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[GLT] Legislator

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Everything posted by [GLT] Legislator

  1. [GLT] Legislator

    Community Upgrade Project

    Perfect! You're doing a great job. I tried to update some stuff by myself, but I failed.
  2. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    Farmer Clothes Middle East Clothes And may I present "Judas the Priest", religious leader of the NAPA resistance movement of Chernarus
  3. [GLT] Legislator

    How much Arma have you played?

    I only got 1190 hours of A3, but I've got a job and need to sleep and be there for my family so I got that thing going for me which is nice.
  4. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    GLT Mod Update to 1.22 GLT Mod 1.22 is containing some ports from Arma 2 now, mostly small stuff. The biggest credit goes to TheDog88, author of the ARP 2 objects mod, who provided me his 3D files and textures. I upgraded them with new textures and an item config for the inventory. My original goal was to port over some A2 vehicles as well (starting with the Dingo), but I ran into lots of problems and I'm not skilled enough to solve it. Besides there are more talented modders out there who are currently taking care of it. Changelog changed: some config tweaks of air units changed: modelsides[] = {3, 2, 1, 0} for all men units changed: GLT based fun civilians have been moved to vehicleclass MenFun changed: GLT Paratroopers now use the new GLT parachutes changed: GLT_fnc_Crate now uses the new GLT parachutes and Massis nightvision goggles changed: GLT civilians now use a camouflage value of 1.2 changed: GLT soldiers now use a camouflage value of 0.9, snipers 0.6 and lite soldiers 1.0 changed: GLT KSK soldiers now use a camouflage value of 0.8 changed: Neo Dimokratia soldiers now use a camouflage value of 1.0 and guards 1.1 changed: Ion Inc. units now use a camouflage value of 1.0 and 1.1 changed: Victoria Divina units now use a camouflage value of 0.9 changed: arma 3 medic backpacks now contain GLT medic items changed: some stringtables fixed: 3D model path of GLT_Item_Shovel fixed: no 3D models applied for cans fixed: tactical bacon picture path fixed: can opener picture path fixed: desinfectant spray (50 % empty) stringtable fixed: heatpack stringtable fixed: glass item had no stringtable and picture fixed: wrong stringtable in NDK uniform config fixed: GLT Showcase KSK: task 3 text was not visible fixed: GLT 04 Operation Delphi: target person did not join the team fixed: GLT 08 Insurrection: quadbikes were changed to Oshkosh JLTV fixed: GLT 12 Kill Farm: player respawned with default gear fixed: underwear had no inventory item fixed: GLT tool items author has been applied fixed: GLT medic items author has been applied fixed: GLT food items author has been applied fixed: GLT camping items author has been applied fixed: Ion Inc. Offroader texture path was wrong fixed: some wrong stringtables of the tropentarn backpacks new: stash note items new: tool items: bloody knife, clean knife new: food items - apples (green, red, yellow), sardine cans new: military items - dog tags (port of Arma 2) new: cfgGroups GLT_MechInfSquad and GLT_MechInfSquad_T new: GLT parachutes (Flecktarn, Tropentarn, KSK) new: C-130J wreck (port of Arma 2) new: Huntingrifle (port of Arma 2) new: hanged civilian and doctor (port of Arma 2) new: guerilla weapon and ammo boxes (port of Arma 2, filled with Massis weapons) new: Altis Police Officer new: civilian headgear items (turbans, cowboy hats, woolhats, police hat) new: uniform insignias new: object mass grave (port of Arma 2) new: eyepatches (black, smiley) new: cfgGroups GLT_Comanche_Squad_USA new: police basecap (old A3 texture reintroduced) new: random uniform insignias for all playable GLT units (mission updates) new: Sparta insignia for all US units (mission updates) new: GLT Showcase - Ion Inc. new: leather jacket (port of Arma 2) new: office items - binders (ARP 2) new: drug items - cocaine 8ball (ARP 2) new: security card items (ARP 2) new: blackbox item (ARP 2) new: MRE box with food item content (ARP 2) new: Suitcases defined as ammboxes (ARP 2) removed: treasure map items updated: GLT Showcase: IFV-6 Namer updated: unit insignia check has been added to GLT_fnc_SaveGear and GLT_fnc_LoadGear updated: GLT Showcase: Paratroopers updated: author has been added to civilian headgear updated: Altis police has random headgear now Known issues: none PS: If you want, you can track the progress on this link! https://github.com/Legislator The download link in the 1st post of this thread has been updated!
  5. [GLT] Legislator

    How do I close an open geometry?

