-
Content Count
6398 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by [aps]gnat
-
Counter measures in A3: Detailed how to
[aps]gnat replied to mankyle's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks mate ..... will be using in due course -
Need model.cfg for planes and helicopters.
[aps]gnat replied to liukang168's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Probably the MATERIAL definition of the glass. Likely a "CA" reference. Or a RVMAT The model.cfg may be the same, the CONFIG.CPP is definitely not the same. Neither is all the RVMAT texture references. All new. No. The model is little different from the A2. Use the A1 or A2 samples. Until A3 tool set is released, little different can be done (like adding PhysX) -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
[aps]gnat replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just an amazing and memorable first post dude ! Really -
The proxy number (inside O2) is most important and then the order in which you define/load magazines next importance. The name of the proxy makes no difference to what can and does hang there/launch from there. Your proxies should be name 001 to 004
-
Config.cpp wont load from PBO
[aps]gnat replied to DRTY_KIWI's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi Jacob First post, good job Feedback You used "public" but didnt define it The inheritance of Static doesnt use {} Your Icon references an invalid ArmA2 source, not ArmA3 data You didnt use your vehicleclass #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class jac_custom { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; }; }; class CfgVehicleClasses { class jac_customClass { displayName = "JAC Custom Shit"; }; }; class cfgVehicles { class Static; class jac_square : Static { scope = public; armor = 90; model = "\jac_custom\square.p3d"; displayName = "Plate Block"; vehicleClass = "jac_customClass"; }; }; Untested Make sure your P drive is running This addon folder must be in P drive The config.cpp is then inside the folder Use BinPBO and the resulting PBO should be good If you still get crashes, its more likely your p3d model is the problem. -
VILAS addons release thread
[aps]gnat replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice vehicles Vilas ! -
BinPBO not packing all files
[aps]gnat replied to R.Neville's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
BinPBO only works when you use ALL data within the proper environment, i.e. P drive and all the various CA items. And as M1lkm8n said, its designed to Binarize and pack ORIGINAL material, not trying to reverse engineer others. Various other community tools do what you want, but will never Binarize an addon. I dont think they can produce valid signature files ..... -
VME PLA MOD for ARMA III (WIP)
[aps]gnat replied to Alex.XP's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yaa !! -
Compressing/Decompressing .paa files in Windows 8 / Photoshop CS6
[aps]gnat replied to nerkaid's topic in ARMA 3 - MODELLING - (O2)
Yes, you may think the PAA plugin is working, but rest assured it #$%#%$ your textures in game, in ways that go unnoticed for a while. See plenty of posts/cases in these forums. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
[aps]gnat replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Agree SmokeDog, its near impossible to call them "ported" when nothing actually changes. Its seems similar a gamer being told, this addon is designed and released for Coops, DM and C&H ...... then along comes crCTI and DayZ ! Or a consumer being told, this film is best viewed on a HD TV .... then along comes a 80inch plasma with heaps of amazing picture enhancers ! -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
[aps]gnat replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So long as my addons/files remain unmodified, remain my (and others) IP (hence no Steam Works), no one is making money from them (except BI indirectly ;) ) and they get played on a BI game ...... I'm fine. Have fun! -
Thanks mate First (well, second!) post updated
-
OH! .... sounds delicious Icewindo !
-
Blender import / export plugins
[aps]gnat replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
Oh .... I see, you deliberately removed them. That is VERY disappointing. Links removed. Dont care .... this is the internet, you can rarely un-publish a public release. Anyhow, I'm sad for you. -
Blender import / export plugins
[aps]gnat replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
Think these were the last ..... * link dropped because of author * EDIT @Leopotam Just saw your first post (update) Disappointing you've already decided to judge ArmA3 .... when its only an Alpha Hope you reconsider / revisit it in the future. Your skills would be appreciated (as are your tools STILL are) -
How to fake a new LOD PhysX ?? step by step
[aps]gnat replied to malakdecaen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm getting the same. No errors noticed and its not clear if its actually working ingame. Then again I'm working with aircraft and boats ....... A plane floating waves is a good sign ..... but it barely moves forward under full power. Suspect the "airplanex" simulation won't allow speedier movement on water ......... :( -
Need model.cfg for planes and helicopters.
