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welcome to hell

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Everything posted by welcome to hell

  1. First of all want to say that this aspect of ArmA series has been much improved from previous tittles but is missing the gritty feeling of other Tactical shooters of the genre, SQUAD, Project Reality, Hell Let Loose, Post Scriptum, etc Feedback Tracker Ticket https://feedback.bistudio.com/T167121 Some Ideas to improve the "feel" of gunplay / infantry Weapon RECOIL - Overall recoil feels pretty ok, allthough could be a bit more while standing unsupported - Add VERY SNAPPY (barely noticable) amount of camera recoil impulse based on ratio of weapon weight to ammo caliber and weapon attachments (ex Squad, Hell Let Loose, Project Reality) - Impulse has to be very snappy and short and be over before you can think about it (Anyone who fired a gun IRL with cheek rested on the stock will know what I mean) Weapon Resting / Deployment - This is a must for all weapons not just the ones with bipods - Resting for all weapons - Resting of Left / Right sides of the gun on objects such as walls, ex: Weapon Sway - Weapon sway is basically not a thing in Reforger - Increase weapon sway while standing un-supported - Would accompany proper weapon resting / deployment - Make it so you actually have to think about instead of just standing up in the open spraying full auto like in COD / Battlefield / PUBG - Make stamina actually matter when it comes to weapon sway Weapon Suppression / Explosives Supression - This is a must IMO - Add bullet supression from other games (SQUAD, Hell Let Loose, Project Reality, Post Scriptum, etc) based on the weapon cailber - Good change to PVP, eg Conflict - Should also work on supressing AI - Makes firefights longer and more enjoyable, encourages team work, instead of current Arcade flow Weapon Muzzle Effects - Make muzzle flashes for small arms cast a bit more light on surrounding objects while in a dark shadow, inside of a building during the day based on the Muzzle Device, obviously muzle breaks > flash hiders > supressors - Flash hiders are good at hiding flash it is true, however they still give off light IRL to nearby objects shooting in an indoor range. Youtube videos do not do it justice - Muzzle flashes for weapons such as the .50 CAL and KPVT should give off a lot more light to surrounding objects especially the KPVT during the day - Add physics force emitters and effects to muzzle devices that would kick up dust / dirt / trash / foilage, etc based on the muzzle device and the materials of the objects surrounding the muzzle - Make the smoke puffs from weapons stay around for A little bit longer Weapon Ammo Counter - Get rid of live updating ammo counter on the bottom right - Add check mag functionallity with something like "Alt+R" or some other key, where the character checks the mag - The magazine bullet counter icon would update only after checking the mag Weapon Sounds - I think overall these are a great - Shot sounds could maybe have A LITTLE more "POP" to them, and a little more "POP" in the reverb - Shot sounds could be A LITTLE louder, - Currently gunfire just does not give you that "Oh Crap"/"Grittyness"/"Danger" feeling that games like SQUAD and Project Reality do - There is already a sound mod "War Tapes", which makes things louder, it is indescribable how much it changes the feeling / percieved danger of a firefight Launchers - Add backblast damage to launchers - Add a snappy Lighting flash to launchers to light up the surrounding objects from backblast when fired - Add sizable physics force emitters and effects to launchers that would kick up dust / dirt / foilage from backblast when fired - More smoke from launchers, make smoke puffs from launchers stay around much longer - This way you actually have to think when and where you fire from Grenades - Grandes are pretty much useless, you can stand 2-3 meters away looking right at it and it will not even leave a scratch - Increase shrapnel range for thrown and underbarelled Grenades to their realistic values - Add short and bright flash to grenade explosions lighting up everything nearby - Add physics emitters throwing up dust and dirt in addition to the current generic effect - Add a single VERY SHORT AND SNAPPY camera shake impulse and very short ear ringing or sound fading out effect based on proximity to explosion eg Grenade, RPG backblast, etc Bullet impact VFX - Needs work most of the effects seem the same with different color. I would look at SQUAD as en example, their VFX is pretty good - Metal impacts / sparks emit light to surround objects Stamina / Climbing Walls - This is a great addition to ArmA however right now feels way too arcady - Climbing animation should be 2-3X longer or even more if the player is carrying a lot of weight - Should not be allowed to climb if not enough stamina - Cost of stamina to climb should increase with weight of carried items - Add feature from Post Scriptum to drink water from Canteen to rapidly replenish stamina Character Movement - Separate Sprinting from Jogging/Running - Put character in the weapon down Jogging animation on the last "Scroll Wheel Up" setting regardless if