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Everything posted by [aps]gnat
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?! That doesnt make sense. In the Resolution LOD (0.000) did you simply select a door, then in the NAME SELECTION window; Right-Click, select New, then type in "door", press enter
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Run an animation when another is started on when another is finish
[aps]gnat replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Suspect a solution has something like this in it. class Sign1 { type="hide"; source = "time"; sourceAddress = "loop"; selection="Sign1"; minValue = 0; maxValue = 1; hideValue = 0.33; }; class Sign2 { type="hide"; source = "time"; sourceAddress = "loop"; selection="Sign2"; minValue = 0; maxValue = 1; hideValue = 0.66; }; class Sign3 { type="hide"; source = "time"; sourceAddress = "loop"; selection="Sign3"; minValue = 0; maxValue = 1; hideValue = 0.99; }; 3 signs that are hidden 1 at a time. 3 signs would be sitting in front of each other in an order. Hide the whole thing when you dont want the sign -
You have to define "door" in all Resolution LODs
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Need Tutorials for making a vehicle AddOn with Interior in ArmA III
[aps]gnat replied to Aebian's topic in ARMA 3 - MODELLING - (O2)
Can't speak for how they have improved the suspension simulation (physics) in Arma3, but I doubt it will "jump" your vehicle. As for animation, yes you can have "rotation" suspension. As for keeping the wheel parallel (double-wishbone suspension?) it can be done but it's just a little extra trouble. -
Ok, closer, but still you have problems. - don't use the ModelConfigEditor, that just confuses things. Just use a text editor - you don't have a MEMORY lod, you need one - the 2 points that make the axis/hinge should be in the MEMORY lod - I see "door" defined in GEO lod, but is the "door" also defined in your 0.000 lod (Resolution lod)? - when in Bulldozer use middle mouse button and wheel to see if animation works in each lod - updating Model.cfg file while Bulldozer is running likely will NOT let you see the update animation in Bulldozer. Usually takes a lot for Bulldozer to "find" your update. Best to restart O2 Once you get that working, we'll fix your doors, because I noticed 1) you have 2 doors and 2) the doors are meant to slide, not rotate.
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If you cant find it in a day or so, send me the latest version and I'll look again.
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Need Tutorials for making a vehicle AddOn with Interior in ArmA III
[aps]gnat replied to Aebian's topic in ARMA 3 - MODELLING - (O2)
Cars Q; Doesnt matter, you can define suspension travel with MEMORY LOD points (and animation in the MODEL.CFG) above and below any modelled "middle" position. -
Graphic bugs?! You mean the "lines" streaking across you model ? Thats you SHADOW LOD Read up about shadow lods They need to be CLOSED shapes (like GEO lod) They need to be all SHARP edges They need to be all TRIANGLES (three point faces) Shadows dont work until thats all fixed
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Few problems in your MODEL.CFG Try this one class CfgSkeletons { class Default; class TUT_obj_skeleton : Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "door","" }; }; }; class CfgModels { class Default; // The name behind the class has to be the exact name of your .p3d (without .p3d) class dayzEpochblend : Default { skeletonName="TUT_obj_skeleton"; sectionsInherit=""; sections[]={}; class Animations { class Open_door { type="rotation"; source="Open_door"; //same as defined in the CONFIG.CPP selection="door"; axis="Door_Achse"; sourceAddress = "clamp"; // added memory = 1; angle0=2; angle1=9.6; }; }; }; };
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If you still dont have a "driver view" then your driver proxy in the VIEW-PILOT lod still isn't set up properly. Other alternate is delete Gunner and Pilot view lods, and define every proxy in the VIEW-CARGO. Also try extCameraPosition[] = {0, 8.0, -65.0};
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Missing useraction after attach the obj to a car
[aps]gnat replied to drunken officer's topic in ARMA 3 - MODELLING - (O2)
Either 1) ATTACHTO destroys the action menu? (test on something else) 2) Theres no GEOMETRY shape near your MEMORY action point (GEOMETRY helps the action to be found) -
Awesome !! Thanks
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Without see the configs, its hard to define whats causing the problem ..... but likely what you defined in 1 config is conflicting with another config You can have any number of configs in a mod folder, but they can't overlap or contradict definitions. And dependency can be an issue if you dont define which loads first and which one depends on another.
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Need Tutorials for making a vehicle AddOn with Interior in ArmA III
[aps]gnat replied to Aebian's topic in ARMA 3 - MODELLING - (O2)
Considering the ArmA3 tools aren't even released, I don't see any "secret handshake" coming from the community. Unless you think you can bribe BI, you wait like the rest of us. arma2 tuts and tools is about all we have. -
Arma 2 had too much content? Dayz effecting Arma?
[aps]gnat replied to progamer's topic in ARMA 3 - GENERAL
Clearly BI wants moding otherwise Marek is schizophrenic. Why claim you want Quality and less (their own) Quantity, but allow almost everything from ArmA1&2 to be easily ported to ArmA3. (Quality would likely mean, "start again") Smart(er) move in my book vs ArmA2 I'd suggest. Get the "base" right and the community will go nuts building on it. But their claimed issue is a lot of their own doing. ...... did they forget how many DLC I paid for .... :) -
No, I don't think typical ArmA missions/scenarios funify war, 1shot 1kill certainly brings the finality of it home, but certainly there are plenty of missions(usually user made) that are definite just for "fun". @InstaGoat Great post.
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Well, don't know about the addon, but that video ROCKS !!! Bloody Awesome
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In your config.cpp In your model.cfg The models P3D file name MUST, MUST be the same as the class defined in CfgModels Also, if you want a more complete MODEL.CFG that calls the typical (OFP / brsseb tutorial) Czech names, suggest copy this one; http://forums.bistudio.com/showthread.php?157210-Car-Wheels-are-very-wobbly&p=2419203&viewfull=1#post2419203
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Without your MODEL.CFG and CONFIG.CPP, can only speculate. Please use the PHP tags (under GO ADVANCED) to post code here.
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Thanks. DL for future play :)
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Floating object in air
[aps]gnat replied to norsk2277's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
LANDCONTACT POINTS well BELOW the roof (where you want the ground) ? -
Tools for create new maps for arma3
[aps]gnat replied to Greenberet40's topic in ARMA 3 - TERRAIN - (BUILDER)
*prepares goat sacrifice for gods* -
Shooting out cars, So close...
[aps]gnat replied to defk0n_NL's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hmmmm my old ArmA1 trick of opening up AIMING DEADZONE doesn't work :( Everything else moves, expect your aim. -
F/A-18 Super Hornet and Su-35S Flanker E
[aps]gnat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
LOL ..... awww come on, you surpassed the A-143 ..... surely you've got time to do the request list and your own "love to have too. Sorry, bad joke I know. -
The Czech names are for the most part no longer used in ArmA3 Therefore if you have no MODEL.CFG it will not work. You will have to write a MODEL.CFG for your model http://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model BTW, if BinPBO doesnt work on the p3d, that suggests the model is not yours as its already been Binarized If its not your model and you dont have permission, don't bother asking any more questions here please.