    I suppose I found my mistake. I always tried to draw lines, but I had to draw triangles or squares. It took me a while but I managed to get the geometry closed. But the texture didn't show up at first! So I reversed the faces and finally got it working :) http://minus.com/i/rd1fvh8Gne43 Thanks for your help though.
  6. Hi there, I've got another beginner question :) So I got this free model imported into o2 --> http://minus.com/i/bmWgaBotuZV18 When I press "Find non-closed" it marks a lot of vertices which are not connected with each other --> http://minus.com/i/KUD5UJ8YVKed If I mark the model and press "Structure" / "Topology" / "Close" then the model will be closed, but also warped. If I mark the model and press "Points" / "Merge" the model will be warped even more, same goes for "Merge near" while testing different values. I'm sure there might be a way to connect the vertices manually, but how can I do this?
  7. [GLT] Legislator

    How do I close an open geometry?

    Yeah that's right, but I don't know how. I assume I have to select the correct tool and then drag a line between the vertices, right? :confused:
  8. [GLT] Legislator

    Making an item without a linked slot

    That's a great thought! And it's also working! :D Thank you very much! class CfgWeapons { /*extern*/ class InventoryMuzzleItem_Base_F; /*extern*/ class ItemCore; class GLT_Item_Mechanic_Base: ItemCore { scope = 1; vehicleClass = "ItemsMechanic"; type = 0; allowedSlots[] = {701, 801, 901}; }; class GLT_Item_Spraycan_Base: GLT_Item_Mechanic_Base { descriptionShort = "$STR_GLT_Inventory_Item_Spraycan_Description"; model = "glt_items\glt_items_mechanic\data\glt_spraycan.p3d"; mapSize = 0.370000; class ItemInfo: InventoryMuzzleItem_Base_F { mass = 5; uniformModel = "glt_items\glt_items_mechanic\data\glt_spraycan.p3d"; alternativeFire = ""; }; }; };
  9. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Hi, yeah that's possible. Just use the following files only: glt_items_backpacks_pmc.pbo glt_items_headgear_pmc.pbo glt_items_poloshirts_pmc.pbo glt_items_uniforms_pmc.pbo glt_items_vests_pmc.pbo glt_units_air_pmc.pbo glt_units_men_pmc.pbo glt_units_cars_pmc.pbo The civilian stuff can be found the same way. Simply take all the files which are ending on _civil.pbo. However using these files without the rest is untested. Use it on your own risk. You'll still need Massis NATO Weapons and Speznaz package.
  10. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    Yes it's a required addon. Can't live without them anymore because many of my units are using the weapons by default. I think Massi did a great job on them.
  11. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    Yeah I go down a different route. I take the Arma 2 samples models and modify them a little bit. At the end, everything will be included so you don't need to install Arma 2 for just a few hats.
  12. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    More headgear stuff from Arma 2 :)
  13. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    True indeed, it's just a place holder. I hope I can create a classic CSAT soldier having AK-47 and another uniform so this picture is just a placeholder to show the helmet.
  14. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    CSAT soldier with a classic steel helmet Anyone remember these? Dead bodies Mass grave Hanged civilians Hanged doctor Guerilla ammo boxes All objects are made using the sample models of Arma 2.
  15. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Because of the latest patch I can't guarantee that GLT Mod 1.21 is working correctly! BW Mod and Massis NATO & Speznaz weapons (both required addons) are confirmed to cause trouble. Fixes of those will be supplied by their authors or cooperating partners. I fear some missions might be broken as well. I will try to create fixes for the upcoming GLT Mod 1.22.
  16. [GLT] Legislator

    Next update to break ALL sound mods?