the primary weapon is on safety or not - Separate Animation for Sprinting maybe with the weapon held in 1 hand muzzle up like in "Ground Branch" or just on the side like in "Hell let Loose" or "Red Orchestra 2" - Separate Animation vs just sped-up JOG/Run would make it obvious that sprinting is "Very Fast movement mode with Limited duration" vs I will just hold down Shift and end up jogging anyway - Biggest problem is characters are able to JOG Sideways at high speed while firing accuratley down the sights, resulting in circle-jerk Counter-Strike fights - Couple of solutions: - Substantially increase weapon sway while side-strafing at high speed - Do not allow players to look down the sights while strafing at high speed - Automatically slow down players to a reasonable, much lower side-strafe speed when player looks down the iron sights while side-strafing Footsteps - Could be a LITTLE bit louder - Increase the range of footsteps sound, so they can be heard from further away - Seems like footstep sounds for some materials are missing? - Add wet variation to footstep sounds, when the ground mateiral is wet, it would mix in or play different footstep sound Hills / Mountain Terrain - Movement in mountain / hill terrain makes no difference to flat or open fields - Characters are able to run up way too steep of a slope - Characters Sprint FULL SPEED up incredibly steep grades, this is cheesy - Movement up hill makes no difference to stamina? - High ground should be an advantage and difficult to attack requiring you to think about the approach instead of just YOLO sprinting full speed up a cliff Foilage / Bushes / Tree branches - Most bushes / Tree branches missing sound when player runs through them, add sounds for moving through all foilage - Sound of movement through foilage / crop fields / bushes / tree branches needs to be LOUDER, heard from MUCH FURTHER away, - Add sounds of branches / wood cracking and snapping, and rebounding when walking through bushes and thickets - Thick Bushes need to be an obstacle, slowing character movement down SIGNIFICANTLY, should not be able to sprint full speed through thick bushes, way too arcady - Add animations of bushes / branches moving around when disturbed by characters - Make it so you actually have to think about it sneaking up on players / AI instead of rushing full sprint - Add sounds and animations of bushes / foilage / thickets / branches disturbed by vehicles "SpinTires Mudrunner" is a great example - Trees / bushes should not just fall down when hit by vehicles, but should deflect away from the vehicle with sounds "SpinTires Mudrunner" as an example Wind Effects - Tree branches / Bush deflection / Wind sound is too small for moderate winds, needs to be increased - 7 m/s is around 13.6 knots and foilage is barely moving until turned up to 15m/s or ~30 knots
  2. Feedback Tracker Ticket https://feedback.bistudio.com/T166919 - BTR is missing viewport functionallity from previous games dating back to OFP (Hoping just an in-work technical issue) - BTR commander periscope is non-functional - Pressing "Right Click" would focus players view on the viewport and zoom it in to fullscreen (same as all previous ArmA tittles) - Using "ScrollWheel" while "Focused" on a viewport/optic would cycle forward and back through avaiable view ports / gunner / commander optics similar to Enlisted or Red Orchestra 2 - Bonus: smooth animated transitions between viewports / optics (see Enlisted / RO2) - Thank you for reading!
  3. Feedback Tracker Ticket https://feedback.bistudio.com/T166734 After about 50 hours playing Conflict and Game Master with some convoy missions there is no way to keep an engine running when exiting the drivers seat except to switch to passenger seat before leaving the vehicle. - When exiting the drivers seat the engine should not automatically turn off - When driver is killed the engine should not automatically turn off - Under-fire the extra few seconds of engine start combined with Entry animation really matters and often makes the difference between getting away or getting headshotted while trying to start the engine. - This is problematic because it does not give player the flexibility to keep engine running if that is players intent. - It is easy enough to Tap "R" before Tapping "X" to leave the vehicle with engine off if that is players intent. - This small detail makes vehicle gameplay more immersive. - Please at least make it an option configurable in the Settings menu for Reforger / Arma 4. -Thank you for reading!
  4. How about just server side settings to start with, especially for conflict: - Equip Non-Faction Uniforms (ON / OFF) - Equip Non-Faction Radios (ON / OFF) - Non Faction Local VOIP (ON / OFF)
  5. Feedback Tracker Ticket https://feedback.bistudio.com/T166662 - Hit reactions and death animations and screams are extremely cheesy - The overexaggerated fall animation combined with high pitched "AAAAAAAAAHHHHHH" is funny and not even a little bit immersive - Reminds me of Chuck norris movies, 1950's WW2 movies, or shitty low budget documentary re-enactments - Please look at something like excellent "Project Injury Reaction Mod" for Arma 3 or Escape From Tarkov Thanks for reading!
  6. welcome to hell

