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Everything posted by [aps]gnat
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Resolution LODS Name each gear (but not the wheel) "P1", "P2" & "P3" (e.g. P1 is middle, P2 is Left, P3 is right) Name each wheel (only wheel) "wheel_1", "wheel_2" & "wheel_3" LandContact LOD Place 3 points, each at the location where the wheel touches the ground. Name each point "P1", "P2" & "P3" also Memory LOD At the rotational axis of each wheel place two points (about the width of the wheel apart). Name each of these pairs of points, "axis_wheel_1", "axis_wheel_2" & "axis_wheel_3" (i.e. highlight 2, then right click New in the Named Sections window) At the rotational axis of each landing gear leg place two points (just a small distance apart). Again name each of these in pairs, "axis_P1", "axis_P2" & "axis_P3" FYI, to perfectly square up any added points, use the "P" key (Flatten Points) then select which direction you want to flatten/square-up from. Now in your MODEL.CFG class CfgSkeletons { class MyPlaneBones { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "P1","", "P2","", "P3","", "wheel_1","P1", "wheel_2","P2", "wheel_3","P3", and further down in Class Animations; class Wheel1 { type = "rotation"; source = "wheel"; selection = "wheel_1"; axis = "axis_wheel_1"; memory = 1; sourceAddress = "loop"; minValue = 0.00; maxValue = 1.00; angle0 = "rad 0"; angle1 = "rad +360"; }; class Wheel2: Wheel1 { selection = "wheel_2"; axis = "axis_wheel_2"; angle0 = "rad 0"; angle1 = "rad +360"; }; class Wheel3: Wheel1 { selection = "wheel_3"; axis = "axis_wheel_3"; angle0 = "rad 0"; angle1 = "rad +360"; }; class Gear1 { type = "rotation"; source = "gear"; selection = "P1"; axis = "axis_P1"; minValue = 0.0; maxValue = 1.0; angle0 = "rad 0"; angle1 = "rad +90"; }; class Gear2: Gear1 { selection="P2"; axis="axis_P2"; angle0 = "rad 0"; angle1 = "rad +90"; }; class Gear3: Gear1 { selection="P3"; axis="axis_P3"; angle0 = "rad 0"; angle1 = "rad +90"; }; Notes: - The "rad" used in "angle" is simply turning the number (in degrees) into radians - If any wheel is turning the wrong way simply swap the "+" for a "-" in the animation angle definition - If any gear is swinging the wrong direction simply swap the "+" for a "-" in the animation angle definition - Adjust the "angle" definitions on the gear to determine how far it swings - The gear animation time/duration is default set by the game, but can be adjusted if necessary
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Gliders (Horsa and Waco CG4A both as seen in video) can't directly be tow'ed by the C47, but a scripted solution will make it seem like it is. These gliders don't have engines and do actually have to glide to a LZ. Requires good pilots ......
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If you use Play with Six at all, then its very likely they are somewhere in MyDocuments
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Typical format feeding into TexView is TGA, uncompressed. 24bit normal. 32bit if you have an alpha channel ^2 sizes only
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Blender import / export plugins
[aps]gnat replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
Suggest you just drop it. I was a big supporter, did not open anything of his, yet he ripped open my addon, reverse engineered it, then published it for all to download. Vindictive and not straight thinking IMO. -
Trouble with editor on some maps. Missing files.
[aps]gnat replied to 80talet's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Hi The simplifed answer is you can't edit exist terrains. Terrains (and other addons) have to be built from original source files, which don't come with the game. -
If you have any "Property Name" parameters in lods, try remove all.
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Could be the tool you're using to make the PAA textures. In ArmA2 if you used the old PAA plugin for PaintShop it created this problem.
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Arleigh Burke class destroyer
[aps]gnat replied to chops's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice work As a suggestion, if you dont want to do the whole model, i.e. weapons, then look for a partner. (No not me sorry, too many projects as is) -
Check the ArmA2 video tutorials. At this stage is 99.9% relevant to ArmA3
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Still under consideration. Thanks guys.
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Small WIP update 2.7 is much closer Decals, nose art and markings can be custom assigned also.
