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Everything posted by STALKERGB

  1. Seemingly not the only one to use the tracks to their full effect :P Larger

    How to create a new character

    Hmm, I would suggest copying your model into a new LOD then remove all the selections for one arm at a time, (so delete LeftArm, LeftArmRoll, LeftForeArm, LeftForeArmRoll for example). Like I said in my overview, it's not really possible to teach someone how to actually weight models in O2, it's mainly a case of trial and error. That said I would suggest taking the advice of using a reference model (either the arma 1/2/3 samples) so you can see how much each area should be weighted along the arm: Also, rather than doing all 4 arm selections at once, I'd try to get LeftArm working first, I tend to work from the shoulder down towards the arm when I weight models in O2. I'll also say, it's definitely not a quick process, it can take weeks to even get it looking vaguely correct before the fine tuning starts.

    How to create a new character

    I've written an overview to weighting, it hopefully will help with explaining what it is and the basics of how to go about doing it STALKERGBs Weighting overview

    WIP British Infantry

    As was mentioned, whenever they are ready. Don't get much time to work on these so I can't really put a timetable on it. I will say though, there is still a lot to do. Not really my realm, have modelled some vehicles/objects before but don't really have the time/expertise to do it. Larger Larger Larger Most of the rucksack assets I'm using are courtesy of da12thmonkey and tupolov. :)
  5. Link from Armaholic's site: http://www.armaholic.com/page.php?id=14435 That one should work fine for you :)
  6. Firstly, I'd say that for a first project, make sure to have smaller goals so that you don't end up overwhelming yourself with work. The Modding Characters Wiki page from the Character Modding Thread is probably a good place to start if you haven't seen it already. Should be all the info you need there for re-texturing the infantry models in A3. Most of the tools you'll need can be found if you follow the first of the two links. As for the actual texture editing, some like Photoshop or GIMP do the job well. For modelling, although you can do it in Oxygen 2 (one of the tools you'll need to install from the first link), it's better to use a third party modelling program such as 3DS Max or Blender. If you have no model experience and aren't looking to spend any money on a modelling program (like 3DS Max), then blender is probably the way to go. SHould be tons of tutorials on youtube too.

    New Model Vest Configs?

    Hmm, well if you want I'm happy to take a look at it, not too sure what the problem is then but I imagine it'll be something small that's just been overlooked, usually tends to be.

    New Model Vest Configs?

    Hmm, looking at those pictures, I'd guess that the selections you are defining in O2 (so Spine1/LeftArm and so on) aren't actually being applied to the model properly (or at all). One common error is using lower case selections when you have upper case ones in the model.cfg. So for example leftarm is different to LeftArm. In case you haven't already done it I'd say it's probably worth taking the model.cfg from the ARMA3 samples rather than using what I posted above just to rule out any issues with that. It'll try and move the right side when the LeftArm section of the skeleton moves, the problem with that though is that because the right side of the model is further away from the original point of movement it's much more likely to deform. EDIT: It might also be worth trying to apply an animation while in O2 to see if everything works in there, you could use the sample animation supplied in the ARMA3 samples. I wrote about how to do that here if you are interested.

    New Model Vest Configs?

    Depends how distorted we are talking, maybe post a picture if possible. If it's still reasonably similar in shape to the vest in O2 then it way just be weighted incorrectly, if they whole thing has deformed it can be an issue with the model.cfg/selections.

    New Model Vest Configs?

    Firstly, I need to add the caveat that I'm far from the best person to respond to config stuff, I can do it but I'm sure there are people who make much tidier configs than I do. Anyways: Model.cfg Every model you make needs a model.cfg, without one the game would either crash when you load your model, or load a static model that doesn't animate properly (at least with regards to infantry modding). The sample A3 files on the character modding page of the wiki should contain a model.cfg, what you'll need to do is add the name of your P3D file to the bottom of it and then define what it will inherit from (for movement/animation), normally it'll look something like this: Below is the whole sample model.cfg with the above put in place: I imagine that you can remove some of the other entries above it but I'm probably not the best person to explain that. The model.cfg needs to be placed in the same location as the model it is referencing, if you have models in different folders then they will need separate model.cfgs in each of those folders AFAIK. Config.cpp The config file is the file that defines what exactly you model is and does. Normally, the easiest way to do most of the work is to inherit from another object that does the same thing. So for a vest/body armour, you could inherit from the plate carrier used by the US forces already in the game. Obviously there will be some things that you want different on your vest but this will take care of everything else. As an example, with my Osprey armour used for my Brit infantry I use: As you can see, I inherit the information used by the US plate carrier, and then define a few of my own values below. One thing to note, when inheriting from other classes, you need to make sure that they have been mentioned above in your config which is what all the /*extern*/ classes are. The classname you define (so in my example STKR_Osprey_R) is what you would used to add the vest to a unit in an infantry config. Most of the other sections should be fairly self explanatory. One point of confusion might be model and uniformModel, although I haven't tested it myself, I assume model is for when the vest is on the ground and uniformModel is for when the vest is being worn by a unit. Hope that helps.
  11. Can only speak for infantry modding but personally it hasn't made any difference (that i've noticed anyway lol) using tools designed for OA instead of A3, the difficulty comes from having to work out how all the new bits of equipment and uniforms worked together and updating the config accordingly, which was made easier thanks to vespa's guide he wrote.

