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Everything posted by [aps]gnat
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"Opening up Arma 3 to paid user-made content" - How?
[aps]gnat replied to gammadust's topic in ARMA 3 - GENERAL
Yep, agree. I say no. Biggest concern (among many) is that the Addon makers community(s) will basically implode, because those people who understand the BIS technology and make mods will cease to support the community, as it becomes a competitive environment. Commercial imperatives take over :( A little concerned OP doesn't like paying for BIS DLC, but suggests non-BIS Addon makers be allowed to start charging. Huh? -
Big PHYSx compatible ship. LCS 2 technological demonstrator
[aps]gnat replied to mankyle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm yet to see big or small moving (walkable) object that allow Man class to stand on it. Provide me a small object demo, and I'll re-look at a solution. -
New to modelling Inroduction/tutorial?
[aps]gnat replied to vani's topic in ARMA 3 - MODELLING - (O2)
yes ..... -
A2 vehicles a solution or A3 lack of content?
[aps]gnat replied to mistyronin's topic in ARMA 3 - BETA DISCUSSION
Think we can do without the "paid" shyt. OFP and A2 community was huge enough without it. Bad karma when people get money involved. (example: Project Reality for ArmA2) BIS DLC excluded of course -
Advanced Cockpit Interaction
[aps]gnat replied to Enricksolt's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No disrespect, but I'd suggest most of us don't want to emulate DCS cockpit interaction ..... thats going too far for a game like ArmA3. ToH is about the right level. -
[Tutorial] Simple Re-texturing Guide (From Start To Finish)
[aps]gnat replied to Amit's topic in ARMA 3 - MODELLING - (O2)
Apologies, sure, that will work, but I recommend NO PUBLICITY for the plugin, because someone will try to use it to save a PAA. Opening a PAA in TexView2 then saving as a TGA works just fine .......... -
Disapointed with the full release content
[aps]gnat replied to Tyl3r99's topic in ARMA 3 - BETA DISCUSSION
Mod'ers can't modify base RV engine code .......... -
If you'd bothered to use search in these forums you might have seen
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Photoshop .PAA plugin
[aps]gnat replied to disco.modder's topic in ARMA 2 & OA : Community Made Utilities
See the many warnings elsewhere ..... Don't use the old paa plugin, it creates bugged textures. They may look fine, but normal game engine stuff can stop working. -
..... And YOUR texture
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[Tutorial] Simple Re-texturing Guide (From Start To Finish)
[aps]gnat replied to Amit's topic in ARMA 3 - MODELLING - (O2)
Wrong This forum is littered with problems created by the plugin (over years!! ). People think all is fine, but later discover weird stuff the engine isn't doing properly, like shadows from other objects won't cast across the texture etc etc My continued recommendation, dont use the old plugins -
?! I don't need to watch the video to provide the answer. A search of the forums would have yielded the same suggestion. It's a common one.
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To kju's point, where's the _co ?
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My guess, same as other reports here, textures with Alpha channels and similar. Does the 24bit version of your texture do the same thing?
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Per todays News Tactical Guide is HUGE ! Maps have good detail. ..... now, wheres that A2 printer? :D
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New to modelling Inroduction/tutorial?
[aps]gnat replied to vani's topic in ARMA 3 - MODELLING - (O2)
Dont need to recreate another 3d model with different textures. If your textures are less than 10 or so, its easy enough to redefine the covering textures in the model.cfg and config.cpp. Best to keep number of textures low. Most BIS stuff has 1 or 2 large textures. Some ArmA3 choppers and tanks have 3 This controls it in each vehicle in the config.cpp hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\a3\soft_f_beta\truck_01\data\truck_01_ext_01_co.paa","\a3\soft_f_beta\truck_01\data\truck_01_ext_02_co.paa"}; In the model.cfg (CfgModels bit) you just need to include the names; sectionsInherit=""; sections[]= { "Camo1", "Camo2", "box", "vrtule staticka", "vrtule blur", "light", etc etc In the actual 3d model, whatever faces the first textures cover, name them "Camo1", second texture, "Camo2" and so on. -
Black usually means your NOHQ (normal map) texture is not defined properly (in RVMAT or the actual PAA).
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ArmA3 Classnames - no discussions
[aps]gnat replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
class missiles_ASRAAM: MissileLauncher { ... ... magazines[] = {"2Rnd_AAA_missiles","2Rnd_AAA_missiles_MI02","4Rnd_AAA_missiles","4Rnd_AAA_missiles_MI02"}; class 2Rnd_AAA_missiles: VehicleMagazine { scope = 2; displayName = "ASRAAM"; displayNameShort = "AA SRange"; ammo = "M_Air_AA"; <---------------------------- count = 2; initSpeed = 0; maxLeadSpeed = 450; sound[] = {"A3\sounds_f\dummysound",1,1,1300}; reloadSound[] = {"A3\sounds_f\dummysound",0.000316228,1,20}; nameSound = "missiles"; }; class 4Rnd_AAA_missiles: 2Rnd_AAA_missiles { displayName = "ASRAAM"; displayNameShort = "AA SRange"; count = 4; }; -
Plane flips over on the front wheels
[aps]gnat replied to drunken officer's topic in ARMA 2 & OA : MODELLING - (O2)
A few pictures might help I'm guessing its a "tail-dragging", conventional landing gear type of plane I'd guess your weight in the GEO lod is distributed too far forward. How heavy is it? Does it roll across the ground at all, or simply flips straight-away? 2 weapons of the same type, fire separately? Yes, turrets. -
ArmA3 Classnames - no discussions
[aps]gnat replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Click once, and wait 3-5 mins (for the save dialog) does it for me. -
Weight distribution - Balance model
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - MODELLING - (O2)
Thanks guys. Typing the question got me thinkin further (as it does :) ) Turns out its the "balance" of points in the MEMORY LOD. (yeh, not logical right! ) Just added a bunch of unnamed points forward of the nose ..... bingo, now sits normal on the ground. ... while the plane still flies fine, I haven't yet checked what this change did to visual center and maneuver center. -
Setobjecttexture Works for AI Uniforms on Multiplayer but Not for Player
[aps]gnat replied to Kydoimos's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
*wall-of-text* Cant read, but my guess is, AI units are typically LOCAL to server, Player is LOCAL to client(s). Server is telling clients what all AI have as textures, but not Players -
Nice! Personally I prefer yellow
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Big PHYSx compatible ship. LCS 2 technological demonstrator
[aps]gnat replied to mankyle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately no improvement in the Dev branch since my video a month ago :(