    Reforger Discussion

    #1 Graphical improvement: Lighting and distant shadows, this needs to be a server-side setting because it makes a huge difference in ability to spot things #1 Graphical feature missing: Distant grass and foilage, maybe they can make it sprite based with like 5-7 LOD's or something, but it absolutely needs to be something that renders at very large distances (Same as objects) to prevent infantry or vehicles parked in the bushes from sticking out like a sore-thumb
  7. - Problem with right click is that is used for zoom, and i think makes sense for it to remain so, "V" (Firemode key) is independent of that functionallity - Problem with holding down mouse 1 is that In reforger you can re-pin greandes with R, what if your target changes (AKA Friendly running into that room or something), than the player is forced to chuck it somewhere anyway. Fuses on greandes are 4-5 seconds, why force the player to hold grenade in in hand for another 5+ seconds? In high intensity situations this is can be death sentence, player should have the ability to immediatley cook the greanade if that is the intent. - There is no reason to dumb-down functionallity while there are more than enough buttons available on keyboard/controller to make contextual actions possible and give player the controls over basic grenade functionallity such as deciding on when to cook it off - The reason the throw strength needs to be adjustable, and we need a trajectory indicator is because we do not always want to YEET the grenade as far as it goes while the target is too far for an under-hand throw. For example there is an enemy on the other side of an obstacle across the street, YEETING a greande full strength to clear an obstacle will force a massive overshoot. We want to aim high and adjust scrollwheel to give it just enough power to make a parabolic arc and have it land flat on the other side. It is simply giving player controlls over something our brain does naturally when we throw things Try the Arma 3 ACE3 mod IMHO best system in any video game that has grenades, Reforger / ArmA 4 has an opportunity to top that in a vanilla game
  8. Feedback Tracker Ticket https://feedback.bistudio.com/T166712 Grenades are much improved in Reforger over ArmA3 which is great news, much thanks for that! However it could be improved a bit to get it to a level of ACE3 grenade system. Suggestion is pretty simple: -Add grende trajectory indicator -With greande in hand or in the throwing stance "FIre Button Key (Mouse1)" pressed, press the "Cycle firemode key (V)" to cycle between regular throw and underand throw modes -With "FIre Button Key (Mouse1)" pressed trajectory indicator is displayed, scrolling the mousewheel will increase or decrase the throw strength and change trajectory indicator -With "FIre Button Key (Mouse1)" pressed, pressing "Perform Action Key (F)" will cook the grenade Here is an excellent video from Dslyexci on the ACE grenades: Hope something like this makes it to Reforger or Arma4 -Thank you for reading!
  9. Feedback Tracker Ticket https://feedback.bistudio.com/T166665 Here are some of the biggest issues, please take a look at EFT as it is much more intuitive system, and can be made to work on consoles without massive "Dumbing down" There is a reason players love it so much and consider it the "gold standarad", it is simply because it is intuitive and makes a whole lot of sense 1) Every player wearable has the same amount of visible slots but different "Capacity", this is highly counter intuitive, for example players cannot put M249 belts into any ALICE vest except ALICE machinegunner, even though it looks like there is enough slots for it, yet we can put RPG's into the M70 Parka for the FIA. 2) Most magazines are the same slot size even though they are pistol / Rifle / M429 / RPK / PKM / Even 100rnd .50 cal boxes are 1 slot same as a bandage or a compass? Makes no sense. 3) Get rid of % Capacity of wearable items, keep the weight, make slot arangement represent what we can fit into vests, backpacks and pockets. 4) Make magazines, grenades, and all items non-stackable in the wearables but stackable in ammo boxes / vehicles. With a ceritain quantity limit per box representing the size (depth of the box). 5) Make magazines / belts / RPG's / an appropriate # of squares based on item size. 6) Make slot arrangments on vests unique and based on the capacity of that pocket. That way it is CLEAR on WHY a certain vest works with things like M249 magazines while others do not. 7) R key with item selected to rotate the item 😎 Bonus: Server side option to make only items on vest / pockets / hotkeyable, and magazines only from vest / pockets reloadable (launchers reloaded manually from backpack). Ai would ofcourse ignore this setting Thank you for reading!
