thesun
CDLC Developer-
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Everything posted by thesun
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You're welcome.
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@ADuke - not only hands but whole arms etc. don't foget to "work" only with the selections named as f.e. "-LeftForeArm" not just the "LefForeArm" - created from scratch - didn't try it but guess it won't because you'll lose the definition of OFP2_man_skeleton with it - here is the file @da12thMonkey - sub folders contain cfgskeletons, cfgmodels and animations only for model(s) in the particular folder
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Alright guys i made this work. This is (hopefully) all what you have to do: - create an animation (with -0.5/0/1.0 key frames) using male.p3d and export matrices to .rtm - copy the main model.cfg (13kb one with all the classes) from BIS "Examples" to my acr_weapons folder - creating a separate model.cfg in each weapon's folder (f.e. acr_weapons\m60e4\model.cfg) containig the desired weapons bones and animations - use the line handAnim[] = {"OFP2_ManSkeleton", "\acr_weapons\data\Anim\acr_m60.rtm"}; in your weapons config.cpp with proper path to your animation - i've also deleted the *.rtm from BinPBO options to make the BinPBO convert .rtms (although i'm not sure if it's really needed, and working) - pack the .pbo with BinPBO - play the game wth your new anims Hopefully, i didn't forget anything and this will help you all. If you'll have any questions, do'nt hesitate to ask.
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Different camo.
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WIP British 4 Rifle Soldiers
thesun replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
A part of my models.cfg: class CfgSkeletons { class ACR_WEAPONS { isDiscrete = 0; skeletonInherit = ""; skeletonBones[]= { "trigger","", "bolt","", "magazine","", "charging handle","", "ammo_belt","", "uzaver","" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Weapon: Default { sections[] ={"ammobelt","uzaver","magazine","bolt","zasleh","charging handle","trigger"}; class Animations { class trigger { type="rotationZ"; source="reload"; selection="trigger"; axis="trigger_axis"; minValue=0; maxValue="1"; angle0="0"; angle1="rad 30"; }; class bolt { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; begin="bolt_axis_begin"; end="bolt_axis_end"; minValue=0; maxValue="1"; offset0="0"; offset1="-1"; }; class bolt_open: bolt { source="isEmpty"; }; class reload_magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; hidevalue="0.2"; }; }; }; class ACR_M4A3: Weapon { sectionsInherit = "Weapon"; skeletonName = "ACR_WEAPONS"; class Animations: Animations { class reload_magazine_release { type="rotationZ"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; minValue=0.1; maxValue="1"; angle0="0"; angle1="rad -3"; }; }; }; }; Maybe this helps a bit more and makes things clearer. And you need the "bolt" selection in O2 only in both the resolution and memory LODs. -
WIP British 4 Rifle Soldiers
thesun replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You're welcome. -
WIP British 4 Rifle Soldiers
thesun replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi there, nice stuff you've got, if you want the bolt stay locked back after firing all your ammo add this to the weapon's cfgModels: class bolt_open: bolt { source="isEmpty"; }; Where bolt is name of the animation you use for animating the weapon's bolt. Hope it helps. -
Those vehicles didn't look bad, maybe they could use some more details here and there, but still, something about that clip left the BF2 feeling in me. Maybe it's the way they're trying to make all their videos action and "fast".
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Still most of the gameplay videos are mostly the same, one squad storming a village, one squad storming a hill, one squad..... sorry but have yet to see atleast a platoon sized unit and it controls. The command bar looks ok for a game where you control a squad but id'like how can you effectively control a platoon or company with it.
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Could you please foresee something else for us? Really, saying something like "i know how it will be, because i've seen all the videos (most of them CGI) and screenshost (a lot of CGI as well)" is really dumb. No offense.
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This is a joke, right?
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Probably the very first ones for me was the Comanche (and the rest of its series) and Delta Force.
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Hi guys, I am having a bit of a problem setting up a proxy flag on my vehicle that would animate like all the ones ingame do. I took the flag_alone.p3d from sample models and resized it to actually match the pole on my vehicle and textured it with my own flag texture called cflag_co.paa. Now my O2 setup loos like this: My config entry for the flag: class cfgNonAiVehicles { class ProxyFlag; class ProxyACR_cflag: ProxyFlag {model = "\acr_car\LRD\acr_cflag.p3d"; simulation = "flag"; scope = public;}; }; The file is present in the actual .pbo and everything and not only it doesn't animate, it even doesn't show ingame. Do i need some speciall entry in models.cfg or something?
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Well it's the same model as the original ones are, just resized, so the selections and properties shoul be allright. But i'll patiently wait for any info you'll be able to provide.
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Thanks, i made my own because the one i wanted is much smaller than the originals are.
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Using the "Super" Shader (RVMAT material)
thesun replied to rocket's topic in ARMA 2 & OA : MODELLING - (O2)
Worked like a charm, thanks T_D !:) -
Using the "Super" Shader (RVMAT material)
thesun replied to rocket's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks mate, I tried them both and i like the glass one more. -
Using the "Super" Shader (RVMAT material)
thesun replied to rocket's topic in ARMA 2 & OA : MODELLING - (O2)
Guys, i wanted to ask if anyone here knows which .rvmat is used for rearview mirrors? Is it the same one that's used for glass or completely different one? -
WIP British 4 Rifle Soldiers
thesun replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I guess that he'll have to wait until the sample models/configs are out to make the weapon holding animation work. -
Maybe this would help?
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Indeed, looks similar to the one on Mig-29.
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Are helmets bound to the character-models?
thesun replied to mr. bravo's topic in ARMA 2 & OA : MODELLING - (O2)
Yes, they're bound together or let's say that the hlemet/hat/headgear is modeled on the soldier's model. You can't change this for now. It will be possible later when the mlod models are available (if they will) but only with modding tools. -
Well, i wouldn't count much no the "sim" part of your post.
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"Beginner's guide to ArmA Modding" Project
thesun replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great idea Rock. May i suggest placing the "Respect IP/Community rules explained" on the top of all of the tuts? Because my personal opinion is that people shouldn't even start to mod if they can't or don't want to respect the other's work. -
Addon makers, stop wasting HW performance on duplicit textures
thesun replied to 5133p39's topic in ARMA : O2 MODELLING
I agree that using textures from stock ArmA is a bit of awaste of space but if an addonmaker wants to use QGs textures it's better to have then in the addon pbo since not everyone does have QG. And i don't think that loading one texture more times (even from different pbos) should be a probem since it's still the same texture. It's like placing more soldiers using the same weapon (and because of that the same textures) in the editor. I might be wrong here though.