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Posts posted by VXR
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Looks all great as usual guys! Keep it up. B)
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Good to see you guys back!
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Welcome back!
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Edit: I cannot seem to load it in buldozer. Could some help me with whats wrong? https://www.dropbox.com/s/iueb7dcidqk4scc/hk416.p3dFor the shadow lod, do i need to create a model in oxygen?
The model has too many vertices to be shown in Buldozer, you should reduce it.
For creating the shadow lod you create a model in the LOD that resembles your weapon.
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Nice tutorial! Helped a ton. But it does not get into shadow LODs or Distance LODs.This one explains the Resolution LODs (OFP based)
http://www.lowlandswarrior.nl/home/index.php?option=com_content&task=view&id=6&Itemid=8
This gives a basic about shadow lod
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I do not launch it via Steam. Go to the Arma 3 tools folder and open the tool you need directly from the exe. That works fine for me.
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Hey bud, Bjorn Christian Sebak has a website ofp.gamepark.cz or something like that. Google it. That is where i learned the very basics on Lods. If you need my help or advice you can hit me up on steam: vainbeginnings. or Weskruger86@ gmail. I'm not a pro by any means, but willing to help.This page? http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm
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I have downloaded the tools and had them since they were released.I'm pointing you into the direction of the sample models of where you should take notice of how BIS made configured their models in Arma 3.
If you do the same with your model in terms of model selections, lods, etc. you should be fine.
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I have and am working on it. I got the model here: https://www.dropbox.com/s/iueb7dcidqk4scc/hk416.p3d---------- Post added at 01:14 ---------- Previous post was at 00:43 ----------
Yes I say stupid things a lot, but that is no reason to give up on things.
Just install the new tools and go to your Steam folder.
Steam\SteamApps\common\Arma 3 Tools\Samples_F\Test_Weapon_01
Check it out how it's done in that folder and check if it works.
As for Rvmat etc. look how thats done on the Bi wiki in the Arma 2 area.
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Does anybody know where I can find .PAA files for the textures of all the vehicles in the game? I don't know the first thing about Oxygen 2, and I'm hoping they're in a separate file somewhere? Does anybody know if I can download them anywhere? Would love to get some templates for the new tanks. Just so as I can see the layout of the textures and make my own.All data for models etc. are packed in the .pbo files you can find in your arma directory.
There are loads of pbo tools to be found on the internet to unpack them. Once you have the pbo files open you can find tutorials how to retexture on youtube.
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So, no?From what I understand from the post Jeza linked.. Not allowed unless it directly links to files in Arma 1 / 2. So a standalone release of content from Arma 1 / 2 is not allowed.
That is what I think when I read that post.
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Haha, :D some will have Helmets but you see like in Afghanistan Dutch Units use NLD Caps ;) so maybe ill include themThey only got them on when there is no threat, even NL SF put on their helmet where there is possible enemy in the area, so I would not make it a standard for most of them. ;)
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So operator that it jumped out of my screen, grew a beard and ate kevlar.Awesome, keep it up!
PS: Will you do scopes/sights/optics for it, too?
Completed Accessories/Variants
M203 + Heatshield
Masterkey
Suppressor
Collapsible Stock
Dissipator Barrel
See first post as quoted above.
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Great model, the models I have seen from you always have the great quality.
Offtopic: Is the Bushmaster still being worked on?
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Great to see you guys back producing! Looking forward driving that metal.
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Aha .... thank you for the reply :)I can't wait ! :D
---------- Post added at 20:18 ---------- Previous post was at 20:05 ----------
Space (on the picture) is too small for the driver ... not ? :raisebrow:
A higher detail blueprint is in hands of Astast, along with a few photos of the cabin in detail.
So I assume it will be made as it shows on those and the screenshot is pre receiving the photos.
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Here a pic of my work with this config lineLooks like I did something wrong, will look into it tonight.
Thanks!
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For the unarmed Fennek in the config usehiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"\..........\mrap_03_ext_co.paa"};
this works fine
sorry for my English "Mopsy"
Hmm strange, did not work for me.
As for the texture, just a quick wrap up of a "future" dutch camo for vehicles.
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... i thought you were working on CV90.. but ok, Show me the Vehicle in PMIt is not possible to show the reskinned fennek, There is no replacement texture defined.
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Fast UpdateYes! Project is still in Progress i was to mutch unactive but Beta is coming out soon! and i will release my units soon! of cource! but i have more future Plans!
- Requested Canadian Armed Forces Weapons C7A1 w/C79 Elcan, C7A1 M203 w/C79 Elcan, C9A2 LMG w/C79 Elcan C6 GPMG (I will rename it of cource to Dutch Weapons) and Texture it of cource but this Permission is granted so im happy! thank you! Ohally
- Future Plans : ARMA 3 Strider ( Fennek ) Texturing to Dutch version and rename it to Fennek !
- Future Plans : Using New Units with MICH Helmet
Got the Fennek covered, reskinned the "hidden" green texture to a dutch one already. ;)
Awaiting texture replacement beeing activated on those models, I believe you cant use a replacement texture on those yet.
As hexediting for reskin is not allowed we have to wait.
