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Everything posted by Yano
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I cant open your file. Here is Test car from Arma Sample models https://gofile.io/?c=QQuRv3
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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: https://store.steampowered.com/app/390500/Arma_3_Samples/
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same rvmat. different values of specularPower https://postimg.cc/CRFS7Hbr
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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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http://community.bistudio.com/wiki/Arma_3_Particle_Effects http://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters
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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: LAV25 - 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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https://forums.bistudio.com/forums/topic/204602-wmo-walkable-moving-objects/
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CZN Masaryk aircraft carrier by DonbassCZ
Yano replied to Luke_z_Brna's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are you sure? Look at the article source date please :D http://www.lidovky.cz/cesko-postavi-letadlovou-lod-masaryk-dwb-/zpravy-domov.aspx?c=A170331_211750_ln_domov_sij- 7 replies
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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 2. User actions same: 3. https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model#User_Animation
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very weird issue with buldozer weapon anim
Yano replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
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/ -
very weird issue with buldozer weapon anim
Yano replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
not sure if skeleton names are case sensitive, but try it to rename to lower case. "Magazine", "", "bullet", "magazine", -
very weird issue with buldozer weapon anim
Yano replied to eggbeast's topic in ARMA 3 - MODELLING - (O2)
HI, everything seems correct. Only guess, try to inherit class of drum SMG from base class (last row): class uns_k50mdrum: uns_k50_base {}; -
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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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: config.cpp:
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check your code around line 136, it looks like redundant "};"
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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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Weapon Resting & Deployment Feedback
Yano replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
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. -
Weapon Resting & Deployment Feedback
Yano replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Just question, it wouldn't be nice to auto-animate bipod when it is in prone position since AI dont know to deploy?