are ending with the suffix *_ti_ca.paa These are defined in the rvmat file as such: class StageTI { texture = "a3\characters_f\opfor\data\clothing_ti_ca.paa"; }; To change these you would need to edit the relevant rvmat file and then point it to the new texture you've created. Thats where it (potentially) gets complicated as you'd have to now tell the model to use this new rvmat and the only way to do that (that I'm aware of/can think of) is via hex-editing the model. There may be some tutorials on that somewhere but the basic gist of it is to search for the rvmat that you're wanting to change - alter the hex code to your new path (but making sure you keep the hex path the same number of characters in length so as not to cause the p3d to be unreadable by the game) and then saving it as a new p3d file inside your addon pbo.
  8. Jackal326

    How to scale objects

    One large grid square in Object Builder (aka O2) is 1m (aka 100cm) as far as I can remember (going from memory isn't the best I'll admit).
  9. Jackal326

    Need Help, Model isnt working

    Vague issue is vague. Do you have the correct named selections set up within the model? Do you have a correctly configured model.cfg and the correct entries for the model within the model.cfg? Is the model.cfg (that we're yet to establish actually exists) in the same directory as the p3d model? Are you Binarizing your addon?
  10. Which of those weapons aren't showing up? Is it all of them or just select ones? The more specific you are with your problem then the more help we can be. Also, complaining about a lack of reply is a sure way to get no help what-so-ever...
  11. Aren't you able to have separate Steam Library locations (in settings) for game installations? Just have ArmA3 installed on the SSD and have the mods installed on a different HDD...
  12. Whoops! Misread the post 🙄 I'm surprised it isn't throwing an error on starting the game tbfh...
  13. Also, form memory the "vanilla method" requires you expand on this part: discreteDistance[] = {100}; discreteDistanceInitIndex = 0; to something like this: discreteDistance[] = {100,200,300,400,500,600,700,800}; discreteDistanceInitIndex = 2; In the above example, the rifle can be zeroed from 100m up to 800m at 100m increments. It defaults to 300m (i.e. 100m is 0, 200m is 1, 300m is 2 etc.).
  14. Jackal326

    Model in ground

    Go into the Geometry LOD and create a Property with the following info: Name: autocenter Value: 0 That should work...
  15. Jackal326

    Shadows and Lighting

    Might need to refresh the normals etc by selecting everything and pressing F5 (in Oxygen). Might also need rvmats applied (or adjusting if you've already applied them).
  16. Any screenshots to accompany the issue? Also, the fact that the model is floating in-between the character's legs (mentioned in your topic title but not your actual post), the model requires the correct named selections (Head etc.) and a model.cfg class CfgSkeletons { class ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", // Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", // New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", // Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", // Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", // Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", // Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="Samples_F\TemplateRTM\ManSkeleton_Pivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "injury_body", "injury_legs", "injury_hands", "injury_head", "clan", "clan_sign", "Camo", "CamoB", "Camo1", "Camo2", "personality", "hl", "insignia" }; skeletonName = "ManSkeleton"; }; class MODELNAME: ArmaMan {}; }; Where MODELNAME is obviously the name of your p3d without the p3d extension.
  17. Jackal326


    Easiest way to do that would be to apply the blueprint as a texture to a face at the back of your model. That way its always there and can be reloaded each time you restart O2 by selecting the face (or faces if you do it on an inside-out box for tope/front/side views etc.) and then pressing 'A', right-clicking and selecting the 'Background Form Face' option.
  18. Attachment orientation is different ingame as it is in O2/Object Builder - in fact its upside-down. Try reviewing the sample models and aligning based on that. Fair warning, you'll have a lot of trial-and-error trying to align it properly.
  19. Jackal326

    How can I make coloured glass

    Generally the coloured face will be over-written by the RVMAT you've applied. As an example, here is a glass rvmat with a red tint. ambient[]={0.602020,0.000000,0.000000,1.000000}; // play with these values to get the desired red (keep same/very similar to below) diffuse[]={0.602020,0.000000,0.000000,1.000000}; // play with these values to get the desired red (keep same/very similar to above) forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.607843,0.000000,0.000000,1.000000}; specularPower=13.500000; PixelShaderID="NormalMapSpecularDIMap"; VertexShaderID="NormalMap"; class Stage1 { texture="SJB_A3_WPNS\m4\pso_glass_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="SJB_A3_WPNS\m4\pso_glass_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; };
  20. Jackal326


    That issue has been around for a while (since I was last active here), so hopefully your hours/days/weeks/months/years (delete as appropriate) of working on it have finally fixed it ;)
  21. Jackal326

    Virtual Arsenal Unable To Load Loadouts

    Could be that they already know about the issue and auto-pilot to fix it without thinking? Not sure, but give it a shot and let me (us: the collective community) know.
  22. Jackal326

    Virtual Arsenal Unable To Load Loadouts

    Are you using ACRE/TFR? Their unique radios may be causing issues with saving/loading loadouts. If you are, try removing your radio from your loadout (or by dropping it) before you save.
  23. So its exactly the same as the Helicopters DLC additions then. The weapons are handled the same way as Marksman DLC additions (i.e. pop-up advertisements etc) so it makes sense...
  24. Jackal326

    Foliage changes shades when moving?

    Tried turning off motion blur?