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Everything posted by [aps]gnat
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You only get 1 gunbeg and 1 gunend per turret / per gunner. Without a Eventhandler and script solution (ie Multi-Muzzle) you can not make 1 gunners weapons come out different barrels I guess I'll mention 1 gunner = 1 target. Somewhat a waste when theres 3 guns ....... Hence why the other AC130's have 3 gunners/3 turrets
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Making a AT Gun out from D30? - Possible or not?
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Sure, write a patch config that simply inherits the class "D30_base" or maybe "D30_RU", redefine the magazines[] = and weapons[] = and I suspect artilleryScanner = 0; will switch off the artillery bit. -
Multishader using two different sized textures..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Picture link doesnt work but main texture and any others used within an RVMAT need to at least be a direct multiple use a 512x512 with a main texture of 1024x1024 is possible, but not ideal. Swap sizes and that can work too. -
Having a problem unbinarizing my model
[aps]gnat replied to darkxess's topic in ARMA 2 & OA : MODELLING - (O2)
Did you save the Binarized version over the top/replaced the MLOD version of the same p3d ? -
No bullet holes appearing, even though FIRElod is present and working..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
I myself have never quite worked out the recipe for that FX. My guess is the following factors have to be in place; - RVMAT used for texture - Fire Geometry face can't be too far away from the nearby Resolution face But you said concrete ..... not sure I've seen the 'black spot' FX on concrete -
The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
Sorry, but I'd suggest the only reason it seems "personal" is because you're virtually the only one saying no. Its not personal, you're a good moderator and supporter of the community forum. Period. I care the views of others, but I fail to see how waiting a whole year to see true results (post count etc) is "hanging on this subject" ! Frankly I care just a little more for the success of the BIS game(s), success of its community, success of the Mod'ing community, growing more Mod'er. I won't apologise for that. A year is a very long time in the "game" world, 100's if not 1000's of forum members (and potential mod'ers) have no doubt been ..... and unfortunately gone. -
The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
Yep, agree. Moving on. Oh! My throat feels cold & clammy ..... what happening?!! *cough* Help me! http://www.youtube.com/watch?v=EsyzRUKwgng -
The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
I'm sorry Max, but your DEATH-GRIP on this one subject is telling and IMHO unhealthy. While Moderators are typically not made responsible for improving a forums popularity, I would think they should avoid acting such to make a forum less popular. No, I dont mean you should open the gates of hell, the Moderator team here seems to have managed well enough the few "off-the-rails" threads that pop up from time to time. -
An interview with ArmA3 devs with question from the editing community
[aps]gnat replied to granQ's topic in ARMA 3 - GENERAL
Will a true Multi-Muzzle or better still Multi-Gun system be provided for vehicle armament For aircraft will the aerodynamics config definitions allow improved control of flight envelop (1 example drop all external bombs, top speed & maneuverability improves) Can custom Animation Sources be written (eg vehicle aerial movement) Can custom Animation Sources include a RANDOM factor Can manual sliders for animations be defined like VBS -
The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
Well, thats a little more understandable. My Suggestion. Go back to the original format/openness of the (several) ORIGINAL WIP Threads. Allow openness as it was, less of an "inquisition" on every post etc. 1 thread for pictures and comments/feedback. This isn't working; http://forums.bistudio.com/showthread.php?131446-Upcoming-Addons-Mods-NO-DISCUSSION http://forums.bistudio.com/showthread.php?132449-Upcoming-Addons-Mods-DISCUSSION This was very successful; http://forums.bistudio.com/showthread.php?74243-WIP-Stuff-you-are-working-on-2! http://forums.bistudio.com/showthread.php?57851-WIP-stuff-you-are-working-on! Near 2 Million views and 11,000 posts over about a 4.5 year period. (No) Comparison to the current threads at 15,000 views and 60 posts for ~1 year. -
DayZ players and mod'er ..... obvious a whole different community animal .... *sigh*
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VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
But how much is about simply impressing the High Ranks or even Ministers that make the decision about whether their armed forces buys that fancy software package ............. ? Just because the grunts see the logic .......... -
The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
Arh ..... what? Google Latin->English suggested "you've been had, something something ...." -
PROGETTO FLOTTA (Navy Project) - PedagneMOD
[aps]gnat replied to arremba san zorzo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice ! -
Animated Doors - Assistance
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
DONT change TheDoor1 to door, that was definitely incorrect in your previous code No scroll option? You mean no Action menu ingame? Try adjusting; sections[] = {"pos_switch"}; -
Using the OLD Photoshop plug-in ?! ..... surely not ! Thats definitely the way to get messed up textures.
