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Everything posted by scars09
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	i have identical issue, with special kind of weapon. i think the reason for it in my case is auto firing mode with rather long reload time and rather long soundfile. i actually dont know where the sound should be attached too, my weapon doesnt have a muzzleflash, could be that aswell. if you find a way to fix it would be nice to hear your feedback on how you fixed it.
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	  Adding a working ramp to custom vehicle HELP NEEDEDscars09 replied to npmproductions13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING https://community.bistudio.com/wiki/Model_Config parts are called bones, defined in cfgskeletons, please check the link. but thats the spirit, we got one thing animated, lets split it up and see if we can animate it then :)
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	thats not fixed, thats just a needless solution for a non existing problem. that is what you should do, cause there is no head in pilotview.
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	  Adding a working ramp to custom vehicle HELP NEEDEDscars09 replied to npmproductions13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING door1 is as far i can tell the named selection in the model of your ramp. so we go with door1 in model.cfg door1 needs to be in the skeleton as bone of the mainmodel, and door1 needs to be in sections. try this, no guarantees
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	  Adding a working ramp to custom vehicle HELP NEEDEDscars09 replied to npmproductions13's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING source=user; i guess
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	  model import scrambles uv map - any ideas?scars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) he imported a .obj, as far i know only 3 point faces possible in .obj, so it was triangulated as it was exported. mapping is off, UVset0 is obviously ok, meaning, it isnt the uvset shown in preview, or not?
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	  model import scrambles uv map - any ideas?scars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) 6 uv sets in uv editor (tabs at top), doesnt seem right, check the other ones and delete them if possible (all except UVset 0). also 3.5k points seems rather high tbh. edit: and i need to learn to count, its 7 uv sets :)
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	  burning vehicle fire effect - location?scars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) https://configs.arma3.ru/162.137494/configFile/CfgVehicles/Tank/DestructionEffects.html easier in a all in one config as on that website, nevertheless, thats the entry from the tank base class
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	  model import scrambles uv map - any ideas?scars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) maybe that works, in o2 in the resource library open up last entry, Sections, check if there are more then one for each texture used. sometimes it imports faces without mapping as a kind of second layer. so one section has proper mapping and a second section, identical number of points and faces without mapping. usually u check that right after import, cause when u assign a texture, and there really where 2 identical sections, you make one section out of it. so try it with fresh imported model. its rather rare to have such a problem, but since you mentioned it was high quality model i think that could be it. no guarantees :)
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	  Cannot generate ST coordinates - how to fix dogtags on unit modelscars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) check faces in o2, if i remember right the non linear mapping entries are the ones with the st error. if the faces have 4 points, triangulate, most of the time that allready does the job. if there is still a problem, hide everything that is ok, and open up uv mapping with the check faces result remaining unhidden. typically its bad mapping so you will see lines with 3 (or more) points in uv mapping wich actually are face(s) mapped "sideways". either remap them manually or you can also try to use the undeform UV button in uv mapper. carefull, you need to break the selection before you use the undeform UV button otherwise it messes up the mapping of the stuff hidden before (wich was fine)
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	  Support waypoint does not work?scars09 replied to target_practice's topic in ARMA 3 - TROUBLESHOOTING give the support unit a single support waypoint right in front of it, give it to the driver of the support unit. make sure you are actually low on fuel in the unit you are in and that you are in command of that vehicle. tested it, works as intended
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	  folding stock using isSelected animation sourcescars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) i dont get the 2 skeletons, is the 2nd one for stock only?
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	just in case that doesnt work, try in pilotview of weapon when the weapon is selected a faces move to top. i think since it is only in pilotview that it could be a reason to make it look like that. but the texture issue could be the problem aswell. i actually had some probs lately with _ca textures, wich i indeed created fom .png´s. i didnt know that using tga would produce working _ca.paa´s. i found out that in most cases a 1 layer png just works fine with the intended alpha channel parts when u do it as _co, if you convert to _ca, the complete texture is an alpha and light comes threw anywhere, useless. so thx for the tip with the .tga´s
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	  Changing first cargo/passenger to crewscars09 replied to BadHabitz's topic in ARMA 3 - MODELLING - (O2) well, driver is busy, gunner u prolly allready have, commander left then. driveriscommander = false; hascommander = true; in gunnerturret a commanding = false; that should do it, well, of course also, crew = how many u have, cargo = one less. in theory that should be enough.
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	  Iron Front in Arm3 LITE - preview versionsscars09 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE <3 the red cross blitz, very nice
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	  Changing first cargo/passenger to crewscars09 replied to BadHabitz's topic in ARMA 3 - MODELLING - (O2) what is it you try to achieve? a fully manned vehicle when placed in editor? co driver having command of vehicle?
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	  Possible to get model.cfg?scars09 replied to sirbuba3's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING model.cfg still baked into the model on workdrive. eliteness can access the model.cfg of all p3d´s except the stuff that came with tanoa as far i know. sounded strange, to make it clear, i am 100% certain eliteness access the model.cfg, i use it all the time, what i dont know if the tanoa stuff works or not, since i cant try it. https://dev.withsix.com/projects/mikero-pbodll/files
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	  unarmed ambulance helicopters fall from sky in editorscars09 replied to eggbeast's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING i would try to give pilot fakeweapon and fakeammo, maybe throw in a class Turrets {}; driveriscommander = true maybe has influence too, not sure what it does with a helicopter
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	revolving and mirror in combination does it.
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	in objectbuilder, create proxy, browse to a3\data_f\proxies and see what fits best. you can actually leave that proxy in your model, just make sure you dont give a action to that proxy in config. if you want to try another pose, just rename the existing proxy, browse and try next
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	  Model Light Animation Issuescars09 replied to ArmaAddict7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING where are these in the model itself, you declare them in modelconfig and then try to assign textures to it. if they arent named selections in the model the texture cant be assigned.
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	  old models flicker and CTD - any ideas?scars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) took another look, lot of double faces, they most likely the reason for flickering. i actually have 90% fixed but i have to leave to visit a friend, i´ll send u pm with link to the fixed stuff later
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	  old models flicker and CTD - any ideas?scars09 replied to eggbeast's topic in ARMA 3 - MODELLING - (O2) select all, go into point properties, activate "normal" in category surface, heighterror gone (do it for all lods) select all again, again point properties, uservalue = 0 same thing in face properties, select all, uservalue=0 do that for all lods, then check degenerate faces, repair degenerate faces, select all and F5 and you should be good to go edit: bah, thats too easy to just paste in new p3d. lol
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	  Iron Front in Arm3 LITE - preview versionsscars09 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE WW2_Fortification_Trench_Corner_x1 can´t be selected like the other trench parts. and maybe i just didnt see it, but after connecting few trenches one end of the trenchsystem ended 150 above the ground and i didnt found a ramp like trench part to make it accessible. if there is one, would be nice if it would start with trench prefix in editor like the others. (maybe even including the "old" trenches with trench prefix) @lennard i love the fleck stuka, cause of lighting i cant even say if its desert or winter, but its nice :) Edit: :D the ramp is a wall, all good lol
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	  Iron Front in Arm3 LITE - preview versionsscars09 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE thx for the info regarding the tankcrews. i have another question. What happens to the LIB_shellparameters? Since it is the plan to switch from ADS to a model based penetration i was wondering if the LIB_shellparameters are allready obsolete or if you plan to somehow keep them for things like the PWM and the rpzb.
 
