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Everything posted by STALKERGB


    Glass problem

    Are you using binPBO to binarize the addon? If you are it might be worth opening it up and clicking on the "options" button in the bottom right. At the top of that there is a "List of files to copy directly" box with a load of file extensions in, it should look something like this: Try adding RVMAT to the list so that it looks like this: In bold is the added part, by doing this, binPBO won't binarize the RVMATs leaving them as they were. If it is fine before you normally binarize then hopefully if all it does if copy over the RVMATs they should be fine afterwords too :) Hope that helps.

    US Marines

    PM received, diagnostics underway lol :) Will get back to you as soon as... EDIT: Well I couldn't isolate the problem, although I can say it's not model related. Either way I have managed to fix it. You'll need to change what classname you inherit from, at the moment you use USMC_Soldier but I suggest using US_Soldier_Base_EP1, I tested using the updated inheritance in a makeshift PBO and the infantry unit was able to use backpacks while others were wearing them. I tried to isolate what exact line of code was enabling this but didn't find anything that stuck out I'm afraid. Anyway, yeah so updating to use something like: Fixes the problem as far as I can tell, the only hitch with this being you'll need to add: To keep the infantry appearing under the USMC tab in the editor (at least I think the faction classname is called USMC lol)

    Arma2 youtube tutorials

    I might do one in the future, I'd have to work out exactly how to do a video on it, the problem with weighting is it's pretty hard to teach. I mean you can show all the different things that make up weighting but the bulk of getting on and actually doing it is unfortunately a lot of trial and error lol. Also I have a shite microphone so the quality would be uber poor lol! In case you hadn't seen it I did a Weighting Overview a while back, the pictures were all dead links but I've replaced them all today :) Weighting Overview

    US Marines

    Hmm, I just had a quick test and it's fine for a default BIS unit (like the US rifleman) to open one of Bink's backpacks while it is being worn by another soldier (test with Bink's Engineer with the ILBE). If you play as Bink's soldier's though you don't seem to have the option. Although I don't have access to his latest model (still got the one I weighted aaggggesss ago) a quick comparison showed no major differences between his and my Brit troops (which were able to open while on another unit). I'd suggest that maybe he is missing a language from the IdentityTypes[] = {}; config line. might be worth making sure it looks like: or something similar...
  5. I have updated the first post to include the tutorial in this thread instead of linking to another post. I have reworked the whole thing so hopefully it is a bit more clear for some people. I have also included the Template Backpack at the top of the first post. I've added the Backpack Proxy to the download too. :)

    STALKERGB's Weighting overview

    First 2 posts updated with working pictures, have changed one or two things too. Was about time I got this back up to scratch. Any weighting questions are welcome :)

    US Marines

    By "access when they are alive" do you mean if you have it on your back and go into the gear menu you can't access it? Or that if you place a rucksack on the floor in the editor, you can't interact with it?

    US Marines

    Sounds like a missing backpack proxy issue on some of the LODs, although I'm sure Bink would know that anyways :)

    Armed Female Civillians

    Might as well jump the gun and post here :) What I've been messing around with doing is, for lack of a better word, shoehorning a female model I've worked on to fit the male BIS skeleton. I know a lot of games only use 1 skeleton for both male and female models but the problem is that BIS's one doesn't seem as gender neutral as those (and to be fair, it is a MALE skeleton lol). Below are just two quick shots of a male model and female model that I'm working on. As you can see, the female looks a bit ungainly, although, in game it isn't too bad. The main problem is that I find the shoulders seem too broad as well as the arms too long, I'd also like to be able to make the model shorter but that messes things up so the females will have to be as tall as the men...

    Character Model.cfg issue

    This. I cannot stress enough how helpful it can be to use an .rtm to check weighting or selections :)
  11. On a slightly different angle, do you think DayZ would be released as a standalone game like some news sites have been suggesting? I think seeing as though a ton of people have bought ARMA to play it they might not be too happy about having to shell out for a "full game" on top of their previous purchase. As for the the mod itself, the only thing worse than zombies, is humans. :) For me at least, the likelihood of someone shooting you seems to have increased recently. (maybe they just dont like me!)

    Delta Force US Army?

    It won't be that they have obtained any models, it's probably a hex-edited retexture, AFAIK you need the (binarized) models to do it although BIS prefer people using the hiddenselections seeing as thats what they are there for. Basically, if you aren't changing the model itself these days you don't need access to the model in O2.

    Delta Force US Army?

    I imagine you could unpack and look at the texture the model uses currently, it should provide you with a good idea of the layout of the thing.

