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Everything posted by VXR
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ARMA 3: Conflict '85 - A CUP expansion
VXR replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice project! - Are there currently plans for a M48 Chaparral? - Are you recreating the original OFP islands? -
RKSL 3 - A new start... Discussion
VXR replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks all great as usual guys! Keep it up. B) -
Good to see you guys back!
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RKSL 3 - A new start... Discussion
VXR replied to rksl-rock's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Welcome back! -
What to do after bringing a model into oxygen?
VXR replied to progamer's topic in ARMA 3 - MODELLING - (O2)
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. -
What to do after bringing a model into oxygen?
VXR replied to progamer's topic in ARMA 3 - MODELLING - (O2)
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 http://community.bistudio.com/wiki/Creating_Shadow_LODs http://forums.bistudio.com/showthread.php?69434-Shadow-LOD -
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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What to do after bringing a model into oxygen?
VXR replied to progamer's topic in ARMA 3 - MODELLING - (O2)
This page? http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm -
What to do after bringing a model into oxygen?
VXR replied to progamer's topic in ARMA 3 - MODELLING - (O2)
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. -
What to do after bringing a model into oxygen?
VXR replied to progamer's topic in ARMA 3 - MODELLING - (O2)
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. -
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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Is it allowed to re-texture Arma 2 vehicles and make a mod for Arma 3 out of them?
VXR replied to barakokula31's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
They 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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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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Combat! Addons - WIP Discussion - ArmA3
VXR replied to adumb's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Great to see you guys back producing! Looking forward driving that metal. -
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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Looks like I did something wrong, will look into it tonight. Thanks!
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Hmm strange, did not work for me. As for the texture, just a quick wrap up of a "future" dutch camo for vehicles. Screenshot
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It is not possible to show the reskinned fennek, There is no replacement texture defined.
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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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WIP: New NL (dutch) flecktarn camo.
VXR replied to Nonex's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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) -
WIP: New NL (dutch) flecktarn camo.
VXR replied to Nonex's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
https://docs.google.com/file/d/0B31I5aLLI9UAeGxxN1VjWnhVdTQ/edit?pli=1 https://docs.google.com/file/d/0B31I5aLLI9UAWGt6M3ViUC1vdU0/edit?pli=1 -
WIP: New NL (dutch) flecktarn camo.
VXR replied to Nonex's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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). 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. -
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.