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Everything posted by [aps]gnat
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Fast Sea Frame - Sea Fighter - Assault Craft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try this http://www.ofpec.com/tags/index.php?action=details&tag_id=1405 -
Larger then 50 meters sections ok for player transitions?
[aps]gnat replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Cant comment about A3, but NOTHING I've seen or read in these forums over the last 18 months suggests you'll get different performance compared to A2. Which means, bigger than 50x50 unlikely to work for players or AI. Petes suggestion is what I've always done for A2 models. Try to keep it to 50x50 max with a little extra ROADWAY lod to avoid gaps. PATHWAY lods are unfortunately tricky (hit/miss), but doable. -
Its called Community Service. But the Homeless !!?? ..... seriously WTF !
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[WIP] NBS Mantis C-RAM
[aps]gnat replied to dr_strangepete's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Very cool ! WD -
Fast Sea Frame - Sea Fighter - Assault Craft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not a bad idea DF. Maybe a new variant in the next release. -
ArmA3 BI Tools: No entry 'Config.bin.cfgBuldozer'
[aps]gnat replied to soldier2390's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Yes! They have a half million friggin addon competition going, so why the fuck don't we have trouble free tools by now ........ -
Submarine Pack - Subs
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Morgan Thanks The missiles from memory only aim if you have lock-on. TAB key was it ? Which mean only certain targets, like large land units and my Frigates, can locked. No, not planning on updating A2 addons, just A3 Good luck. -
Thanks for volunteering to do this for us person915, cheers.
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class EventHandlers : EventHandlers the init part.
[aps]gnat replied to ante185's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Big yellow flashing lights !! That NOT how you add content to the game. You make your own NEW PBO. -
You have a gunner AND a pilot? This could be why the turret moves on its own. Doesn't a normal BI UAV just have 1 crew?
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Best guess is there's a ; missing after the first "Water" reference.
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Black usually means your NOHQ (normals map texture) is not referenced correctly (in the RVMAT)
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Looking for Modelers for Arma 3 Life Community
[aps]gnat replied to Pr0mthesus's topic in ARMA 3 - MODELLING - (O2)
All good .... bring it :) These forums are over 10years old and have had plenty of "drama" ..... we'll score this 1 on that scale. ;) -
Take On Mars Photography : Questions and Comments
[aps]gnat posted a topic in TAKE ON MARS - GENERAL
This thread is for discussing and or commenting on photos from the Take On Mars Photography thread. No quoting of images please and no campaign or mission spoilers. -
Remove the last comma, quote, quote, comma from your skeleton. That bits clearly wrong. BUT, no guarantees because turrets seem to be an extra barstard in A3 and I think UAV class has weapon restriction and turret issues also very much relate to correct Naming of sections within the model.
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Looking for Modelers for Arma 3 Life Community
[aps]gnat replied to Pr0mthesus's topic in ARMA 3 - MODELLING - (O2)
? So some truths caused damage to the community ? And now you want some of that truth deleted/erased ? Just askin' ...... -
There's nothing wrong with learning stuff here for community contribution(s), then gain enough knowledge to LATER go professional. It's a whole different thing to solve problems via requests here under the pretence of "I'm community" when in reality your project is commercial or the BI MANW competition. (Tutorials can't really be separated too well.) In fact, I'd like to see a clear standard statement from every requester on intent; "This request for assistance relates to neither commercial content nor competition entries" Or if it is commercial the other people here can decide whether to use their valued time to help or not.
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The VBS/BISim guys need to be reminded that this BI "game" series provides them part of their own pipeline. Skilled people, broader product knowledge, alternate R&D, independent content/tool providers/contractors who build depth to the VBS product ......