[aps]gnat replied to liukang168's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
hi liukang168 Here's the C185 config Its no different to the A2 version class CfgSkeletons { class Plane; //Inherit base class. class GNT_C185Bones: Plane { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "vrtule staticka","", "vrtule0","", "floatwheels", "", "floatGeo","", "Gearrear1","", "wheelsR","Gearrear1", "Gearfront1","", "gearfrontL","Gearfront1", "wheelFL","gearfrontL", "gearfrontR","Gearfront1", "wheelFR","gearfrontR", "rudder","", "tailwheel","", "elevator","", "aileronL","", "aileronR","", "flapL","", "flapR","", "rudderfloatL","", "rudderfloatR","", "RPod","" }; }; }; class cfgModels { class Plane; //Inherit base class. class GNT_C185: Plane { skeletonName = "GNT_C185Bones"; sectionsInherit=""; sections[]= { "texFuse","texWing","texMisc","RPod","vrtule staticka","vrtule blur","clan","clan_sign","zbytek","floatwheels","floatGeo","Gearfront1","Gearrear1","gearfrontL","gearfrontL","rudder","tailwheel","elevator","aileronL","aileronR","flapL","flapR","rudderfloatL","rudderfloatR" }; class Animations { class RPod { type="hide"; source="user"; selection="RPod"; hideValue = 0.1; }; class Prop { type = "rotation"; source = "rotor"; selection = "vrtule0"; axis = "osavrtule0"; angle0 = 0; angle1 = 2 * 3.1415; }; class LandContact { type="translation"; source="MvA1"; selection="floatwheels"; begin="gearStart"; end="gearEnd"; sourceAddress = "clamp"; memory = true; minValue=0.0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=1.0; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. offset0=0; offset1=1; }; class WLR { type = "rotation"; source = "wheel"; selection ="wheelsR"; axis = "axiswheelsR"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 2.0; angle0 = 0; angle1 = "rad 360"; }; class WLFL { type = "rotation"; source = "wheel"; selection ="wheelFL"; axis = "axiswheelFL"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1.0; angle0 = 0; angle1 = "rad 360"; }; class WLFR { type = "rotation"; source = "wheel"; selection ="wheelFR"; axis = "axiswheelFR"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1.0; angle0 = 0; angle1 = "rad 360"; }; class FloatGeo { type="translation"; source="MvA1"; selection="floatGeo"; begin="floatStart"; end="floatEnd"; sourceAddress = "clamp"; memory = true; minValue=0.0; maxValue=1.0; offset0=0; offset1=1; }; class GearFront { type="rotation"; source = "MvA2"; initPhase= 0; animPeriod=2; selection="Gearfront1"; axis="axisgearfront"; angle0=0; angle1="rad -120"; }; class GearRear { type="rotation"; source = "MvA2"; initPhase= 0; animPeriod=2; selection="Gearrear1"; axis="axisgearrear"; angle0=0; angle1="rad 40"; }; class RudderX { type = "rotation"; source = "rudder"; selection = "rudder"; axis = "axisrudder"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 22"; angle1 = "rad -22"; }; class RudderWh { type = "rotation"; source = "rudder"; selection = "tailwheel"; axis = "axistailwheel"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 30"; angle1 = "rad -30"; }; class RudderF1 : RudderX { selection = "rudderfloatL"; axis = "axisrudderfloatL"; }; class RudderF2 : RudderX { selection = "rudderfloatR"; axis = "axisrudderfloatR"; }; class GearFrontSteer1 { type="rotationY"; source="noseWheelTurn"; selection="gearfrontL"; axis="axisgearfrontL"; memory=1; minValue=-1.000000; maxValue=1.000000; angle0="rad -30"; angle1="rad 30"; }; class GearFrontSteer2 : GearFrontSteer1 { selection="gearfrontR"; axis="axisgearfrontR"; }; class AileronL { type ="rotation"; source="aileron"; selection="aileronL"; axis="axisaileronL"; minValue=-1.00000; maxValue=1.00000; angle0="rad -19"; angle1="rad 19"; }; class AileronR: AileronL { selection="aileronR"; axis="axisaileronR"; angle0="rad -19"; angle1="rad 19"; }; class ElevatorX { type = "rotation"; source = "elevator"; selection = "elevator"; axis = "axiselevator"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -15"; angle1 = "rad 15"; }; class flapR1 { type = "rotation"; source = "flap"; selection = "flapR"; axis = "axisflapR"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 40"; }; class flapL1 { type = "rotation"; source = "flap"; selection = "flapL"; axis = "axisflapL"; memory = true; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -40"; }; }; }; class GNT_C185F: GNT_C185 {}; }; -
No, the merge textures function in O2 only works properly on the OLDER version of the oxygen exe Not to do with how you save the p3d file.
-
packing/unpacking pbos - problem
[aps]gnat replied to NordKindchen's topic in ARMA 3 - MODELLING - (O2)
Oh, so you're trying to repack prior (BI) binarized PBO's. i.e BI's own PBO's ......... Yeh, not sure now, I never repack BI's stuff, only inspect, so not sure what tools are best. -
Cessna 185 Skywagon - Light Aircraft
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"GETOUT" waypoint Can't happen until a "runway" is defined at sea (on each terrain map). Maybe I'll make some later for Stratis Thanks! -
packing/unpacking pbos - problem
[aps]gnat replied to NordKindchen's topic in ARMA 3 - MODELLING - (O2)
cpbo was problematic back with A2 Why not use BinPBO ? My Tool List; BinPBO unRap PBO Manager (dePBO'ing by WINCE) NotePad++ -
You using the old version of Oxygen2 ? Only possible with the older original version of O2
-
Nice summary ;) Crippleware? Why bother? It's easier to just avoid it and not have to make 2 versions. Plus that would just produce bad user experiences. .... and theres still an interpretation risk that the addon maker is not permitted to update, improve and modify that specific addon because an early release version was placed with SWS already ! I can't see Valve accepting you giving your 3 wheel car to SWS, copy it, add an extra wheel and then call it a "different" car, taking back ownership.
-
Good anology DM I would go as saying that with SWS 2a, its now no longer your car.
-
New Forums: Feedback thread - Bugs/Suggestions here please.
[aps]gnat replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
Where do I seek assistance for the ArmA3 feedback web site? Never managed to logon, after trying many things, my user name and/or password is messed up in the records ....