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Posts posted by Yano
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Problem isnt in Driver rtm animation. You dont need volant selection, because that is drivewheel in translation.
your skeleton bones should look like this
"drivewheel","", "wheel_1_2","", "wheel_1_1","", "wheel_2_1","", "wheel_2_2",""
also you have 2 animation for drivingwheel, delete DrivingWheel animation
and take a look into Car sample model, config and animation:
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Can you post your RVMAT and screenshot?
Reflectivity in A3 is done by specularPower value, enviroment map in your rvmat - Stage 7 fresnel values and SMDI map channels.
https://community.bistudio.com/wiki/RVMAT_basics
https://community.bistudio.com/wiki/Static_Environmental_Reflections
https://community.bistudio.com/wiki/Super_shader#6._Fresnel_function
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Walls need to be modeled in Geo LOD as simple is possible, then go to „Structure“ -> „Topology“ -> „Find Components“.
White wall might be a missing texture or wrong path to texture.
look into House model Sample: https://store.steampowered.com/app/390500/Arma_3_Samples/
and watch some tutorials:
https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial#Step_Seven:_The_LODs
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I looked into your video (0:48) in slowmotion mode few times, i noticed that reload animation of hammer is working. It is only barely noticeable due of animation high speed.
And try to change isEmpty animation values min/maxPhase and min/maxValue to 0/1.
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Naming convention:
color _CO.tga
normal _NOHQ.tga
specular _SMDI.tga
https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules#Normalmap
https://community.bistudio.com/wiki/Texture_Map_Types
also check your rvmat Stage 7, it need to be reflection map:
class Stage7 { texture = "A3\Data_f\env_land_ca.tga"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; };
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It can be due not centered mass of vehicle components in Geometry / Phys LOD.
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This is definitely not LAV25A2 model, even ARMA2 vanilla LAV25 is not a A2 variant :)
There are some visual defferencies:
- old style exhaust
- M242 smooth barrel
- different external M240/M60 machinegun mount
- different gunner sights
LAV25A2 (SLEP modifications)
- ballistic armor
- thermal shroud on exhaust
- improved suspensions and tires
- hull and turret wirecutter
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https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Geometry_.28model.29_named_property
Try to add a named property placement=slopes in GEO LOD.
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7 hours ago, Delta Hawk said:pigs could fly
https://forums.bistudio.com/forums/topic/204602-wmo-walkable-moving-objects/
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1 hour ago, DonbassCZ said:What? Czechs have an aircraft carrier?Not now but in 2020 we will have it.
This project is inspired by the first Czech carrier of the Masaryk class. This class is very similar to the HMS Queen Elizabeth, which serves in the Royal Navy but its smaller. The ship is currently under construction in the Chinese shipyards of Changchun and its home base will be the port of Pula in Croatia.
Are you sure?
Look at the article source date please :D
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Can anybody help me with simple script for fire station pole drop?
Building has a pole climb for emergency/rapid exit and possibly entrance. For evac player uses action menu "slide down", changes animation pose and place to memory point "top" and can control movement down at speed approximately 10kmh something like fast rope. When player reaches bottom changes animation to normal.
Opposite direction from bottom to top same functionality like ladder at low speed climbing up.
Thanks
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First check if your model animate properly in Buldozer.
Some suggestions:
1. Class names in AnimationSources need to be same as names in model.cfg
Quoteclass AnimationSources
{
class Door01_rot
{
source = "user";animPeriod = 1;
initPhase = 0;
};
.......
};2. User actions same:
Quoteclass OpenDoors1
{
displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT";
displayName = "$STR_DN_OUT_O_DOOR";
position = "osa Door_1";
radius = 2;
onlyForPlayer = 0;
condition = "this animationPhase ""Door01_rot"" < 0.5";
statement = "this animate [""Door01_rot"", 1];this animate [""Door02_rot"", 1]";
};3. https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model#User_Animation
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Weighting are used for organic objects or clothes when you need to animate some vertices not by 100%. Animation is then affected by color of vertices from 0 (blue vertices ) to 100% (red). In oxygen type "N" for paint selection color and your model.cfg need isDiscrete property set to "0".
tutorial:
https://forums.bistudio.com/topic/109501-stalkergbs-weighting-overview/
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not sure if skeleton names are case sensitive, but try it to rename to lower case.
