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Everything posted by [GLT] Legislator
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How do I close an open geometry?
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - MODELLING - (O2)
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. -
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?
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How do I close an open geometry?
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - MODELLING - (O2)
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: -
Making an item without a linked slot
[GLT] Legislator replied to sxp2high's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 = ""; }; }; }; -
GLT Mod for ArmA 3 - Release Thread
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
More headgear stuff from Arma 2 :) -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
GLT Mod for ArmA 3 - Release Thread
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Next update to break ALL sound mods?
[GLT] Legislator replied to redarmy's topic in ARMA 3 - GENERAL
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. -
Next update to break ALL sound mods?
[GLT] Legislator replied to redarmy's topic in ARMA 3 - GENERAL
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? -
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.
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GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 :( -
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?
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Need help with proxy paths
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - MODELLING - (O2)
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. -
Need help with proxy paths
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - MODELLING - (O2)
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. -
Need help with proxy paths
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - MODELLING - (O2)
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. -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Civilian and military tents GLT parachutes -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Why not both? :D You can play with apples if you want to. -
GLT Mod for ArmA 3 - Work in Progress
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here's some new stuff which you can expect in GLT Mod 1.22 As you can see I'm starting to get in touch with 3D modeling. However I'm a bloody beginner :) The tent models are from the Bohemia Interactive Sample Models. -
Anyone want to collaborate on a survival (hunger/thirst, sleep, etc.) mod?
[GLT] Legislator replied to Aralvar's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think you should contact sxp2high and me :) I think we've got something in the works which will fit to you. I just started to do 3D modelling, but to have someone who can create advanced objects would be huge benefit. Our mod is going to be called "Survive" and it will be a military survival rpg. I can't give any details in public though. Just contact us :) -
GLT Mod for ArmA 3 - Release Thread
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can't go into detail at this stage, but I don't think it can be compared with Wasteland or similar mods. You might call it a military survival roleplay game. Detailed information, lots of pictures and trailers will be published, as soon as we can promise that it will be great. -
Ingame texture differs from bulldozer preview
[GLT] Legislator posted a topic in ARMA 3 - MODELLING - (O2)
Hi there, I was trying to import a 3D file into Oxygen2 and successfully applied textures to it. In bulldozer everything looks fine: http://minus.com/i/WcIZGPwuDw7B However ingame it looks like a totally different color: http://minus.com/i/JWXh8Vl7eSAT Please ignore the fact that it looks like an apple for giants :D That's another story which I already figured out by now. What could be the reason for the texture issue?