  10. Feedback Tracker Ticket https://feedback.bistudio.com/T166918 - Feature is present in all previous titles since OFP - Opening the front hatch on the BTR-80 is great however limits visibility a lot - Press "Stance Adjust key" AKA "Left Ctrl + Scrollwheel" to turn In or out for Driver, Commander, and the x2 rear passenger hatches - Huge QOL and Situational Awareness improvement for First Person Driving - Huge Situational Awareness improvement for Commander and rear passengers - Would be applicable to future vehicles aswell such as LAV-25, BRDM-2 - BONUS: ability for commander to use binoculars while turned-out on the last "Left Ctrl + Mouse Wheel Up" step - Thank you for reading!
  11. Feedback Tracker Ticket https://feedback.bistudio.com/T166917 - Please add basic interactables and basic idle passenger pose - Not asking for get in / out animations (Although would be great if enough resources in the future / Arma 4) - Not asking for ability to fire from vehicles (Although would be great if enough resources in the future / Arma 4) - Most mods have this for Arma 3 (RHS / CUP), SOG Prarie Fire DLC - It was and still is Soviet / Eastern European common operating procedures - If playing first person only, a lot more visibility and fun to BTR passengers - It is in the main menu and steam banner - If not for Reforger please consider for ArmA 4 - Thank you for reading!
  12. Feedback Tracker Ticket https://feedback.bistudio.com/T166916 Currently if the vehicle is parked between two buildings cannot get in or out as it shows them as obstructed, which is realistic behaviour, however the additional top entry points are not accesible in-game Please add interactables to the top of the BTR-80 hatches to get in / get out from the top of the vehicle after climbing on it same as the Hummve Gunner Position - Driver - Commander - Passenger - Passenger Not asking for any animations to hatches or character, just basic functionallity, although proper animations would be a welcomed addition later down the line - Thank you for reading!
  13. Feedback Tracker Ticket https://feedback.bistudio.com/T166809 - Please bring back the previous Arma series behaviour of vehicle occupants staying inside vehicles when killed and the vehicle is not completely destroyed - If a ragdoll is inside of the vehicle slot add an option to "REMOVE OCCUPANT" without getting into that seat Thank you for reading!
  14. Feedback Tracker Ticket https://feedback.bistudio.com/T166736 The new physics based driving is awesome, kudos to the team for such a great job, however it brings some quirks with it There are already a couple of mods that adress this, however non of them are run on official servers I think most of us have experianced this scenario playing Conflict, speeding across a road/field in a Jeep or a UAZ, hitting a small rock/pothole and subsequently being in a crash with the vehicle ending up upside-down leaving 4-5 players stranded in the middle of nowhere, kilometers away from the nearest vehicle depot, left with no options but to respawn or having to run for 15 minutes. And how many times has the team lost its MHQ respawn truck with it being flipped over in the middle of nowhere, driver respawning, leaving the team at a disadvantage because of this. Here is an example: Proposal is something like this, to make it a bit realistic and add a teamwork aspect to recovering flipped vehicles, that way we can radio for help if there are not enough players. - Server side setting for how many players/AI required in the viscinity to flip a vehicle based on players per vehicle metric ton (1000kg) rounded to the nearest ton (For example 1 player/AI per ton [1000kg]) - Max cap of players/AI required (lets say 5) for heavy vehicles such as Trucks and BTR, etc for example: Jeep: 1100kg / 1000kg = 1.1 ton => round = 1 * (1 players/ton) = 1 player < 5 players max setting, 1 player required Hummvee: 2400kg / 1000kg = 2.4 ton => round = 2 * (1 players/ton) = 2 players < 5 players max setting, 2 players required UAZ: 1700kg / 1000kg = 1.7 ton => round = 2 * (1 players/ton) = 2 players < 5 players max setting, 2 players required 5 Ton: 9990kg / 1000kg = 10 ton => round = 10 * (1 players/ton) = 10 players > 5 players max setting, 5 players required BTR: 11500kg /1000kg = 11.5 ton => round = 12 * (1 players/ton) = 12 players > 5 players max setting, 5 players required Interactable UI Element that would be greyed out if not enough players for example: UNFLIP [3/5] Ofcourse with server side or mission difficulty setting this can be tunned (# players/ton, max players) to adjust to taste - Thank you for reading!
