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soul_assassin

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Everything posted by soul_assassin

  1. soul_assassin

    RHS Escalation (AFRF and USAF)

    Long live this community and its sharp eyed members :) Hope we can show a video of some ka-52 action soon.
  2. soul_assassin

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view.php?id=2048
  3. soul_assassin

    RHS Escalation (AFRF and USAF)

    Thanks for bringing it to our attention. I have added those trackers to the next torrent cycle.
  4. soul_assassin

    RHS Escalation (AFRF and USAF)

    Im sure in time we will, but at this moment it has not been planned yet. I imagine that porting now and switching later would be better for you. Onother option is to simply use the AKM as placeholder for now.
  5. soul_assassin

    RHS Escalation (AFRF and USAF)

    Everything is WIP till version 1.0 :) But through VA everything should be functional. All the AT stuff should work within our mods, but will not with Vanilla (this will not be for lonfg mind you ;)) If you find errors pleasepost them here http://feedback.rhsmods.org
  6. soul_assassin

    RHS Escalation (AFRF and USAF)

    Hope so :)
  7. soul_assassin

    RHS Escalation (AFRF and USAF)

    yup we are aware. At this pont the documentation will already update with 0.4.1 as there is no point doing it now
  8. soul_assassin

    RHS Escalation (AFRF and USAF)

    As of 0.4.0.1 they do not becuase they use proxies and until 1.56 it was not possible to retexture proxies through hiddenselections. This has changed now (there is however slight performance impact) and we will be rolling out some changes in the next update.
  9. soul_assassin

    RHS Escalation (AFRF and USAF)

    Nothing to add to the above except maybe that one more small reason not to publish any lists is that we would like to keep at least some sort of element of surprise. When you don't promise anything and deliver a lot, you bring joy, give the user something to discover. If you promise a lot and deliver little, all you bring is disappointment. With that being said, in most cases all the things that are being asked for are in some way already in our plans. Just with varying priority levels. So when someone asks for xxx and we point to the FAQ the first answer "Yes" is probably most accurate. Actually, in all probability, our list is WAAAY bigger than what most users want :)
  10. soul_assassin

    RHS Escalation (AFRF and USAF)

    http://feedback.rhsmods.org/view.php?id=1685 The value of feedback tracker ^^^^
  11. soul_assassin

    RHS Escalation (AFRF and USAF)

    Interanlly we also test on linux server. There should not be any issue, all the files are also in lowercase.
  12. soul_assassin

    RHS Escalation (AFRF and USAF)