    Arma ]|[ Development Tools

    From a purely selfish point of view, like b00ce mentioned an explanation of the customizable clothes/helmet/body armour would be wonderful. I've already been thinking about how you guys have implemented it and I imagine with a lot of digging, guessing, errors and luck modders could figure it out but to have a simple explanation with maybe a tiny bit of example code for the config and a proxy example for the model (if it is done that way lol) would be absolutely excellent! I think overall, most people would be very happy with one sample/tutorial of each type of model and possibly a corresponding config/model.cfg entry. Messiah's suggestion of something like a changelog would be awesome too :)

    Arma ]|[ Development Tools

    I think wipman was meaning that (like with A2/OA) the process for getting fully functional, working models in game takes longer without samples/tutorials as reference. Personally I'm not going to be in any hurry for BIS to release tools when A3 is out. Actually would rather get a good amount of playing in before I get down to the modding. That said, I'm sure I'll see how easy it is to dump an OA addon into A3 right at the start.
  16. There are people making character models but for the large part they will probably be derivatives of BIS models so require much less weighting. My newest Brit models have almost completely had to be re-weighted as I've changed most of it over the last year but I've done so in O2 for lack of an automated/better solution.

    Delta Force US Army?

    lol hiddenselections aren't really a secret. That said, they can be confusing to a newcomer, or someone such as myself who has less use for them. The people reskinning the Delta models won't actually have the models in MLOD format. I hadf a very quick search and this was one of the things that came up, it seems to explain hiddenselections pretty well, When I get the chance I might have a look at them for myself to see how they work.

    Too much muzzle flash and reload animations?

    Being far from an expert, I'd say the muzzle flash isn't excessive.
  19. @BennyBoy, if anyone says they're not interested in seeing such a model in ARMA they are daft!

    Syria - What should we do if anything?

    After a quick search on Google News and BBC/Sky I found no mention of this story being carried, not to say it did/didn't happen or was/wasn't faked but still. I'm by no means saying the Free Syrian Army is "good" (they abandoned Annan's ceasefire as much as anyone) but could you honestly say that ALL of the "rebels" are terrorists? I wager that the majority are Syrians who want regime change. As for the term "freedom fighter" or "rebel" when I spoke to Stephen Cole (Al Jazeera English presenter) he said that a lot of news sites will avoid using the terms as much as possible as both imply a political/morale stance on the site's view of a conflict.

    Project Reality: Arma 2

    From having worked with Project Reality, the way things run are certainly much more.. for lack of a better word... professional, a lot of modders (for any game) work in their own time every now and again when they get the chance so they being part of a much larger organised structure doesn't always appeal.
  22. http://forums.bistudio.com/showthread.php?105159-Custom-Backpack-Tutorial-by-STALKERGB Yeah a ton of mods have their own backpacks in them, above is a link to the tutorial I posted a while back, I think some links may be broken as it's a bit old so I'll have a look at updating any/all tutorial links I have soon

    Slatts RIS AK-74 pack

    Yeah I had a feeling one of the ideas/requirements behind the M320/AG36 was that it wouldn't require special tools/training to add or remove from a weapon. Feel free to correct me if I'm wrong though, not sure where I heard that. http://photos.imageevent.com/smglee/ss2008/huge/DSCN0094.JPG http://photos.imageevent.com/smglee/ss2008/huge/DSCN0097.JPG

    Addon Developer Workshop

    Ah that's an excellent couple of suggestions Max, I'll have a look at trying some of those! To be honest, there will be a point where I could live with a small amount of alpha texture filtration (depending on where and how big) so hopefully your suggestions will help get me to at least that point. Thanks for the help! :) At the moment, the headset, and hair/head are still part of the infantry model, the headset straps do pass under some parts of the hair (as you can sort of see on the picture from buldozer). I might remove the headset and see what happens with regards to the alpha issues

    Addon Developer Workshop

    So... I have been working some more on a female rifleman for an addon I'm working on at the moment, which hasn't proved too difficult for the most part: But what I have wanted to do is create a version without a helmet on. I wonder if I'm digging myself a bigger hole but I've found some dodgy alpha issues with the hair (in game) as per the image below: Larger if you need it So far I haven't found any solution that provides a better result, I did try changing the texture from _ca to _co which sort of fixed the issue at the cost of making the ends of the hairs much more pixelated. I kinda have a feeling this is just a limitation that I'm not gonna find a solution to but any thoughts/opinions would be much appreciated. I also tried just completely removing any alpha channel which solved the problem while obviously removing that softer finish to the shape of the hair.