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I didn't think F-18 and the Su35 were AirplaneX, hence why the BI respawn function doesn't work. Yes, sinking into the ground was my initial problem, but got past it. My experiments with AirplaneX (unfinished) show you only need to use the standard GEOMETRY LOD, no other PhysX or other geometry lods. I checked BI's own plane, seems to be the same. The wheel names have to match the config definition for the wheels. Geometry wheels also have to be VERY round, otherwise the plane won't roll on the ground. Still aren't happy with various little oddities, hence I'm waiting for a BI sample. FYI, BI's own model.cfg airplane samples; "gear_1_hatch_1", "", "gear_1_hatch_2", "", "gear_1", "", "gear_1_steering", "gear_1", "gear_1_damper", "gear_1_steering", "gear_1_stabil_1", "gear_1_steering", "wheel_1", "gear_1_stabil_1", "gear_1_steering2", "gear_1", "gear_2", "", "gear_2_damper", "gear_2", "gear_2_stabil", "gear_2", "wheel_2", "gear_2_stabil", "gear_2_hatch", "", "gear_3", "", "gear_3_damper", "gear_3", "gear_3_stabil", "gear_3", "wheel_3", "gear_3_stabil", "gear_3_hatch", "", ----------------------------------------- class Gear_1 { type="rotation"; source="Gear"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1"; axis="";//"gear_1_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 0.6;//rad 34.37747 minPhase = 0.0;//rad 0.0 maxPhase = 0.6;//rad 34.37747 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {1.95,0.0,4.4644298e+030}; // angle = 9.58606e+011; // axisOffset = 4.543662e+030 }; class gear_1_Steering { type="rotation"; source="noseWheelTurn"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_steering"; axis="";//"gear_1_steering_axis";//possibly minValue = -1.0;//rad -57.29578 maxValue = 1.0;//rad 57.29578 minPhase = -1.0;//rad -57.29578 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.349066}; // AxisDir[] = {-0.349066,0.0,4.4644298e+030}; // angle = 9.58606e+011; // axisOffset = 4.543662e+030 }; class gear_1_Steering2 { type="rotation"; source="noseWheelTurn"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_steering2"; axis="";//"gear_1_steering2_axis";//possibly minValue = -1.0;//rad -57.29578 maxValue = 1.0;//rad 57.29578 minPhase = -1.0;//rad -57.29578 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.24434619}; // AxisDir[] = {-0.24434619,0.0,4.4644298e+030}; // angle = 4.2159938e+024; // axisOffset = 4.296496e+024 }; class gear_1_hatch_1 { type="rotation"; source="Gear"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_hatch_1"; axis="";//"gear_1_hatch_1_axis";//possibly minValue = 0.6;//rad 34.37747 maxValue = 1.0;//rad 57.29578 minPhase = 0.6;//rad 34.37747 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,1.570796}; // AxisDir[] = {0.0,0.0,4.4644298e+030}; // angle = 4.2159938e+024; // axisOffset = 4.296496e+024 }; class gear_1_hatch_2 { type="rotation"; source="Gear"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_hatch_2"; axis="";//"gear_1_hatch_2_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 0.6;//rad 34.37747 minPhase = 0.0;//rad 0.0 maxPhase = 0.6;//rad 34.37747 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,-2.0}; // AxisDir[] = {0.0,5.60519e-045/*#DEN*/,4.4644298e+030}; // angle = 1.6468726e+022; // axisOffset = 7.0961603e+022 }; class gear_1_damper { type="translation"; source="altRadar"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_damper"; axis="";//"gear_1_damper_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 offset0 = 0.0; offset1 = 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {0.12,0.0,4.4644298e+030}; // angle = 1.768316e+031; // axisOffset = 1.710484e+025 }; class gear_1_stabil_1 { type="rotation"; source="altRadar"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_stabil_1"; axis="";//"gear_1_stabil_1_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {0.261799,0.0,4.46442e+030}; // angle = 32818.37; // axisOffset = 1.05042e-038/*#DEN*/ };
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Photoshop .PAA plugin
[aps]gnat replied to disco.modder's topic in ARMA 2 & OA : Community Made Utilities
Unfortunately not that I've seen or heard. ..... Maybe BI have one ..... Hope. -
Photoshop .PAA plugin
[aps]gnat replied to disco.modder's topic in ARMA 2 & OA : Community Made Utilities
Because I've been around these forums and addon making longer than you guys ...... See the many warnings elsewhere' date=' [b']don't use the old paa plugin[/b], it creates bugged textures. They may look fine, but other people will spot the problems and complain for sure. Normal game engine stuff will stop working. Shadows just for one ..... -
Agree. BI, this is essential shit you seem to be neglecting.
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Cessna 185 Skywagon - Light Aircraft
[aps]gnat replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeh, I'm afraid any sort of lag seems to be enough for the fake ground to slip behind, enough so for the planes "invisible nose wheel" to slip into the water. Issue never solved -
Correct setup of models and animations for an addon?
[aps]gnat replied to Polymath820's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I dont every recall ever seeing THAT much information in one tutorial ........ Instead, you'll just have to search, read, mod something small, search, read, mod something slightly larger, search, read, mod something slightly more complicated, search, read, mod something more trickier, search, read .... Anyhow you get the idea, the rest of us learnt that way. -
Model cfg, inheriting from 2 classes
[aps]gnat replied to x3kj's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Define ALL skeleton bones for one main class, then use that in every model. It does not matter that you dont use some of the bones or Animations in every model, ArmA doesn't care.