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Model is Invisible in Game, Many Arma RPT Errors
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
Open Resolution LOD 0 and drag your mouse around the vehicle, highlight, CTRL-C to copy Open a new LOD (likely Res 1) Into that LOD, Paste the truck Delete resolution LOD 0 Now it seems to work fine. My guess is you have artifacts (from bad import?) inside LOD 0 Recommend you do the same to all similar LODs including PILOT and CARGO My test config class CfgPatches { class DAR_ILPDCOM { units[] = {"DAR_LPDCOM"}; weapons[] = {}; requiredVersion = 0.100000; }; }; class CfgVehicles { class HMMWV ; class DAR_ILPDCOM : HMMWV { maxSpeed = 140; displayName = "Navistar 4000 C2 Vehicle"; model = "\GNT_CarTest\DAR_ILPDCOM.p3d"; scope = 2; }; }; -
Model is Invisible in Game, Many Arma RPT Errors
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
Midnight .... going to bed Quick look, I see > 1000 sections !! Reduce your sections. Theres threads here about how you do that. Try that first -
Activating skins via mybb forum
[aps]gnat replied to JackZhidkov's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Probably addons like this http://forums.bistudio.com/showthread.php?134036-Arma2Net-MySqlPlugin -
The Configs & Scripting Info Thread (WIP)
[aps]gnat replied to humvee28's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
- Create a folder in P drive called something like ORC_Scripts - In the folder create a simple CONFIG.CPP class CfgPatches { class ORC_Scripts { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; }; }; - Dump all your scripts into that folder. You could put in subfolders if you wanted - BinPBO the folder into a PBO Then ingame you can reference the script like [_plane] execvm "\ORC_Scripts\BellyLand.sqf"; untested but should work. It is still an Addon, so to work properly the server has to have it too. -
Model is Invisible in Game, Many Arma RPT Errors
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
Hmmmm ... well, I can't see it in the code, so I can only suggest theres something wrong with the model. And it is true that just because it appears in Bulldozer, does not guarantee it will appear ingame. Seen that myself many times. What does your game RPT say? Anything to hint at a problem? EDIT Maybe delete this line hiddenSelections[] = {""}; Also you dont need all this, delete it. class All {}; class AllVehicles : All {}; class Land : AllVehicles {}; class LandVehicle : Land {}; class Car : LandVehicle {}; -
Double Barrel Guns via attached gun pod
[aps]gnat replied to hcpookie's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Interesting way of doing mate. Well done. Small downside I see is for every 1 plane theres another 2 AI controlled static vehicles in limbo. The "nearestObject" is usually pretty slow, so I'm surprised that this is faster than the I44 script, but I suspect its more to do with the M134 actually firing short bursts, so you'll never see a "pause" in the firing. -
O2-A Skymaster & Cessna 337
[aps]gnat replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@hcpookie You need the tracers parameter to be an ODD number and tracers will come out both locations Place the new memory points well in front of the model and the tracers wont look like they are coming from behind -
Model is Invisible in Game, Many Arma RPT Errors
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
What LODs do you have in your model ? -
hiddenselections replacement config
[aps]gnat replied to bad benson's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
To Supers' point, prove that it can work in a copied class unit, then, if that works, try then a replacement config (which I will never understand lol) Are you sure sections/faces called "injury_legs" are defined within the "sections[]" part of the model.cfg ? If it is, in theory what youre doing should work ...... Oh! remembering something, part of the problem could be the parent-child definitions of sections. Sometimes when 1 sub-section of a model is also part of another main sections definition, you can't drive that sub--section with its own animation or texture definition. Not 100% on the work-around. -
hiddenselections replacement config
[aps]gnat replied to bad benson's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I only do vehicles but I assume the same rules apply ..... "B_Helipilot_F" is a vanilla unt hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\coveralls_sage_co.paa"}; I don't think you can overwrite an existing unit. Have you tried making your own derivative class? -
200k ! even in several pieces thats excessive for a (in game) ship. Blender has a good Decimate tool, maybe try that first.
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Take On Mars - Early Access & Gameplay video
[aps]gnat replied to dram's topic in TAKE ON MARS - NEWS
Nice !! -
Concentrating on actually making these addons, not making videos of them sorry. (Post written at midnight, after spending many hours looking for more nose art and historic markings used on 1944 B-17)