    Nope doesn't work.
  13. **** UPDATED 24-10-09 **** Let me fill you in on something I've been cooking up for a little while now. This is a toolset that has been in my head now for a while that is designed to make the life of any arma modeler that uses 3dsmax easier. It is by no means complete but I can tell you already happy with the results that i am getting. The reason why I am posting about it is because I know that there a bunch of ppl here that do use 3dsmax and I would like anyone willing to contribute ideas on this toolset, e.g. features, techniques and whatever. Outline The toolset consists of a great deal of interconnected scripts to help do the majority of the modding work in 3dsmax and not O2, like basic selection naming, model.cfg generation, rvmat file generation for supershaders and glass, preview in the 3dsmax viewport, setting up bone hierarchy, managing LODs and exporting all this madness into a fully functioning p3d file. This is the main interface of the toolset.: FEATURES 1. PROJECT SETUP This module allows you to prep everything before you start. Generate some project folders. Create an accurate blueprint crossection. Set up a 3 light system for better preview with materials in the viewport and finally to quickly make sure that the scene you are working in is indeed set into metric system for 1:1 export to O2. 2. TEXTURING In here you can quickly and easily bake Ambient Occlusion (and also a special variation of them for Super Shaders called _AS maps) as well as diffuse color maps. With a few clicks tweak the size and quality and automatically preview the results straight away in the viewport. 3. NAMED SELECTIONS This module allows you to quickly name your model parts. The whole system works on reuse of what I called Selection Name Sets (SNS). These are special files (more on these later) which contain a list of selection names (e.g. otochlaven) and their normal descriptions (i.e. Gun). Of course with ArmA the use of standardized Czech names is not required anymore so the SNS can contain any desired names and meanings. The interface on initialization checks the special folder for these sets and loads them in. This way I can have separate sets for e.g. Fixed wing aircraft, Tanks, Cars all saved separately and accessible at all times. I pick the required set for the particular model, chose the part name, if required add prefix or postfix characters, preview the name and if satisfied apply it to the selected objects. Of course the part name can also be custom text entirely, and not from the name set. There is also an option of sequenced naming. For example I choose prefix l_, part name "wheel" and check off "Sequence". Then select the wheels on the left side of the vehicle in the order of the sequence. Hit apply and the wheels are properly named l_wheel01, l_wheel02 etc. When you import the model into O2 the selection names will be carried through. The selection name sets are generated through an interface built into the toolbox: here you can load/save sets, edit them by adding/removing or editing entries. The only one limitation of 3dsmax is that the names only apply to whole object (or max nodes) and not verticies like in O2. Thus this does not provide a total solution. 3. LODS A system allowing you to manage the LODs of the model. Linked to the layering system of max. Create new LODs with ArmA2 preset names, edit them, duplicate them and isolate lods by double-clicking on their names. 4. MEMORY LOD In here you can set up the backbone of the animations. Create points, manage them and use them to create axis for the animated parts. This will allow you to preview rotations in the viewport. Points are automatically placed into a Memory LOD. 4. HIERARCHY AND ANIMATIONS This is the beginning of the model.cfg module which will allow to rig and check the model in 3dsmax. By applying the parent-child linking directly in the viewport you can setup the hierarchy and preliminary test out the animations on the model. Later this hierarchy will be used to generate the cfgSkeletons part of model.cfg. It also allows for quick overview of the model part and double-clicking names selects them in the viewport. 4.1 MODEL.CFG EXPORTER This little handy interface lets you quickly generate model.cfg files by incorporating the hierarchy and memory point lists. Complete with Inheritance. Also the ability to open previously generated files and add to them. 5. EXPORTING Here you have two options: export some selected geometry as a 3ds file or go for the grand slam and use the FIRST EVER PUBLIC EXPORTER OF P3D FILES FROM MAX :):). It takes into account: the lod system, selection names, smoothing groups ( no SG applied = sharp edges, any SG applied = smooth edges ), vertex normals, material and texture assignments, UV maps. All in all a fully functional p3d. So upon first opening O2 you will have: assigned textures and materials, working animations, correct LODs etc etc. 6. RVMAT GENERATOR In the toolbox you will find 3 specially designed directx HLSL shaders (super shader, glass, stencil). They have a dual purpose: to allow a simple preview of materials in the viewport of max (with normal, spec and ambient maps) and they also generate rvmat files with proper texture assignments upon p3d export. TODO: RTM MODULE For easy creation and export of soldier animations. Thats about it for now. Feel free to comment on the content as described above but what I am really looking for is a brainstorm session of what else could be included :) DOWNLOAD LATEST VERSION: http://www.sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1.rar MIRROR FALSHPOINT.RU: http://flashpoint.ru/forum/downloads.php?do=file&id=1038 MIRROR ARMAHOLIC: http://www.armaholic.com/page.php?id=6891 PATCH 1 for 1.1: http://sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1_patch1.rar INSTALL: http://www.sparrowstudio.net/armavdv/toolbox/install.html READ DETAILED DOCUMENTATION WITH VIDEOS: http://www.sparrowstudio.net/armavdv/toolbox/docu.html HERE ARE SOME TUTORIALS: 1. Tut 1 - Setup Q6L4Bbe1w48 2. Tut 2 - Texture 6KOawrKXrzs 3. Tut 3 - Selection Names Ln7jnOYz4Eo 4. Tut 4 - LODs rxXEXARedl4 5. Tut 5 - Memory LODs zd_i2TFF-so 6. Tut 6 - Materials 0Q_zzniF8tQ dyQP6y3r8SE 7. Tut 7 - Model.cfg EjjI0Q797h0 8. Tut 8 - Exporting 5WhxBUxNENI FAQ 1. When I run the script I instantly get an error message about a button. The toolbox only work with 3dsmax versions 9 or higher. No support for earlier versions. Do not ask if a downgraded version is being developed. It's not because of the sheer amount of stuff that would need to be taken out, it wouldn't be a toolbox anymore. 2. When I export to p3d the models in O2 are not the right size Work in meters, with the right dimensions. 3. When I export to p3d I get an error: Mesh operation on a Non-mesh object: Blabla" Make sure that all geometry that you want to export in converted to Editable Poly. Also make sure that there is no non-geometry objects (cameras, lights etc.) in the LODs that you want to export. Restart the toolbox after fixing. Next version will include a warning. 4. It exports fine but when I try to load it in O2 it says Unable to load file. Make sure that your geometry is consistent of only triangles and quads. N-sided polygons are not supported by O2. Check things like cylinder tops etc. Better warning will be built in in next version. 5. When I check off Save Materials or Save Texture and export I get an error in max and the export is aborted. When you use this option make sure that ALL geometry that you are trying to export has at least one of the shaders applied as stated in the video. Silly bug, will be fixed. Meanwhile if you need to export untextured stuff just dont check off the boxes. Any new suggestions are welcome!
  14. soul_assassin