  15. I agree with you it is not realistic for anything larger than a UAZ / light un-armored Hummve That is a great point would love to see a system similar to Spin Tires / Mud Runner / Snow Runner games. - If a vehicle has winch player can get out and attach it to nearby objects. - Vehicles would have pre-deterimined points where a tow cable / winch can be attached to, would facilitate teamwork and make forfun recovery/unstuck gameplay and towing of disabled vehicles On that point I forget how immersive offroad driving is in those games where bushes, branches and trees are not infinitley stiff and do-not just fall or stop the vehicle dead in its tracks, but instead sway and fold over when driven coliding with vehicles with realistic sound effects, would love to see something like that in ArmA 4
  16. Feedback Tracker Ticket https://feedback.bistudio.com/T166670 This has always been a gripe of mine since the original OFP, Arma 1, Arma 2 and Arma 3, although there are a lot of mods such as RHS that fix this, this also can be seen in the SOG DLC's M113's. If a player is a gunner in an open turret vehicle, usually always is a "One burst Johnny", especially in pvp modes where life expectancy of gunners in open-top vehicles is a few seconds at most. Once rounds start cracking overhead there are no options to take cover, or even to brake line of sight other than scurrying to switch to an open seat or bail from the vehicle. Suggestion is while in the gunners seat pressing the "Crouch button" or "Stance Adjust + Mousewheel down", player would let go of the weapon and tuck inside the vehicle. Stance adjust would be ideal as players could just peek over the top of the hull to figure out where the fire is coming from before jumping back on the gun, with the lowest value of stance adjust having the character completely covered inside the vehicle. Really hope this makes it into vanilla Arma games in the future. -Thank you for reading
  17. Feedback Tracker Ticket https://feedback.bistudio.com/T166666 Since the scroll wheel menu is gone, there is no way to quickly load the desired magazine / unrebarell GP without going into inventory. Simple fix suggestion hold reload Key + Mousewheel to scroll through available ammo types, change mag / unload and reload desired ammo type on release of the reload key Please excuse the poor paint editing job, but should get the concept across Thank you for reading!
  18. Feedback Tracker Ticket https://feedback.bistudio.com/T166663 Equipment slots seem a bit weird compared to even Arma 3. Its great that we can take off our pants and shoes and everything this is great, but could use more slots. If this is not planned for reforger please add this for Arma 4 1) Separate slots for webbing/vest and body armor (same as Escape from Tarkov) which can be combined (greyed out) for body armor with integrated pockets (soviet 6B-5-15 vest, modders can add plate-carriers etc) - US Army would get PASGT for armor and could put things like ALICE webbing on top - Soviet Army would get something like 6B2 with ability to put Lifchik and other vests on top 2) Belt as a seprate slot. Would be combined (greyed out) if the belt is part of the rig, or is incompatible with body armor / vest. There are already belts in-game with items seem to be disappearing from them when they are uneqipped, yet the belt stays behind. This would allow different belts with carrying capacity in combination with the vest / rig / armor. Future proof for more modern equipment such as battle-belts etc https://imgur.com/a/RSq8tz6 3) NVG slot, If reforger does not get NVG's because we are supposed to play in the dark with flashlights that is fine, please give us some way of adding them to helmets / head in ArmA 4 4) Face cover slot -> Bandanas / Ski Masks / Shemagh 5) Eye slot -> Where are our glorious Top Gun Aviators? 6) Arm bands -> These were used since at least WW1. In Vanilla they could be used just to identify medics, but this slot would give communities and mission creators a lot of freedom to run games the way players like to - Server side option to make them removable -> A way to identify nekkids from a distance through optics and binocs and not get penalties for Friendly Fire 7) Gloves -> We have boots, please add gloves. In my opinion, one of the major attactions of games like this is that we (Grown Men) can dress up our unique tacti-cool operators and participate in missions with our friends 😎 Left / Right shoulder patches -> please bring this back from Arma 3 -Thank you for reading!
  19. welcome to hell