"Magazine", "",
"bullet", "magazine", -
HI, everything seems correct. Only guess, try to inherit class of drum SMG from base class (last row):
class uns_k50mdrum: uns_k50_base {};
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Since my only "quirk" with the shots shown is the fact that HMMWV mounts FN MAG (M240) instead of M60 (infantry has one), the stuff looks absolutely MINDBLOWING!
Good friggin job well done! ;) Absolutely an 18+ content for Cold War equipment buff like myself! :lol:
EDiT: would you consider lifting the frontal ram cage from this A2 model?
http://www.arma2.com/assets/img/vehicles/wheeled/arma2_vehicles_wheeled_HMMWV_armored.jpg
RL reference: http://topclassiccarsforsale.com/uploads/photoalbum/1990-hmmwv-m998a1-humvee-1.JPG
Replacing M240 with M60 is on our to do list, thanks for mentioning that.
Grill guard from A2 is a late model, I think. On standard HMMWVs we not considering to use grill guards as they are not on reference photos from '80s.
http://www.czbrats.com/JustCause/Album1/jc2.jpg
We use this type on our para version. http://www.czbrats.com/JustCause/Album2/2jc6.jpg
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Since you mentioned ponds for your map, are they going to be compatible with fog?
The current A2 ported ponds all suffer from visual glitches that render any map with them unusable in foggy weather.
Yes, they are, because they use different technology - it's a fake with supershader, so there's no problem with this.
http://www.sdilej.eu/pics/9d18d8f9bf2824c7ab7510de6e72431a.gif
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Open House Sample (...\Steam\SteamApps\common\Arma 3 Samples\Addons\Test_House_01\ and check model.cfg and config.cpp.
You need to define source of Door animation in model.cfg:
// Animation for rotating door #1 (without a door handle)
class Door_1_rot
{
type = rotation;
source = Door_1_source; // Controler defined in class AnimationSources in config.cpp.
selection = Door_1; // Selection from p3d that also has to be defined as a bone in this model`s skeleton.
axis = Door_1_axis; // Axis of the rotation.
memory = 1;
minValue = 0; // Value of the controller at which the rotation will be angle0
maxValue = 1; // Value of the controller at which the rotation will be angle1
angle0 = 0;
angle1 = (rad 110); // "rad" converts from degrees to radians
};config.cpp:
..
class AnimationSources
{
// Animation sources for doors
class Door_1_source
{
source = user; // "user" = custom source = not controlled by some engine value
initPhase = 0; // Initial value of animations based on this source
animPeriod = 1; // Coefficient for duration of change of this animation
sound = "GenericDoorsSound"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of doors
};...
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check your code around line 136, it looks like redundant "};"
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Fair question indeed. First main difference you may clearly observe is that the new recoil is defined as class and not as a field of values as it was before. Also, it is now defined in the weapon's class and not in the fire mode, unlike the old recoil.I tried to define new recoil to my rifle but it looks like it is still using old one.
I notice Zafir machinegun has defined new recoil in weapon class, but in fire modes class is still old recoil (array). So my question is what recoil is machinegun using?
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But then you're screwed if you're crawling....it would either re-deploy when you stop (difficult to detect I'd imagine), or you'd crawl around with a deployed bipod.It would be nice if the AI were able to deploy if they were engaging an enemy and were prone, but to make it automatic when prone is the wrong way to go about it...
I meant animate bipod only, not deploy. Player or AI have higher accuracy when is in prone but bipod is always folded.. looks strange to me. Player can deploy for higher accuracy anytime.
Also animation of hand could be changed when bipod is deployed. Left hand on buttstock.
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Just question, it wouldn't be nice to auto-animate bipod when it is in prone position since AI dont know to deploy?
driver animation
in ARMA 3 - MODELLING - (O2)
Posted
I cant open your file.
Here is Test car from Arma Sample models https://gofile.io/?c=QQuRv3