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Everything posted by [aps]gnat
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Fully working building structure in game process..?
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Open the BIS samples. Best way to learn what "normal" -
Looks lovely
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[SP] Flashpoint: - Instant Action - Dynamic Missions - Release Thread
[aps]gnat replied to thomsonb's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the info Pd3 BTW, pretty sure you can skip the first 4 steps by simply renaming the mission folder. ie change xxxxx..utes to xxxxxx.mcn_neaville Then open the mission (via that terrain/island) in the editor -
Quick CfgWeapons question
[aps]gnat replied to madrussian's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If its not showToPlayer then it must be simulation = "cmlauncher"; -
Undefined Class - Need help fixing
[aps]gnat replied to Sakai's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@ProfTournesol Best to use the PHP or Code tags when posting configs, scripts or cfgs -
Animations not working
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class UltRP_Aventador:Default { The file name of your model is "UltRP_Aventador.p3d" ? I don' think it is. That class inside CfgModel MUST be the same as your file name. class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class aventador:Default { -
PROGETTO FLOTTA (Navy Project) - PedagneMOD
[aps]gnat replied to arremba san zorzo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Please use Tags when posting code class All {}; class CarrierBase : All { Have you ever got this to work before? Because all examples of existing Carriers addons I know of use these classes; class NonStrategic; // External class reference class CarrierPart : NonStrategic { simulation = "house"; or class StaticShip; class ShipBit : StaticShip { class AnimationSources; }; class TAKR_K1: ShipBit { -
FRL Airforce Addons release thread
[aps]gnat replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
?! I'm not having these problems your describing on my addons while runing 1.62 Be interesting to know the setup difference -
Great progress ! Welcome back. Best of luck for the next steps too guys.
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Huh? So why post in this thread? Anyhow, added extra link to OP of other RTM thread, until I can edit the OPFEC link RTM Animation Tutorial by da12thMonkey
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? Why not just leave the material field blank ?
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Addon causes game crash
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
"generate ST for points" is not an issue, but as you say it could be the model Maybe because theres no Geometry LOD If thats not it, save the model as Universal BiSTudio Txt, then import the model from the txt file. -
Inheriting turret classes [issue]
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Something like this maybe class Helicopter; class UH1_Base: Helicopter { class Turrets; class MainTurret; }; class tcg_bell206: UH1_Base { .... .... class Turrets: Turrets { class MainTurret: MainTurret { -
Dont know ..... ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={1,1,1,0}; specularPower=20.4; PixelShaderID="Super"; VertexShaderID="Super"; class StageTI { texture="rkttu22m3\blu\bf_1_ti_ca.paa"; }; class Stage1 { texture="rkttu22m3\blu\bf_1_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="rkttu22m3\blu\bf_1_dt.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="rkttu22m3\blu\bf_1_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="rkttu22m3\blu\bf_1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(2.68,3.69)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; };
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How do I line up models perfectly?
[aps]gnat replied to slatts's topic in ARMA 2 & OA : MODELLING - (O2)
Oh! Yes, I see now what you were seeking ..... oops ;) -
Thanks oxmox! Yes, very interesting ! ..... every empire will fall. Sound familiar? No, not a reference to America. A quote from "What caused the fall of the British Empire?"