    [Vehicle/Aircraft] Improvement Thread

    New Features - Shooting out of vehicles/helicopters. (Using personal weapons) - [Render To Texture] Rear view mirrors, view-ports, periscopes, In-Vehicle computer fire control systems. - Intractable 3D switches(cockpits) from Take On Helicopters. - 6 Directions of freedom inside vehicles/aircraft. Track IR/Freetrack. AND Toggle with a key +configurable controls for mouse/keyboard. - Vehicle door animations and door hinges with physics. Partial Destruction - Detailed component driven damage modelling BzpUVtVUBTI - Destructible individual armor/vehicle parts: - Working ballistic/penetration system. (Rounds bounce, based on angle, distance and velocity.) Front, Left, Right, Rear armor plates penetrated. - Destructible glass parts. (With Physics) - Destructible tracks on armor (With Physics, and vehicle actually driving off the track) - Destructible vehicle optics. (View-ports/Searchlights/IR/Thermal/Cameras) Damaged and destroyed by direct small arms fire. - Working Explosive Reactive armor. - Doors, hatches, lights, radar, wings, take off gear, can be blown off the vehicle permanently. - Visual indicators of damage/vehicle being knocked out of action: - Fuel Tank/Engine catching fire. - Rubber Tyre's catching fire. - DECALS/MODELS placed on the vehicle in the spot where it has been hit by AT weapons / small ARMS. CREW - Inverse Kinematics support from Take on Helicopters. - Crew injury inside Armor. - Crew catching fire. - (Hatch open) Turned Out => Only then allowed to exit the vehicle. - Open Doors => Only then allowed to exit the vehicle. - Open Canopy => Only then allowed to exit aircraft (except eject). - (Hatch open) Turned Out => Only then allowed reload Machine-gun/Grenade Launcher mounted on top. - Choose which backseat specifically to move to. - Drag out dead or injured crew/passengers. General annoyances: - When Turned out the zoom level is set too high, (need to manually zoom out). Set zoom level lower, while turned out. - When Turned out "Free Look" is off, mouse controls the steering. Turn free look "ON" automatically while turned out. - Inseparable Look and Aim controls. If Aim (Up, Down, L, R) bound to W,A,S,D. Than W,A,S,D will control the camera in free look instead of steering the vehicle and controlling throttle. Separate controls for Aiming the turret/Steering with Adjusting the camera while turned out or inside the vehicle. - Give us W,A,S,D turrets [separate turret/driving controls and looking controls] In order for players to Steer vehicle, Pitch and Yaw turret with W,A,S,D and free look with mouse. - Toggle Turret Stability control [Only on Supported Vehicles]. Currently turret is pointing independent of the tank heading/turn angle (Unless crew turned out). Need an option to be toggled and only allowed on certain vehicles. - Do not force "Turn In" on any human crew members when firing/turret traverse. - Add ability to traverse turret/fire when "turned out" on select vehicles. - Adjustable VOIP/Radio levels while inside Vehicles/Armor/Aircraft. (Engine, movement noise). Only available to those who wear Crewman/Pilot headgear?
  20. welcome to hell

    Invasion 1944 v2.6 (CO)

    how does one hipfire his weapon in this mod?
  21. welcome to hell

    3Dsmax ArmA2 modding toolset

    Can't wait for RTM module and ArmA 3!
  22. welcome to hell

    Arma 2 Sample Skeleton Custom Animations

    Sending a rig to motionbuilder is pretty simple, just use send to function while both applications are open. It preserves bone hierarchy and controls as long as bones are actual bone objects created in max instead of editable_meshes with bone on flag. Hope to see a sample max rig for max with ArmA 3!
  23. welcome to hell

    Arma 2 Sample Skeleton Custom Animations

    Unfortunately it is not as simple as that. Coordinates are off by a factor of about 100 in terms of scale. I have done that, changed editable mesh to bone objects and set pivot/grouping manually, imported test vertex animation in 02 via 3ds. Amazingly it worked except for named selections being messed up which prevented it to being saved as .rtm correctly and therefore not usable ingame. If anyone had better luck with this method let me know! The optimal way to do it is as pufu said. Create a skeleton from scratch in max (so that it follows model.cfg hierarchy and O2 scale) rig it with IK/controls, send it to motion builder. Configure it / create your animation in motionbuilder than export that to 02, than save it as .rtm. Which is not really worth the hassle with the A3 timeframe unless you have a ton of spare time on your hands.
  24. welcome to hell

    Arma 2 Sample Skeleton Custom Animations

    I am now rigging the 1.0 lod of the male.p3d in max. It is painfully time consuming renaming all of the objects converting them to bones, eyeballing the pivots, linking the hierarchy of model.cfg. Another way of going about it would be to creating from scratch max bone's that follow the hierarchy and scale. Because setting pivots manually might offset the animation after it is exported.
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