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Everything posted by [aps]gnat
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Adobe is offering many of their CS2 software for FREE for PC and Mac.
[aps]gnat replied to abs's topic in OFFTOPIC
Seems to be lagit PS installed on one computer already. Thanks for the heads-up Abs Edit Oh, I see the "debate" about who's meant to use it ..... wow. Did a well season company like Adobe switch off its brain when they came up with the "how to deal with removing server support" or is it just a cunning marketing play ..... :confused: -
VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Maybe, but its just a Private Equity Firm ..... hoping to get in on a good earner ;) -
Arh, nope. PICTURE One reason the cockpit closes is so there limited drag/turbulence while its moving. @DJ_Barney The cockpit has some instruments. Example http://www.mecys.com/english/sdv.html http://forums.bistudio.com/showthread.php?117196-Diving-Under-Water&p=2123923&viewfull=1#post2123923
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Weird ! I can only think its related to loading sequence of default addons configs vs timing of game loading your configs ..... Does your CfgPatches use ?
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Where did this stem from ? This is an OT gaming thread, his opinion must be reassessed/adjusted based on whatever involvement he might have with ArmA development ?! Seems a little unfair.
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That would be annoying. Could be my Windows7 64bit cleans the memory for me after I close the tools. Maybe.
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Yes, can be. The other problem can be the player gets off the top of ladder then falls to ground. This is because there's not enough "Land Contact" placed under his feet near the top of the ladder. Don't be afraid to place a land contact face that partially covers the "hole" the player climbed through. This face may partially stop the player actually (deliberately? ) falling though the open hole (or maybe throwing a grenade through the hole) but it's a small price to pay to avoid the frustrating problem of dying in game all the time when stepping off ladders. (happened a lot in ArmA1 from memory)
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All the code before "class LTI: staticWeapon" is bad practice, you should not be "redefining" classes that already exist, just inheriting. Your code should be more like this; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class ViewGunner; class NewTurret; }; class LTI: staticWeapon { //vehicleClass = "Police_Items_VehicleClass"; scope = 2; side = 1; mapSize = 1; icon = "iconStaticObject"; model="\speedcamera2\LTI.p3d"; picture="\speedcamera2\picture_icon_ca.paa"; displayName = "modern Laserspeedgun"; hiddenSelections[] = {"feld1","feld2","feld3"}; class EventHandlers { init = "_this execVM 'speedcamera2\scripts\speedgun.sqf'"; }; typicalCargo[]={SoldierWB}; gunnerHasFlares = false; gunnerOpticsModel="\ca\Weapons\optika_Aimpoint"; class Library {libTextDesc = "A speed check unique, based on laser technologie" }; class Reflectors {}; class Turrets { class MainTurret : NewTurret { //weapons[]={LTI}; minElev=-10; minTurn=-180; maxTurn=+180; initTurn=0; gunnerAction = "searchlight_Gunner"; class ViewGunner { initAngleX = 0; minAngleX =-360; maxAngleX = 360; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.7; minFov = 0.42; maxFov = 0.85; }; }; }; }; }; Untested As for the "eye" view ...... Only "gunnerview" is used as the eye's looking point. But that point needs to have 2 other names also defined on it so it moves with the turret as one. If you are using default definitions then I believe the point also needs to be named both "main1gun" and "main1turret".
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RscText Not Defined?
[aps]gnat replied to thryckz's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Typo maybe. Meant to be this ? -
Great video update thanks Feint !
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As I've gone to length to explain several times earlier, DONT freak out if something is defying all logic and not working (in the tools) ........ the tool are not perfect and many times a complete restart of the tools is required for something to start working. Not common, but something you must learn to be wary of because you could give up on a "feature" thinking it'll never work ...... But in saying that, like Vilas, I quite regularly still fall into the trap, started re-writing my model.cfg or re-doing the p3d named sections, to find out nothing was wrong, except the tool needed resetting. One to watch out for; Remodelling a proxy object, then finding O2 is still "remembers" the old proxy design when you re-load the main model p3d which uses the proxy !! Despite reloading the main model several time, the old proxy still sits there ! Fixed by restarting O2 and Buldozer
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The animation is set in stone, the character climbs or descends at a fixed rate, from whatever the beginning point is until the end point is reached. The start and end of a ladder are just memory points placed in the model (that has 1 or more ladders) In the addons config you simply tell the game engine what points you defined. One ladder ladders[] = { { "start", "end" } }; 5 ladders ladders[] = {{"start1","end1"},{"start3","end3"},{"start4","end4"},{"start5","end5"}}; Game doesn't care what you put between those points, visually or even Geometry.
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100% enterable large blocks of flats question:
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Yes. For example, theres various folders full of ones BIS use here; CA\structures_e\Misc\Misc_Interier CA\structures\Furniture CA\misc2\Table Proxies need to be copied to Geometry, shadow and sometimes Roadway lods to ensure you get all their effects. -
One texture sheet, 3 different "materials"...
