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Obmar

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Everything posted by Obmar

  1. @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.
  2. Obmar

    New binarizing problem

    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.
  3. 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
  4. 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.
  5. Obmar

    Engineer textures

    @ 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.
  6. Obmar

    Model boolean subtraction

    how about sharing that info with the rest of us............ please.
  7. Obmar

    set object dammage in O2?

    Send me the file, only the .p3d and I will fix it up for you quickly. bushwars at hotmail.com
  8. Obmar

    Cylinders and spheres

    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.....
  9. Obmar

    bisurf file

    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.
  10. Obmar

    bisurf file

    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.
  11. Obmar

    bisurf file

    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.
  12. Obmar

    Dammage textures

    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.
  13. Obmar

    BushWars Mod

    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.
  14. 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
  15. Obmar

    BushWars Mod

    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.
  16. Here is the Glass Damage Tutorial, Its one of ArmA's little enigmas as anyone that has tried to implement the dammageHalf/dammageFull animation to a model will know what I am talking about. It has a lot to do with the way the components are convexed in the Fire Geometry LOD. I have put together a tutorial to explain step by step (with images) and config editing with explanations on how to implement the Glass Damage (sklo predni P/sklo predni L) animation properly. I have converted the tutorial to .pdf format for easier reading and downloading as well as online viewing. Glass_Damage_Tutorial
  17. Obmar

    Glass Damage Tutorial

    thanx for letting me know that... I learn something new everyday. I tried the different names for the same textures as I mentioned previously and still get the same result. If I shoot at 1 glass component, they all break. So that does not work. I think its hardcoded. Hope they fix it in ArmAII
  18. Obmar

    BushWars Mod

    that is weird, as I included the latest Extended Event Hanler by Solus with the pilot add on. It runs on wy PC without a problem. I however have not installed the 1.09 beta update as I am waiting for the final version. I will look into this problem as I was not aware of it. Will post update.
  19. Obmar

