

nzdfcrash
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Everything posted by nzdfcrash
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Sorry but to demonstrate my general no0bishness with animations how would one enable the scriptcode to enable the ABs if you do that via the model config?
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How to get Pylons to play nice with swept wing animation
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
Currently the pivot points are sitting in the center of the pylon, will adjust to be sitting in the front of all pylons and post the effect of such. ---------- Post added at 06:22 PM ---------- Previous post was at 05:12 PM ---------- thanks gnat your solution of moving the memory points just short of the leading edge of the wing fixed the merging issue that had arose. -
How to get Pylons to play nice with swept wing animation
nzdfcrash posted a topic in ARMA 2 & OA : MODELLING - (O2)
Any ideas on how to get the pylons to stick to the wing without adding to the same selection which causes extremes ie bomb racks sticking 80 degrees to the opposite direction? -
How to get Pylons to play nice with swept wing animation
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
It worked for the most part although there is one somewhat noticeable issue with the pylons which is the wingsweep when fully swept the pylons have a habit of merging with the air intake. My temporary solution originally was to move the pylons further apart and further down the wing yet this only works until the sweep is at 60%, anymore and they merge with the air intake however i have a feeling in reality they werent able to go any further when fully loaded like this. -
How to get Pylons to play nice with swept wing animation
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
Thank you rock and max will apply to the model cfg when i get home in a few hours. You have helped immensely if this works -
Heres a pic of my 1918 SMLE Enfield with sporterised barrel (My Hunting Rifle) and my Carbine Norinco M14.
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this may be general laziness coming to show here but if somebody hasn't already suggested it some ground options for aircraft would be nice such as taxi to the runway, taxi to parking etc and more combat options for flying like lower altitude or gain altitude (low as in 20m, medium and high) and also bombing options for unguided weapons if at all possible.
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WIP: Stuff you are working on 2!
nzdfcrash replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
nice job yura looks superb -
Removing IR Lock from Unguided Weapons
nzdfcrash posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So no matter what i do i cant seem to remove the locking ability of unguided bombs which is abit of an issue especially when the aircraft they are for can carry a large quantity of ordinance. Base code im using for the unguided weapons. If its not the weapon it would be the aircraft. Hopefully someone will have a idea as to what the issue/s could be, Cheers. -
Issue would be in the cfg patches with the actual classname of the pbo as it is defined there.
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Fox '09s US SOF pack 2005
nzdfcrash replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hey fox when do you get back buddy? -
Replacement config for M14/M1A issue/s
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Excellent thanks your solution worked. -
Replacement config for M14/M1A issue/s
nzdfcrash posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi all yet again. I'm 'trying' to replace the default m14 in oa with a customised one i've worked on with a nicer model as the default is shockingly bad ie animations, ammo and recoil as well as not having full auto. I've had a look at some replacement configs which my variation is based off roughly and the issue is well its not doing its job as in replacing the default M14. Here's my config of which i don't spot any foreseeable issues with it, doesn't crash Binpbo and the log doesn't provide any clue/s. Fingers crossed someone can spot the issue :D -
it will be good for A3 with render to texture for longer distance spotting and hopefully a physics engine that will allow the carrier to move and have aircraft and people moving around ontop at the same time
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Fox '09s US SOF pack 2005
nzdfcrash replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
good job fox with each wip or update your work is improving alot -
I have this issue on 3 vehicles ive been working on where the glass rvmats are working perfectly yet the rvmats for say the side of the vehicle dont show or are really weak. Down below is an example of one of rvmats at cause, Nohq, smdi and as textures are fine as far as i can see with no alpha channels and are fairly clean ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0.75,0.80000001,0.69999999,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="anzac_utility_u1700_t\tex\mog_side_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="anzac_utility_u1700_t\tex\mog_dt.paa"; uvSource="tex"; class uvTransform { aside[]={3,0,0}; up[]={0,3,0}; dir[]={0,0,0}; 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[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="anzac_utility_u1700_t\tex\mog_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="anzac_utility_u1700_t\tex\mog_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(0.92,0.95)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; };
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Main Rvmats not showing ingame.
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
Damn near identical. FPDR Thanks bis (sarcasm) -
Main Rvmats not showing ingame.
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
Heres the normals and other textures involved with the rvmat which may fingers crossed shed light on the issue http://www.gamefront.com/files/20533194/tex.7z -
Geometry Problem With Proxy objects?
nzdfcrash replied to Mattaus's topic in ARMA 2 & OA : MODELLING - (O2)
create a proxy to the object in the geo lod of the base object -
Main Rvmats not showing ingame.
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
Ok its definately added in Binpbo yet i still have the same issue. Seems rather odd that its doing this when it hasn't in the last 3 years i've been using the tools. -
BinPBO - Not copying pbo to target destination?
nzdfcrash replied to wedge123's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Check your appdata folder, I've had this issue before where it copies it to a hidden location in appdata under what you set the destination folder to. -
Main Rvmats not showing ingame.
nzdfcrash replied to nzdfcrash's topic in ARMA 2 & OA : MODELLING - (O2)
yep i always binarize. Will try altering binpbo when i get home from work tonight as this has only started happening since i last formatted. Ti tex will be added once i sort out the main rvmat/s. -
ONS - Operation Northstar WIP
nzdfcrash replied to AASE's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
you have cf18s? -
ONS - Operation Northstar WIP
nzdfcrash replied to AASE's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
what happenned to O'hally? -
Variable Geometry Wings and Flap Animations
nzdfcrash posted a topic in ARMA 2 & OA : MODELLING - (O2)
With such aircraft as the F111C which has sweeping wings which animation is like this in the model config for the wings to sweep I am wondering how i would go about adding flap animations in without leaving the flaps disconnected from the swept wings anim when activated or if there is a way to disable flaps after a certain speed to get around this? class right_wing { type = "rotation"; source = "Speed"; selection = "right_wing"; axis = "axis_right_wing"; memory = 1; sourceAddress = "clamp"; minValue = 55; maxValue = 125; angle0 =0; angle1 = rad +55; }; class left_wing : right_wing { selection = "left_wing"; axis = "axis_left_wing"; angle0 =0; angle1 = rad -55; };