Obmar
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work in progress= Blackburn Buccaneer
Obmar replied to mikebravotwozero's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@mikebravotwozero Hi mate, just email me at toni_figueira@hotmail.co.uk and I will send you a first LOD of the Buccaneer which I am busy with for our Bush Wars Mod. That should help you get a start. I do have templates but its for the South African Air Force Buccaneer. Will gladly help out. Will only send you a first LOD for you to use as a template. Email me and let me know. -
You should use the new types of .rvmat files (super shaders) with your textures. Also convert all the textures to .paa using the new texview2. This should fix your problem.
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memory Weapons or config mistake ?
Obmar replied to Anykey's topic in ARMA 2 & OA : MODELLING - (O2)
You had a very small config mistake that prevented your weapon from fireing, also in the external class references quote only the absolute neccessary inherit references needed for your addon/s. You also forgot to include your last closing }; (statement). Your ammo and magazine selection was wrong for the 7.62 x 39mm AK round. Here is your new config class CfgPatches { class TLWFAA_Weapons { units[] = {}; weapons[] = {"TLWFAA_kls"}; requiredVersion = 0.1; requiredAddons[] = {"CAweapons"}; }; }; class CfgVehicleClasses { class TLWFAA_Weapons { displayName = "TLWFAA_Weapons"; }; }; class cfgRecoils { TLWFAA_klsRecoil[] = {0,0.005,0.005, 0.005,0.01,0.011, 0.09,0.005,-0.0004,0.13,0,0}; }; class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class 30Rnd_kls: CA_Magazine { scope = 2; displayName = 7.62 iranian; ammo = "B_762x39_Ball"; count = 30; initSpeed = 780; picture = "\CA\weapons\AK\data\equip\M_AK47_CA.paa"; }; }; class Mode_SemiAuto {}; class Mode_Burst: Mode_SemiAuto {}; class Mode_FullAuto: Mode_SemiAuto {}; class cfgWeapons { class Default; // External class reference class RifleCore; // External class reference class Rifle ; // External class reference class M4A1; class TLWFAA_kls: M4A1 { scope = 2; value = 0; model = "\TLWFAAweapons\kls"; displayName = "KLS 7.62"; opticsZoomMin = 0.3; opticsZoomMax = 0.42; optics = 1; drySound[] = {"\TLWFAAweapons\sound\scsdry.wav",0.000316,1}; reloadMagazineSound[] = {"\TLWFAAweapons\sound\scs90Reload.wav",0.010000,1}; magazines[] = {"30Rnd_kls"}; class Single: Mode_SemiAuto { sound[] = {"\TLWFAAweapons\sound\scs90Single.wav",7.943283,1}; reloadTime = 0.1; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.001; minRange = 2; minRangeProbab = 0.1; midRange = 250; midRangeProbab = 0.7; maxRange = 400; maxRangeProbab = 0.05; }; class Burst: Mode_Burst { sound[] = {"\TLWFAAweapons\sound\scs90Burst2.wav",10.000000,1}; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.002500; }; class FullAuto: Mode_FullAuto { sound[] = {"\TLWFAAweapons\sound\scs90Burst.wav",5.623414,1}; reloadTime = 0.08; ffCount = 30; recoil = "assaultRifleBase"; recoilProne = "assaultRifleBase"; dispersion = 0.0035; minRange = 2; minRangeProbab = 0.1; midRange = 50; midRangeProbab = 0.7; maxRange = 60; maxRangeProbab = 0.05; }; class Library { libTextDesc = "Iranian copy of the AK-74 rifle"; }; }; }; Hope this has helped you -
That is a face rendering problem. To fix this select the entire model in O2 then apply Faces/Sort. If this does not sort the problem, then select all the faces of the model less the "Glass" transparent faces and apply Faces/Move Bottom. Alternatively select the "Glass" transparent faces only and apply Faces/Move top. Normaly the Faces/Sort fixes it otherwise the Faces/Move Bottom. Hope this helps you.
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@ trinder 1 Been looking at you problem and have the solution for you. For simplicity sake and for ease of config.cpp scripting you should keep your Class Name and .p3d model name the same as well as use your TAGs for every mod specific addon. eg. At the moment you have a class name; DPM_SoldierWMiner: SoldierWMiner and the model; model = "\NewZealandDPM\us_soldier_mine"; rename the .p3d model to DPM_SoldierWMiner and change that in the config as well. Do it for all the models as well as in the config.cpp. eg. model = "\NewZealandDPM\DPM_SoldierWMiner"; This also prevents you from overwriting ArmA configs.... Regarding the soldier being burried halfway, that is caused by the model not having a CfgSkeletons and CfgModels definition attached to the model when binarised or packed. JB's Tutorial is excellent but he makes the same error of including the CfgSkeletons and CfgModels definitions into the config.cpp file. That is the wrong way of doing it. You will notice that in the sample models by BIS there is a file called models.cfg in the different addon folders, that is the file where you define the models bones and animations (CfgSkeletons and CfgModels). Once you binarize the addon that info is hardcoded onto the model. That is why when you unPbo the binarized files you do not see the models.cfg file. The proper way of configuring the addon is to have the 2 configuration files in your model folder (config.cpp and models.cfg). I have scripted the 2 config files for you based on the above info......... Please change the actual .p3d model names to the appropriate names and add the folowing configuration files to your addon folder. config.cpp models.cfg Hope this helps with your model configuration and please let us know the results with a little screen shot.
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how about sharing that info with the rest of us............ please.