    RHS Escalation (AFRF and USAF)

    Yes this is fine.
  15. soul_assassin

    RHS Escalation (AFRF and USAF)

    There are many variations, depending on year of production and factory that produces them.
  16. # DocForge ## Introduction **DocForge** is a class documentation tool for Arma series of game configuration files. It parses config.cpp files and documents class containment, inheritance and selected properties. You can see the first example of this tool's output at http://class.rhsmods.org . There are a few filters that you can set up concerning the classes and properties you want to include into the output. The final output is in the form of static `html` pages that use Google chart API to draw inheritance graphs. ## Usage As input the program takes a folder that contains one or multiple `config.cpp` files in it. The main advantage is that you can point to a large project folder where you have multiple folders with configs that become multiple pbos later. Click on the `...` button to select that folder. You can use the `Save` and `Load` buttons to save and load (try loading `settings\DocForgeSettings1.xml` to get a some filter settings already loaded in) all your configuration settings for a certain project. Press `Parse` to parse the initial folder. This will create the initial merged model of the parsed classes. Once that is done you should see the tree appear in the left-most treeview. Here you can browse the containment structure and in general just check if everything looks right. ### Filtering Before you can generate output you need to filter the model. Even if you dont intend to filter anything (leaving all the filter fields blank) you still need to press the `Filter` button. But most of the time you will indeed want to filter as configs contain a lot of classes and properties that you absolutely do not need in your documentation. The first filter list is a comma seperated list of top level includes. A top level class is a config root class. These are usually BIS defined classes like `CfgVehicles` or `CfgWeapons`. The second list defines the classes within (recursively also) these top level classes that you want to **exclude**. Again comma seperated. All classes named here and all their children classes and properties will be excluded from the output. The third list defines the parameter names that you want to include, like `weapons[]` and `scope`. They will appear as a table in the class description page. Once all filters defined, use the `Filer` button to filter the model. The second and third treeviews should now contain the filtered containment and inheritance trees respectively. You can check your model in the second view. The inheritance tree is pretty useless at the moment. ### Generating Select an output folder and press `Generate`. In the output folder find `index.html` to view the results. Internet is required for it to look right and for the charts to work. ## Customization For now there is not much you can do. You can replace `logo.png` in the `%output%\public\` folder to show your own in the index page. A 260px square image will work best. Binary version for download: https://github.com/ajvorobiev/DocForge/releases/tag/v1.0 Find the source code here: https://github.com/ajvorobiev/DocForge
  17. soul_assassin