    Guess my config was still a little bit fishy and broken, but in order to fix the "no sound" thingy I only needed to add this code sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.251189, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.251189, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"\glt_weapons\Huntingrifle\sounds\M24_single3", 1, 1, 700}; soundBegin[] = {"begin1", 0.250000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-07", 0.891251, 1, 200}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-08", 0.891251, 1, 200}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000}; }; reloadMagazineSound[] = {"\glt_weapons\Huntingrifle\sounds\M1014-reload", 1, 1, 30}; }; Anyway it's just basic A2 port. If you have more sounds being attached to your weapons you have add them as well.
  17. [GLT] Legislator

    Next update to break ALL sound mods?

    Does anyone know how to apply fixes? I took a look into the biki ( https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Muzzle_accessories ) but I'm not smarter than before. Did anyone to get the new sound config working yet?
  18. [GLT] Legislator

    CSAT Hexcam sample?

    I just stumbled on this thread using the search function. First of all, those examples look great! Thank's to the authors! Does anyone know if they are created using the existing A3 textures or with the help of photoshop brushes? I'm searching the web for hours looking for a good hexa camo brush, but nothing really fits to the CSAT camo.
  19. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    Because I'm new to 3D modelling, I need some training with the arma sample models. However, I will put the stuff into GLT Mod. The huntingrifle has no sound yet. I will wait until the next A3 patch. I've heard there are changes in the sound engine anyway. Derp, Derp, Derp, but the helmet is fitting. It has no shadows though :(
  20. [GLT] Legislator

    Need help with proxy paths

    Hi guys, I need your help again. I'm currently stuck with something that seems to be a proxy path thing. I tried to port the A2 hunting rifle with the help of the sample models to A3. In buldozer everything in the preview is fine without errors. I also applied a new path to the muzzle proxy: http://minus.com/i/b2F5MnIuZ37Wk However ingame when I add the new weapon to the player, I get a pop up error message. Warning Message: Cannot open object ca\weapons\zasleh2_proxy.p3d Warning Message: Cannot open object ca\weapons\zasleh2_pilot_proxy.p3d Here's my model.cfg class CfgModels { class Rifle_Base_F; class GLT_Huntingrifle : Rifle_Base_F { class MuzzleFlashROT { selection="zasleh"; }; }; }; I have a similar issue after porting over the C130J wreck. Can someone please help to get this fixed?
  21. [GLT] Legislator

    Need help with proxy paths

    Dear Sirs, the mystery is solved :) I think I deserve a huge facepalm. I never tried to doubleclick the several LODs. Then I did see more proxies of which I had to change the paths :D Thanks to both of you, everything is working now.
  22. [GLT] Legislator

    Need help with proxy paths

    Ok didn't know that. It's still not working though :( Here's what I did: - I opened the p3d file in the windows text editor - indeed I found references to ca\weapons\zasleh2_proxy.p3d and ca\weapons\zasleh2_pilot_proxy.p3d - I corrected them to glt_weapons\huntingrifle\data\zasleh2_pilot_proxy.p3d and glt_weapons\huntingrifle\data\zasleh2_proxy.p3d and saved the file - now I can't open the p3d file in oxygen 2 anymore, it crashed (don't worry, I got a backup file ;) ) - I binarized everything and took a look in arma 3 how the addon might work now. I'm still getting the pop up error However I'm wondering. If those old paths were still present, did oxygen2 not apply the new path or did I miss a setting, button or menu where I have to check them? Anyway, I'm going to undo my changes and try to open everything in a hex editor next. I hope this isn't against the EULA.
  23. [GLT] Legislator

    Need help with proxy paths

    Hi there, that's what I did. I took the original proxy model from A2 and moved into to my P:\ drive into my addon folder. Then I opened the hunting rifle p3d and changed the proxy path: http://minus.com/i/b2F5MnIuZ37Wk But it is still not working :( If there is still a reference to the old arma 2 path, I can't find it.
  24. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    Civilian and military tents GLT parachutes
  25. [GLT] Legislator

    GLT Mod for ArmA 3 - Work in Progress

    Why not both? :D You can play with apples if you want to.
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