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Send me the file, only the .p3d and I will fix it up for you quickly. bushwars at hotmail.com
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I completely agree with you DM. I only use O2 to make all our models including the UV sets. Its just a matter of getting to know the application well and improving your skills. To make ArmA as well as the Future ArmAII models/addons there is absolutely no need to use any 3rd party applications. I use O2, texview and Photoshop. I think my work speaks for itself. I see you also learned the LOD manipulation basics.....
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You are quite right with your statement, however the Thickness = value in the .bisurf definition is merely an indicator to the game engine if the material is a solid or a plate and if it is a plate, how thick? I think that we will be able to use the .bisurf more effectively in ArmAII as it is quite limited at the moment as you mentioned.
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Actualy this solution is intended for an addon that is not a target and only to be fired through. I do not want to high-jack Linkers thread here as Surface penetration is a subject on its own... but will explain a little about .bisurf files. A vehicle is seen by AI as a target so what you want to do is give the "Armour" of your addon in the FIRE GEOMETRY LOD a penetration value to be used by the game engine. So that bullets are able to penetrate and kill the ocupants before the vehicle is completely destroyed. There are certain values that ArmA uses and I am going to give some samples to explain. I am also assuming you know how to implement and apply the .rvmat files in O2. The following definitions are standard ArmA .bisurf penetration values. armour.bisurf (standard ArmA tank armour value) metalPlate.bisurf wood.bisurf You will notice that the different materials have different values. The important deffinitions to look at are; in the case of your addon I would make the FIRE GEOMETRY LOD and make the following .bisurf and .rvmat file. my_Plate.bisurf and the .rvmat file would look like this my_Plate.rvmat VERY IMPORTANT In O2, first select the entire selection in the FIRE GEOMETRY LOD then apply Structure/Convexity/Component Convex Hull Then you goto Face Properties/Material dialogue and define the path to the material file eg. my_Plate.rvmat file to all the components that are " vehicle armour" Thats it... now you will have a vehicle with penetrable armour, you will need to test the different calibers and adjust you bulletPenetrability = value to obtain the desired penetrability (the higher the value the more penetrable the material will be.) for the different calibers.
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That is a very good question Linker my friend. I have had a look at it and think I have a way around that limitation. I am going to base my solution on probabilities. If you fire a weapon through a fence the probability of it actualy hitting the wire is 50% and if the bullet does touch the wire it will continue traveling and hitting the target (with a little defflection). Due to the limitation in ArmA, if you put up a solid component in the FIRE GEOMETRY LOD it prevents AI from shooting through the object even with a .bisurf definition attached. So here is my solution. add some components spaced out along the length of the fence as above to the FIRE GEOMETRY LOD and apply the .bisurf definition .rvmat to all the components. Now AI can see it as being able to shoot through the fence. 50% of the time the bullets will hit the components but due to the .bisurf definition the bullets will penetrate through the fence and hit the target depending on your penetration specs and 50% of the time the bullets will travel clean through without touching anything. This way you can add custom hit sound and effects and keep a very realistic fence penetration effect. I think if you play around and test the spacing between the components you would get a good probability of pass and penetration. You could make the components narrower to increase probibility of bullets passing through fence. The whole idea is to get AI to fire through fence at a target and get the effect you require. Hope this idea helps, I tested this theory quickly and it works quite well.
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the config scripting is correct in all the above examples but...To get the Damage textures to animate you have to have a specific entery in the model's Named Selection, in all the Resolution LODs. To do that you have to select all the surfaces of the model you want the damage textures to animate in O2 and give the entire selection a specific name. The different type of vehicle models have different names applied to the model's sections. I am listing the Names applied to the damage selections in the different models... helicopters damage named selection = trup tracked vehicles damage named selection = telo wheeled vehicles damage named selection = karoserie aircraft damage named selection = zbytek once the actual model has the named selection in all the Resolution LODs the damage texture animations will work.
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OK guys, I have fixed up the config error and will upload the helicopters end of the month with our first set of weapons and units. I was not getting that error (don't know why) that was before the BIS 1.09 beta update, none of the team got that error either that is why I uploaded them. @ Miles Teg I am busy with the weapons pack right now as well as some units, 32 Battalion, SADF and SWAPO. I will also be releasing at a later stage the Buffel, SAMIL20 and Ratel add-ons as well as various others used in the Bush War. Just that our team is Small so it does take time to complete everything. Most of the mod will only be released for ArmAII. In the meantime we release teasers and a small mini-mod the rest we test and get ready for ArmAII. I also want to stress the we are not part of the previous mod which was the Bushfires Mod. All our add-ons are completely new. Although Helfish did send me some samples, they are not usable for ArmAII and I have completely remade the models from scratch. You can check our forums for WIP updates. I am busy (on and off) with a very large Island for ArmAII which we will call "Angola" and it is a scaled down version of the Owambo Region and Southern Angola will include Cassinga to the north Cuito to the East and Rundu to the South. Berghoff is busy making an African trees Pack for this project. It is scaled down in terms of distance between towns, we aim to keep the Island historical to the conflict.
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Hi Guys, there is nothing wrong with Oxygen 2 PE, the trick lies in learning how to apply the textures using the UVset. Its quite easy once you get the hang of it and you can map your complete models just using the UVset function its just a bit more labour intensive but the results are excellent. In this way you can edit the textures and view them in Buldozer on the fly. O2 does convert your .tga files to .paa automatically, once you are satisfied with your UV layout then you can use the Mass texture & materilal renaming tool to convert the .tga texture path to the .paa texture path PS. I am busy with a UVset tutorial and will post it next week
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I think that people are using older versions of our helicopters, I have changed and updated the pilot model. That problem referes to a retextured ArmA model we first used.