    RHS Escalation (AFRF and USAF)

    There is a whole page explaining where to put what :) http://www.rhsmods.org/page/updaters
  18. Introducing SignForge: https://github.com/ajvorobiev/SignForge StringForge is a tool developed at Red Hammer Studios over one evening that allows fast signing of multiple pbo files in one folder with a key. The program will generate the key, sign all the files and verify them. What can it do: - work on *nix machines using wine (im not sure if this was ever done before!) - clean up the folder of old key files - validate the signing - commandline - open source Yes the project is open source and available to anyone from the above link in GitHub so if you want to contribute, change or re-release. It is under the MIT license so you have pretty much the freedom to do anything you want. Current version: 1.1 Download page: https://github.com/ajvorobiev/SignForge/releases Bug tracker: https://github.com/ajvorobiev/SignForge/issues Enjoy
  19. soul_assassin

    RHS Escalation (AFRF and USAF)

    Not a bug, just placeholders for now.
  20. soul_assassin

    RHS Escalation (AFRF and USAF)

    We will do this early next week. Sorry for the delay but most of us are taking a muc needed break for the weekend :)
  21. soul_assassin

    RHS Escalation (AFRF and USAF)

    We considered it a while ago and decided against it. They are only used in long marches and never in combat. The size of BIS terrains would not constitute a long march as well. So for now at least we will not do this.
  22. soul_assassin

    RHS Escalation (AFRF and USAF)

    Dear all, I want to address an issue that has come to light very recently. This all has to do with server monitization. The so called Arma.Network has filed a petition with BIS to allow for monitization. Meaning that users can pay some cash and in return they get something: a reserved spot on the server (temporary), a special skin, some extra items or whatever. THIS IS NOT OK! This is not donations to keep the server running. This is not to provide a service. This is pay to play. And to play Arma or RHS you should never have to pay. Don't be fooled, these people are out for your cash. Donations are fine, its always a nice way to show your appreciation for someones hard work. Many of you helped us out a year or so ago when we were in need. If you happen to play on a server that has these kind of possibilities we would like to ask you to report it to us and we will take appropriate action. RHS always stood for an open community and there will NEVER be a place that will charge you to play with RHS addons if we have something to say about it. These people do NOT deserve to profit from anyone elses hard work.
  23. soul_assassin

    RHS Escalation (AFRF and USAF)

    That is because the mods have not been released as combined since 0.3.5 which means its 4 versions behind. As of February this year, the mods only come out separately (albeit at the same time).
  24. soul_assassin

    RHS Escalation (AFRF and USAF)

    Thank you for your kind words. Let me explain why the things are the way they are. 1. Its very disheartening when a team that already gives it all they have for free in their free time gets blamed or gets told off for not patching something fast enough after an official patch (that breaks everything with no backwards compatibility). It is not even a matter of infrastructure but a matter of principle. It is done when it is done. Theoretically we could have hotfixed, but it would have meant rolling back almost 3 months of development and more that 200 commits, commits to un-mergable binary files. A week or so before we are about to roll out a full new version...If we would have been a script and config mod it would have been much easier. When you understand how these things work, it makes it easier to make the hard call to wait and rather have a solid release. What we "need" is for the community to be a little more understanding and patient. 2. Compatibility is a tricky thing. You want ACE, the next guy wants AGM, third guy want BW Mod. Where does it stop? We make the choice to do it our way, and it already takes uncountable hours already to do what we do. Also,most of us don't use ACE and thus have no interest in writing compatibility for something we do not use. Granted we wish the situation was better, but we'd rather spend our free time on doing what we like. But there are things like ACE compatibility which is doing exactly that already. Those guys are doing exactly that work because they use both and want to use them together. Those people are also the best and figuring what parts go where so we are happy with what they are doing. So there you go, I hope it is a little more clear. We are not doing these things to upset anyone.
  25. soul_assassin

    RHS Escalation (AFRF and USAF)

    No not yet. We have not began injecting it yet.
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