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thx, I'm always interested in new camo patterns and how they perform. Seems like the Dutch soldiers will be quite invisible in the future :D (although the "old" DPM wasn't bad, just a tad dark at times, like most of the "older" camo patterns).And it also seems to me that equipment will be relatively well cross-compatible (although that is not desired, it does happen that soldiers have to wear mixed woodland stuff and desert gear), because the tan variant became a good deal darker than the early prototype. Might also turn out to be great in central european deciduous forests and/or in autumn, wouldn't be surprised to see a bunch of airsofters, hunters and other people jumping through the woods in that stuff.
True, I think in the first 2 years when its beeing distributed it will be hard to get it for a nice price.
They are receiving a order of 30000 I believe and then add up later. (Fighters first)
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Alright so i worked out that config you linked here is my code I think the game is reading the config now but i cant launch arma now its stating that my nl_retex\config.ccp, line 75: .cfgpatches:Member already defined.Here is my config:
enum {
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};
class CfgPatches {
class example_vest_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class cfgWeapons {
class Vest_Base;
class VestItem;
class example_PlateCarrier1_rgr : Vest_Base {
scope = 2;
displayName = "NL platecarrier";
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"nl_retex\md\data\vests\vests_co_1.paa"};
class ItemInfo : VestItem {
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
containerClass = "Supply100";
mass = 50;
armor = 5*0.5;
passThrough = 0.7;
hiddenSelections[] = {"camo"};
};
};
};
enum {
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};
class CfgPatches {
class example_helmet_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class cfgWeapons {
class ItemCore;
class HeadgearItem;
class example_HelmetB : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "NL Helmet";
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"nl_retex\md\data\equip\equip_co_01.paa"};
class ItemInfo : HeadgearItem {
mass = 100;
uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
modelSides[] = {3, 1};
armor = 3*0.5;
passThrough = 0.8;
hiddenSelections[] = {"camo"};
};
};
};
enum {
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};
class CfgPatches {
class example_uniform_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class CfgVehicles {
class B_Soldier_base_F;
class Example_Soldier_F : B_Soldier_base_F {
_generalMacro = "B_Soldier_F";
scope = 2;
displayName = "NL Soldier 1";
nakedUniform = "U_BasicBody";
uniformClass = "Example_CombatUniform_mcam";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"nl_retex\md\data\ui\bw_co_01.paa"};
};
};
class cfgWeapons {
class Uniform_Base;
class UniformItem;
class Example_CombatUniform_mcam : Uniform_Base {
scope = 2;
displayName = "Example Mcam uniform";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "Example_Soldier_F";
containerClass = "Supply20";
mass = 80;
};
};
};
enum {
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};
class CfgPatches {
class example_uniform_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class CfgVehicles {
class B_Soldier_base_F;
class Example_Soldier_F : B_Soldier_base_F {
_generalMacro = "B_Soldier_F";
scope = 2;
displayName = "NL Soldier 2";
nakedUniform = "U_BasicBody";
uniformClass = "Example_CombatUniform_mcam";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"nl_retex\md\data\ui\bw_co_02.paa"};
};
};
class cfgWeapons {
class Uniform_Base;
class UniformItem;
class Example_CombatUniform_mcam : Uniform_Base {
scope = 2;
displayName = "Example Mcam uniform";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "Example_Soldier_F";
containerClass = "Supply20";
mass = 80;
};
};
};
It looks like you made a config for every gearitem or uniform used and pasted them into one config.
The error states you already defined the CfgPatcher because its already defined (three times).
As is always the problem with recreating real world patterns in Arma, you will have to adjust brightness and saturation quite drastically. Don't mind if in Photoshop the texture will then look rather dull and dark, but in game it will then blend into the game world as well as the real world uniform does in the real world. The default textures by BIS also tend to be a bit off, in most cases too bright, so don't use them as reference.Also mind to never use just one photo for reference, because you need different lighting conditions and differently washed variants to feel how it works, and the camera will always manipulate the colors in some way, so you also have to look at the environment in the photo. Look, these are supposed to be the same pattern:
http://www.boekje-pienter.nl/images/camouflage-nieuw.jpg (weird lighting, because it is in full shadow, but overexposed)
http://www.militaryphotos.net/forums/attachment.php?attachmentid=160335&d=1311542968
http://www.militaryphotos.net/forums/attachment.php?attachmentid=160336&d=1311542969
http://www.militaryphotos.net/forums/attachment.php?attachmentid=160337&d=1311542970
and here another one, with both NFP-Green and also NFP-Tan:
http://i52.tinypic.com/2rfpi02.jpg
http://oi53.tinypic.com/2hf2cy1.jpg
As you see, the "Green" variant is certainly lighter than e.g. German 5-color Flecktarn, but a bit darker still than Multicam, and not at all so yellowish as MC, but colder. The Tan variant is even lighter than 3-color DCU and its tone is also a bit colder compared to the DCU. Because it is a new pattern, we cannot rule out some small deliberate color tweaks between above photo sets, but if so, they are smaller than the usual printing and washing differences.
Nonex has received textures that have the camouflage applied, the camouflage on those textures have been made with digital camouflage file (pdf) from the TNO Research results.
The camouflage shown on the last two links are outdated and were testing examples of the camouflage during research. The Tan version on that photos looks quite different now.
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So, is there anyone who has been able to get "wound textures" working ? If so, how ?Thanks in advance.
Are you trying to add new wound textures?
I have reskinned the BLUFOR soldier (using replacetexture) and default wound textures are working without any adjustments done to in my reskin config.
ARMA 3: Conflict '85 - A CUP expansion
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Nice project!
- Are there currently plans for a M48 Chaparral?
- Are you recreating the original OFP islands?