    Glass Damage Tutorial

    Its what moding is all about, its a hobby and sharing knowledge and actualy getting things to work through trial and error. This tut I did on the fly so am bound to have forgot to include a few things. Regarding your question the only animations that seem to work with the glass damage animations are the following; sklo L       glass Left {abbr}  sklo P       glass Right {abbr}  sklo predni L  windscreen Left {abbr}  sklo predni P  windscreen Right {abbr}  sklo zadni    glass rear  So yes you could use them for your vehicle glass damage animation. At the moment you can not get the Glass Animations to "Break" individually. So any bullet that hits one Hit-point will "break" all the other glass components, You could try and have different glass textures or the same texture with different names for the different glass selections in the Resolution LODs. I personally have not tried that yet but I think it could work. You can use the following config sample for your animations and also add the different texture values to the dammageHalf[] = {"texture1","texture1_break" ,"texture2","texture2_break","texture3","texture3_break "}; dammageFull[] = {"texture1","texture1_break2" ,"texture2","texture2_break2","texture3","texture3_brea k2"};  class HitwindscreenGlass  {  armor = 0.5;  material = -1;  name = "sklo predni L";  visual = "sklo predni L";  passThrough = 0;  };  class HitLsideGlass  {  armor = 0.5;  material = -1;  name = "sklo L";  visual = "sklo L";  passThrough = 0;  };  class HitRsideGlass  {  armor = 0.5;  material = -1;  name = "sklo P";  visual = "sklo P";  passThrough = 0;  };  class HitRearGlass  {  armor = 0.5;  material = -1;  name = "sklo zadni";  visual = "sklo zadni ";  passThrough = 0;  }; I have heard that this limitation will be fixed in ArmAII.
  20. Good job on the F-18. I am interested in having a look at the loadout scripts so that I could use them with our upcomming Mirrage III series, will save me making a few extra aircraft.....and make the files a lot smaller
  21. I have been modeling our custom pilot addon for our mod. To make the addon interesting I tried to add a custom Visor and Holstering animation. Once I started the config process and tried to add the custom animations and placing the bones in the Cfgskeleton and adding the class UserActions, all sorts of problems occured in the game. Anybody that has tried to add a custom animation to a soldier model will know what I am talking about. The major problem was that the model was streched out of preportion and the second problem is that the animations did not work in game at all. Due to the amount of work I put into this model I tried a work around using the class EventHandlers via the init= field I then created some scripts using the SetObjectTexture for the "visor" and AddWeapon/RemoveWeapon for the "bwc_star" pistol. Here are the samples of the scripts PILOT_INIT.SQS RAISEVISOR.SQS LOWERVISOR.SQS And the 2 weapon scripts HOLSTER.SQS UNHOLSTER.SQS Very simple and basic scripting and I now have the animations working properly including a little scripting trick which holsters/unholsters the pistol ...... HOWEVER the animations only work if the pilot is initiated directly in the game and not in a vehicle. If the pilot is initiated in the helicopter once he gets out the animations are not available to the player and AI. The other problem is if you order an AI to lets say "RaiseVisor" he moves towards the player and raises the players visor and not his own. The only way to fix this is to run the animations using the "class UserActions" in the config. I have tried everything but have had no success. What I would like to know from the scripting community is, how does one configure these animations in the class UserActions without having to include custom anims or bones to the model as this seems to create all sorts of problems. I know it is possible to do this I just don't know how to script the arguments with out having to add a custom --- class Animations ---- in the cfgModels or bones in the cfgSkeletons. Please if anyone has been sucessful in including a custom animation with their soldier models could they post sample of scripts or explain how they did it, here........I would really appreciate the help as I would like to release the pilots with our Puma 330L helicopters before Christmas.
  22. Thanks for your hard work UNN, I have released the Pilot and the Puma. The reason I was having so many problems is because not only does the pilot holster his weapon (Pistol) but you also see the weapon in the holster unlike the ArmA holstering where the pistol disapears. So now with UNN's scripts, when the pilot unholsters the pistol, the pistol leaves the holster. When he holsters the pistol, the pistol returns to the holster...... UNN you are the man..... my pilot model animates the way I expected it to!
  23. @UNN please check your PM as I have sent you a link to the MLOD file of the pilot. I hope you can solve this enigma as I have tried everything I know and have not been successful in implementing the animations via the User Actions. If you do resolve this problem, please could you post the solution here for others to see as well.
  24. The script does work so it is a start but does not give me the option in user actions of unholstering the weapon. What argument would I use for unholstering the weapon. It only removes the weapon from the pilot but I can't use the weapon again as it has been removed. To hide a selection I know how but how do you show (make visible) the selection again. That is what I am looking for, a sample of a script with the True and False argument to be able to do that with user actions.
  25. Due to the amount of requests for help from the community and modelers regarding O2 modeling. I am going to start posting some basic and small O2 modeling Mini-Tutorials in this Section from time to time. The first tutorial: Virtual Reflective Glass. I have put together a basic folder to be used with this tutorial. Please download <span style='color:RED'>glass.rar</span> and unpack to your models working folder in Oxygen 2 PE Folder contains 6 files glass_ca.paa glass_ca.tga (targa copy for editing purposes) reflect_co.paa reflect_co.tga (targa copy for editing purposes) reflective_glass.rvmat (material file) glass-pass2.rvmat (material file) These files can be used as a basis to apply reflective glass effects to all your models. STEP 1 Open the model you want to apply the reflective glass to in the Oxygen 2 PE editor. STEP 2 Apply the glass texture to the polygons you want to be glass or transparent, you can use the texture I have made (glass_ca.paa) or any other glass texture you want to use for your model. <span style='color:red'>HINT:</span>I normally seperate my mesh with the polygons I want to use as glass and give it a name in the "Named Selection" eg -glass. It is easier to work with when I apply the glass texture to the selection. Now the texture is applied and the selection is transparent but does not look like glass yet. STEP 3 Go to the folder where you unpacked the glass.rar file and open the reflective_glass.rvmat file with the Material Editor or by double clicking on the file. A Material Editor screen will pop up as seen in the image bellow. <span style='color:red'>NOTE:</span>if you opened the file in the Material Editor by double-clicking on it you have to press File/Open and open the file in the editor again otherwise you cannot edit it. Don't know why it does that but seems to be a glitch with the software. Scroll down to the bottom of the material editor and only change the following entries. <span style='color:red'>a:</span> is the specular power you want for you glass. <span style='color:red'>HINT:</span> the lower the value the more reflective the glass becomes, play around with the setting using the slider to suit your requirements. <span style='color:red'>NOTE:</span> do not change the stage config no 1 as this is the standard FresnelGlass setting used by the ArmA graphics engine. <span style='color:red'>b:</span> Stage 2 is for a texture that will give your glass a reflective aspect of the environment around you. I have used the standard BIS one as bellow but you could actually make one to suit your environment. This is also a good way to apply reflection to your models rearview mirrors. Just change the UV texture from the glass one to a non transparent mirror type texture. Click in the Source Name field and select the reflect_co.paa file from where you placed it in your model's work file. <span style='color:red'>c:</span> This is the link to a material file (glass-pass2.rvmat) with an alpha pass. You can look at that file but do not change anything as that is a standard setting. Click Browse and select the glass-pass2.rvmat file from where you placed it in your model's work file. Save the file and close the material editor. STEP 4 Open your model in Oxygen 2 PE and select the glass named selection or the selection you want to apply the reflective glass material file to. <span style='color:red'>d:</span> Click on the yellow folder on the right of the material field and select the reflective_glass.rvmat file from where you placed it in your model's work file. Press Apply and then ok. STEP 5 View the model with buldozer and there you have it lovely virtual reflective glass. You can play around with the Specular Power settings as in step <span style='color:red'>a:</span> above to get more or less reflection off your glass. Hope this tutorial helps and gives a little understanding of how the ArmA material files are applied.
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