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Errors with a vehicle I have completed
[aps]gnat replied to Richards.D's topic in ARMA 2 & OA : MODELLING - (O2)
Hmmmm ..... nice model, thought it might be quick to finish it for you .... but no. Few items that need fixing first. Main 1 - Model is 46,000 faces !! Will never work. Needs to be less than 16,000 For a start, your wheels for example are over-engineered from a poly count point of view. Once thats fix, we could work on the other, like Config.cpp issues and a odd looking Model.cfg ..... but nothing too hard, if your named sections are normal. Model.cfg would normally look more like this (with a skeleton) class CfgSkeletons { class Car; class dar_m1163Bones: Car { skeletonInherit="Car"; skeletonBones[]= { "volant", "", "levy predni tlumic", "", "pravy predni tlumic", "", "levy dalsi tlumic", "", "pravy dalsi tlumic", "", "levy predni zatoc", "levy predni tlumic", "pravy predni zatoc", "pravy predni tlumic", "levy dalsi zatoc", "levy dalsi tlumic", "pravy dalsi zatoc", "pravy dalsi tlumic", "levy prostredni tlumic", "", "pravy prostredni tlumic", "", "levy zadni tlumic", "", "pravy zadni tlumic", "", "levy predni", "levy predni zatoc", "pravy predni", "pravy predni zatoc", "levy dalsi", "levy dalsi zatoc", "pravy dalsi", "pravy dalsi zatoc", "levy prostredni", "levy prostredni tlumic", "pravy prostredni", "pravy prostredni tlumic", "levy zadni", "levy zadni tlumic", "pravy zadni", "pravy zadni tlumic", "ukaz_rychlo", "", "ukaz_rychlo2", "", "ukaz_rpm", "", "OtocVez", "", "OtocHlaven", "OtocVez", "fuel_01", "", "fuel_1", "", "prop_01", "", "prop_02", "", "prop_2", "", "prop_1", "", "damageHide", "", "damageVez", "OtocVez", "damageHlaven", "OtocHlaven" }; }; }; class CfgModels { class Car; // External class reference class dar_m1163 : Car { sectionsInherit = ""; sections[] = {"pravy predni", "pravy zadni", "levy predni", "levy zadni"}; skeletonName = "dar_m1163Bones"; class Animations { class mainTurret { type = "rotationY"; source = "mainTurret"; selection = "mainTurret"; axis = "OsaVeze"; memory = 1; sourceAddress = "loop"; minValue = "rad -360"; maxValue = "rad 360"; angle0 = "rad -360"; angle1 = "rad 360"; }; class mainGun { type = "rotationX"; source = "mainGun"; selection = "mainGun"; axis = "OsaHlavne"; memory = 1; sourceAddress = "clamp"; minValue = "-rad 4"; maxValue = "rad 60"; angle0 = "-rad 4"; angle1 = "rad 60"; }; class Dvere1 { type = "rotation"; source = "rpm"; selection = "dvere1"; axis = "osa_dvere1"; memory = 1; //sourceAddress = "clamp"; minValue = 0; maxValue = 0.1; angle0 = 0; angle1 = 0.58; }; class dar_m1163FrontWheelR { type = "rotationX"; source = "wheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class dar_m1163FrontWheelL : dar_m1163FrontWheelR { selection = "levy predni"; }; class dar_m1163RearWheelR : dar_m1163FrontWheelR { selection = "pravy zadni"; }; class dar_m1163RearWheelL : dar_m1163FrontWheelR { selection = "levy zadni"; }; class dar_m1163FrontWheelRTurn { type = "rotationY"; source = "drivingWheel"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 35"; angle1 = "rad -35"; }; class dar_m1163FrontWheelLTurn : dar_m1163FrontWheelRTurn { selection = "levy predni"; }; class dar_m1163DamperFrontWheelR { type = "translationY"; source = "damper"; selection = "pravy predni"; axis = ""; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "35"; }; class dar_m1163DamperFrontWheelL : dar_m1163DamperFrontWheelR { selection = "levy predni"; }; class dar_m1163DamperRearWheelR : dar_m1163DamperFrontWheelR { selection = "pravy zadni"; }; class dar_m1163DamperRearWheelL : dar_m1163DamperFrontWheelR { selection = "levy zadni"; }; }; }; }; Alot of you CPP can be shortened by by inheriting an existing vehicle. class CfgVehicles { class HMMWV_Base; class dar_m1163 : HMMWV_Base { Yell when your closer ;) -
I never use binarized RVMAT's Vilas, just the text file. Works fine.
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How do I line up models perfectly?
[aps]gnat replied to slatts's topic in ARMA 2 & OA : MODELLING - (O2)
Press "P" (Flatten Points), select Front, Top or Left or, more importantly, Current View Plane (use the 3D View) Best it gets. Anyone know if the "Approximate Plane" feature works or is permanently ghosted ? -
Blender for terrain editing
[aps]gnat replied to lecholas's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Whoah, the man himself ! Thanks, good to know. -
Too serious! I was Joking. Sorry it didnt translate. Your pet project is GREAT ..... !
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Inputting Mission.sqm into an addon
[aps]gnat replied to Graz's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Oh! Thanks for the info. As you said, morons. -
LOL shameless promotion when obviously the key word we're looking for is "dynamic" :D
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Ha, was just searching (again) for the same just a couple days ago ........ came up with zero sadly. .... which got me thinking about converting an existing SP Dynamic ...... after I find spare time !! The closest I've found is MARKB50K's Apocalypse missions ...... pretty darn good for SP.
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Yes, but what your experiencing seems odd. Suggest posting the original file. Is it a TGA ?