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Animated Doors - Assistance
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
You need a separate MODEL.CFG file. This also helps see the animation in action in Bulldozer (use middle mouse and roller) config.cpp #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class dar_testing { units[] = {"dar_testing"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData"}; }; }; class CfgVehicleClasses { class dar_testing { displayName = "TESTING"; }; }; class CfgVehicles { class House; // External class reference class dar_testing : House { scope = public; model = "\dar_animtesting\TUT_Door_3x3m.p3d"; mapSize = 10; displayName = "TESTING"; vehicleClass = "dar_testing"; nameSound = "Building"; accuracy = 0.2; cost = 0; armor = 1000000000; class AnimationSources { class slow_func { source = "user"; animPeriod = 2; initPhase = 0; }; }; class UserActions { class Opendoor1 { displayName = "Open Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""TheDoor1"" < 0.5"; statement = "this animate [""TheDoor1"",1]; this say ""dooropen"""; }; class Closedoor1 { displayName = "Close Door"; position = "pos_switch"; radius = 2; onlyforplayer = 0; condition = "this animationPhase ""TheDoor1"" >= 0.5"; statement = "this animate [""TheDoor1"",0]; this say ""doorclose""; this setDammage 0"; }; }; }; }; MODEL.CFG class CfgSkeletons { class Default; class MyHouseBones : Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "door", "" }; }; }; class CfgModels { class Default; class TUT_Door_3x3m : Default //MUST_BE_THE_NAME_OF_YOUR_P3D_FILE { sectionsInherit = ""; sections[] = {}; skeletonName = "MyHouseBones"; class Animations { class TheDoor1 { source = "slow_func"; type = "rotation"; animPeriod = 2; selection = "door"; axis = "door_axis"; sourceAddress="clamp"; minValue=0; maxValue=1; angle0 = "0"; angle1 = "rad 90"; }; }; }; }; Excuse the unusual Indents, came from your file. Should work, untested of course. -
Beachhead LOL
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Land Rover retexture
[aps]gnat replied to aidas2's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Sounds like your Hex editing, if so, dont expect a response. As far as I'm aware theres only 1 hiddenselections on that model. And thats your only legitimate path unfortunately. -
WHy don't you just use one of BIS? like;
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No, just place Roadway a little above the Geo is my experience. not much, maybe 0.05m
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The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
Its a new year and I for 1 respectfully suggest reconsidering the WIP thread stance from near on a year ago. Lets go back to what we had. A Read and Post count comparison seem to speak, clearly the new way of exciting and keeping the community interested is not working. -
Fully working building structure in game process..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Its a lot, especially for someone searching for similar answers. Very important factor with these forum, answers/solutions are GOLD, even if you found them yourself ;) -
Custom building and error loading textures
[aps]gnat replied to m1lkm8n's topic in ARMA 2 & OA : MODELLING - (O2)
The texture files need to be in the same folder as the model, or even a sub-folder of the model, NOT in a separate directory like My Pictures When texturing the model in Oxygen, when you load the texture in Oxygen it MUST be loaded via P drive, not some other drive or directory reference. When the addon is packed via BinPBO, if the texture is not PAA (not sure about JPEG) then the file will typically not be included in the final PBO file. -
Mando Missile ArmA for ArmA 2
[aps]gnat replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, he didn't shy away from contributing to the community while he was here ! Have a look at the list !!