    Full Multi Mat + one "normal" Mat..?

    Although I have no experience with buildings so can't comment on what counts as an efficient model/design, generally speaking, the higher the section count, the bigger the performance loss is gonna be in game. As long as it oesn't become a habit of adding "just one more section" then having an extra one for the door probably wouldn't be an issue.


    Well, doing that isn't exactly selling a model, then giving it away for free, it would be part of an addon, designed for a particular game, packaged in a format for only that game. The only way someone could get the model from the addon is if they illegally rip it. Losing your IP rights (or whatever it is Steam asks you to give up), would mean you to an extent lose ownership of whatever you make, which is a pretty big deal.
  14. Twitch records streams so you should be able to watch it if you missed it: ARMA3 Past Broadcats
  15. If you don't have it already, below is a link to the BIS character sample, within that should be a model with the BIS hands, the head for higher LODs at least, works via proxy (the big triangle things you might have seen on a model). FOr both it should be a simple case of copying and pasting them over into your own model, the texture path for the hands should be correct already so no need to worry about that. BIS Character Example Hopefully that made some sense but if not I can explain it in more detail :) Again if you haven't already seen this, it might be worth looking at

    WIP British Infantry

    So, I had a little bit of time yesterday to do a tiny bit of work on the units, mainly just tidying stuff up as opposed to anything major. Larger Larger Larger Larger
  17. Sorry for a slow reply, though the mediafire link seemed to work for me when I tried it a minute ago, I should still have it on my computer somewhere if not though so just PM me if that's the case :)

    WIP British Infantry

    SHould be, once I get the time to add them :)

    WIP British Infantry

    Cheers dude, there'll be closed mag pouches on a variant of the vest, just gotta model/texture it first lol. Will most likely use the closed pouch version on the final rifleman setup when it's all said and done. AFAIK they are the same thing, might be minor differences but to the layman such as myself they look the same!

    WIP British Infantry

    So, not really had much time to spend on this recently but I guess here is a small update anyways. Larger Been working on adding the HMNVS instead of the default BIS NVGs, still not finished but have at least got it working in game. Textures have been updated, mainly thanks to work/help from Sabre :). Still have a pretty big "to do" list and not much time free so progress will possibly be a bit slow at the moment.
  21. Backpacks appear to function the same as in A2 although having only briefly added one of my own I can't say for sure if it all functions. Either way in case you hadn't seen this: Backpack tutorial... Neck scarfs and face masks would either be part of the model by default, or added to something like the helmet model and applied the same way as you would any other headgear I suppose.

    Just a few questions regarding weight

    Although probably far from the best to help with all this seeing as I very rarely deal with the mass of objects I'll hopefully give a rough idea at least. In terms of the physical way it's done in O2, there'll be a small "mass" box (normally in the bottom left) that will allow you to enter the weight of your object. IIRC you can only enter a number into the mass box from within the geometry LOD, might be wrong though. Also, I've always assumed the number was representative of Kilograms but I can't actually back that up. Doing that will make oxygen just find the centre of mass amongst all the selected points. So as an example, if a square was selected, it would place the centre of mass in the middle, between the four corners. You might want to make say, the main construction of the bridge weigh more than the road across or the suspension lines. To be honest though,I have no clue how that would affect the thing in game. I can only speak in terms of infantry modelling but I have found with very low weight the bodies would slide along the floor if a grenade went of next to them.

    Helmet model issues

    Just to confirm on that, there is a difference between Head and head, you'll need to make sure you are using the right one (normally Head)


    Hmm, can't say I've run into this problem with it before, does the file the exporter produces have any information in it? (Like if you open it in notepad, is there stuff in the file or is it blank?)
  25. As just a point of clearance, I hope there is no confusion caused from the ARMA III and Steam Workshop thread. A number of addon makers said they wouldn't use it if it was an option (but not that they'd necessarily stop modding for ARMA 3). I imagine the difference was already clear, but just in case it wasn't :)