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Your "visible" or main texture is 1 file, can have any number of different appearances on it (metal wood water whatever) Your "appearance" (containing specular data) texture is another file (i.e SMDI), and determines the differences between plastic, metal, wood etc. This is defined in your RVMAT that goes in any faces "Material" definition. That specular channel file can also have many different appearances on it. Best thing, open your CA folder and look at (using TexView2) example xxxx_ca.paa and the coresponding xxxx_sdmi.pa and all the other variants. As Vilas said, bullet impact effects (sound and particle) and foot-fall sounds are defined different. -
100% enterable large blocks of flats question:
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
...... now youre starting to sound like my wife .... -
100% enterable large blocks of flats question:
[aps]gnat replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Additional to the auto management that Max mentions, the engine automatically switches off Geometry LOD for example once the object is outside a certain radius to the player. This probably lets things like AI movement happen more smoothly / less CPU for collisions etc. Using proxies for doors, furniture etc also helps. Best if you look at BIS's own enterable buildings. One Takistan example I looked at (4 storey mud house). LOD 1 - 15,000 faces LOD 2 - 8,000 LOD 3 - 4,000 LOD 4 - 2,000 LOD 5 - 66 !! (barely resembles the original structure) Shadow 1 - 4000 Shadow 10 - 220 Shadow 1000 - 1000 (huh? higher? .... something I need to check out. Maybe thats "interior shadow LOD" ) Shadow 1010 - 56 Geometry - 450 Roadway - 130 Memory - na Considering BIS put whole towns of these buildings on their maps (OA terrains) ...... I don't think you'll be creating any issues. -
HD 7870 Texture Flickering/Rough Lines/Graphical Glitches - VIDEO - HELP PLEASE!
[aps]gnat replied to Nort0n's topic in ARMA 2 & OA - TROUBLESHOOTING
??!! I don't see anything wrong / going on within that video !! Suggest maybe you are ...... -
Vehicle Damage Status Indicator
[aps]gnat replied to robot's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Theres also "RscUnitInfoTank" ..... some of the HUD display seems to be hard-coded and users (us) can't seem to change what displays for each vehicle type ..... e.g. Planes can only have HULL ...... nothing more it seems ;( e.g. "RscUnitInfoAir" produces one result on Helicopters, and a different result on Planes ....... -
?!! Its vague at best. Theres a SHYT load more missing info vs documented, on O2 (as with the other tools) Extrude Direct3D ... ...
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Vehicle Damage Status Indicator
[aps]gnat replied to robot's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
All in the CONFIG.CPP Full definition differs for each vehicle type. Below forms part (in CfgVehicles), but exactly how it work (as for what gets displayed on screen) is complicated, but its related the full Armour value of the unit. Suggest searching forums for other discussions about "HitPoints" class HitPoints { class HitHull { armor = 1; material = 51; name = "NEtrup"; visual = "trup"; passThrough = 1; }; class HitEngine { armor = 0.25; material = 51; name = "motor"; visual = "motor"; passThrough = 1; }; class HitAvionics { armor = 0.15; material = 51; name = "elektronika"; visual = "elektronika"; passThrough = 1; }; class HitVRotor { armor = 0.3; material = 51; name = "mala vrtule"; visual = "mala vrtule staticka"; passThrough = 0.3; }; class HitHRotor { armor = 0.2; material = 51; name = "velka vrtule"; visual = "velka vrtule staticka"; passThrough = 0.1; }; class HitMissiles { armor = 0.1; material = 51; name = "munice"; visual = "munice"; passThrough = 0.5; }; class HitRGlass { convexComponent = "sklo predni P"; armor = 0.1; material = 51; name = "sklo predni P"; visual = "sklo predni P"; passThrough = 0; }; class HitLGlass { convexComponent = "sklo predni L"; armor = 0.1; material = 51; name = "sklo predni L"; visual = "sklo predni L"; passThrough = 0; }; class HitGlass1 { armor = 2; material = -1; name = "glass1"; visual = "glass1"; passThrough = 0; }; class HitGlass2 { armor = 2; material = -1; name = "glass2"; visual = "glass2"; passThrough = 0; }; class HitGlass3 { armor = 2; material = -1; name = "glass3"; visual = "glass3"; passThrough = 0; }; class HitGlass4 { armor = 2; material = -1; name = "glass4"; visual = "glass4"; passThrough = 0; }; class HitGlass5 { armor = 2; material = -1; name = "glass5"; visual = "glass5"; passThrough = 0; }; class HitGlass6 { armor = 2; material = -1; name = "glass6"; visual = "glass6"; passThrough = 0; }; }; What gets displayed in the HUD is related to example paramter; unitInfoType = "RscUnitInfoAir"; How "RscUnitInfoAir" causes a "damage" HUD display I haven't worked out ........... -
Yes, that parameter is in O2 / p3d file Hiding a default object ...... hmmmmm .... suspect that's not possible.
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Dont feel bad Vilas, theres been many "obvious" items I've only discovered after many years too ....... the pitfalls of "community documentation"
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Imitation is the sincerest form of flattery AKA how to make a quick buck...
[aps]gnat replied to Placebo's topic in OFFTOPIC - Games & Gaming
No different than standing at the pub watching a fight in the corner ..... always interesting to see the messy outcome ;) -
O.M.G. Didn't even notice this question sorry Vilas ! As Messiah said. Key is to have a separate MODEL.CFG file sitting in the directory with the P3D. i.e. Dont have your model definitions within the config.cpp Note that Buldozer will not necessarily instantly update any edits you make to the model.cfg or the p3d model itself when it comes to displaying animation changes. Most of the time it will, but sometimes you have to switch LODs (or even reload p3d or O2/Buldozer) to get to full display a change.
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Help request about custom models
[aps]gnat replied to spaggiari's topic in ARMA 2 & OA : MODELLING - (O2)
... I stand corrected .... Example mods out there MP ?