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Everything posted by Yano

  1. Try these values: emmisive[]={0,0,0,1}; I dont exactly know what dir/pos values in rvmat represent (offset?), but try to set it to 0 for your AS and SMDI stage. class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; Also it is no so bad as Kiory said. :) You can make a realistic looking tracks in PS without plugins or external tools, no highpoly - only bump map. http://img855.imageshack.us/i/buldozer201110132002450.jpg
  2. Yano

    Rvmat Problem "chrome"

    this is a default A3 chrome material. Arma3\addons\data_f\chrome_enviro.rvmat ambient[] = {1.0, 1.0, 1.0, 0.0}; diffuse[] = {1.0, 1.0, 1.0, 0.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 0.0}; specular[] = {1.0, 1.0, 1.0, 0.0}; specularPower = 10.0; renderFlags[] = {"NoAlphaWrite"}; PixelShaderID = "Glass"; VertexShaderID = "Glass"; class Stage1 { texture = "#(argb,8,8,3)color(1,1,1,0.9)"; uvSource = "none"; }; class Stage2 { texture = "a3\data_f\env_chrome_co.paa"; uvSource = "none"; };
  3. Yano

    RVMAT Issue on My Model

    On that wall without effect shines no light, so there are no normal or specular effect applied. House interiors without windows or doors are always in shadow.
  4. Yano

    RVMAT Issue on My Model

    you forgot to add stage 6 and 7, fresnel and enviroment map reflections. Specular power value can be changed in rvmat file and to reduce gloss effect try to darken specular map G channel.
  5. Yano

    RVMAT Issue on My Model

    Hello, try to use Supershader instead of NormalMapSpecularDIMap/NormalMap. Example: https://community.bistudio.com/wiki/Super_shader#Example Also if you rotate model in oxygen always hit F5 - for recalculating normals.
  6. I have similar problem with my vehicle engine and gearbox configuration. I followed this Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config. It seems like vehicle is driving at 1st gear and is unable to shift up to second gear. I tried to set clutchStrength parameter to different values with unsatisfactory result.
  7. Thanks, that is the solution. For Wheel config is needed to calculate these three parameters: sprungMass = vehicleMass/numberOfWheels springStrength = sprungMass*5,0*5,0 springDamperRate = 0,4*2*sqrt(springStrength*sprungMass) https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidlines#Suspension_parameters
  8. Yano

    Animate Bipod Model.cfg Help

    Not sure about that, didn't try it yet, Im not on my working station, it is just example how animation works.
  9. Yano

    Animate Bipod Model.cfg Help

    You need to have two animation, first one you have working. For second one to spread the legs you need to set rotation axis for each leg (do not forget to include them into selection for bipod rotation). If you want to have legs animation after bipod animation ended, try to play with min/maxValue: bipod (minValue = 0; maxValue = 0.7; ) and leg_L and leg_R(minValue = 0.7; maxValue = 1; ) It should be looked like this: class bipod { type="rotation"; source="user"; selection="bipod"; axis="bipod_axis"; minValue=0; maxValue="1"; angle0="0"; angle1="rad 90"; }; class leg_L { type="rotation"; source="user"; selection="leg_L"; axis="leg_L_axis"; minValue=0; maxValue="1"; angle0="0"; angle1="rad 60"; }; class leg_R: leg_L { selection="leg_R"; axis="leg_R_axis"; angle1="rad -60"; };
  10. I have same problem with my APC - its floating above the ground few cm. I tried moving land contact points, wheel_X_Y_bound memory points, nothing works. I'll be glad if someone can help and post solution here. Thanks
  11. Yano

    Floating Car

    Try to check wheels in Geometry lod (not PhysX) and "wheel_X_Y_bound" points in Memory LOD which represents wheel radius. https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidlines#Model_requirements_.7Bp3d.7D
  12. So there can be more issues. First check if the turrets are operational by player - moving and shooting. There can be a problem with your Ammo/Magazine/Weapon config. Try to use standard vanilla weapons instead of your defined classes. Also I recommend you to pack your addon and binarize it, the log file will help you with addon diagnostic.
  13. maybe AI values of threat[] parameter from inherited class ship is too small for threat the armor and air targets. Try to set it to: threat[] = {0.200000,0.700000,0.900000}; http://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat
  14. see the Beacon article in wiki - there is a solution on UserActions with periodicaly unhiding part of emmissive light in a model: https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidlines#Reflectors.2C_markerlights_and_beacons
  15. LAV25 http://yano-t11.deviantart.com/art/LAV25-406396129
  16. Greetings from Green Sea region. CSLA team is finishing something huge! Guess what? :confused:
  17. Nicely done, Abs. Im looking forward to see this bolshoi beast ingame :)
  18. Yano

    MRAP - RG31 Mk5

    Nice modelling and texturing work, Ex. One question, are you using AS map on this vehicle? It doesn't seem to me like you do. :)
  19. Resistance camo on M-ATV looks like slovak woodland digi patern. http://forum.valka.cz/attachments/5461/vlajka.jpg
  20. If you have Symmetry modifier applied, main difference over mirror is whatever you will change on edit side, changes will also apply on mirrored side so you dont need to mirror half model after every change. Of course jagheterjan mentioned another differences few posts before.
  21. Hello Abs, i really appreciate your the effort for community. I saw all videos and looking forward to upcoming.. Here are my few tips for all, what I am using. I hope they would be useful and optimize your workflow. GENERAL: - Recommended Soul_Assassin's ArmA2 Modding Toolbox for 3ds max - Use Layers for better manage or split model in subparts (exterior, intererior, LODs, blueprint and reference layer) MODELLING: - model only half of model if it is symetric and can use Symmetry modifier (not Mirror) - use Slice or QuickSlice in Edit Geometry rollout - for cylinder parts and wheels use 4,8,12,16,20,24,.. segment cylinders for easier simplifing mesh for LODs - chamfer edges instead of extruding and scaling polys Fill space between polys: - select border and use Cap or - select opposite edges and use Bridge - for removing redundant edges with vertices use Ctrl+Backspace - use Tools-Array to create linear/circular copy or instance of selected object useful hotkeys: Alt+W - maximize/minimize viewport Alt+A - Align object/vertices.. Alt+Q - Isolation mode Alt+X - See through (transparent object) q - select tools w - move e - rotate r - scale in Edit poly mode: 1 - Select vertices 2 - Select edges 3 - Select borders 4 - Select polys 5 - Select object useful modifiers: - Bend - Latice - Meshsmooth - optimize - reducing mesh - Shell - creating sheet metal parts - Symmetry - Sweep - sweep along line like pipes, etc.
  22. nicely in detail modeled weapon, looking forward to any progress
  23. Are there any issues to make commander turret working properly?