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Everything posted by [aps]gnat
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Create Collision Model in O2
[aps]gnat replied to florianmuellerch's topic in ARMA 3 - MODELLING - (O2)
I never bother trying to use an existing model. That level of detail is wasted on the Collision LOD (geometry lod). Its easiest made out of a series of standard "boxes" stretched and some overlapping to create the GENERAL shape of the main model. Don't forget to select FIND COMPONENTS once finished otherwise the lod won't work. -
Very cool. GJ.
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BI provided CaMSO - Cultivate The-Next-Big-Thing
[aps]gnat replied to [aps]gnat's topic in ARMA 3 - GENERAL
Well BI, if you want some momentum to the MAKE ARMA NOT WAR CONTEST then more than ever you should be providing CaMSO's And with prize money that big, surely you can be paying a few people/CaMSO's to help build this bright new future. The competition is after all aimed at creating The-Next-Big-Thing ...... .... and congrats on the whole DayZ thing BTW. -
ship config pointers?
[aps]gnat replied to LCpl Aaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is this the "Geometry Phys" LOD or the "Geometry Buoyancy" LOD ? Both are available in the new O2 for ArmA3 -
Help with getting interior proxy to show up
[aps]gnat replied to Cookie77's topic in ARMA 3 - MODELLING - (O2)
No, sorry, don't believe that will be related to your described problem. Proxies are generally HARDCODED into p3d's/models (via O2), so ...... -
ArmA 2 C-130J and MV-22 Redux
[aps]gnat replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Don't suppose you can define the FX point in a Resolution LOD, it produces "heat" and it can be animated .... ? Probably too much to ask for as a feature (of the game engine). -
Kradnostrov Map for ArmA 3
[aps]gnat replied to CommuneCode's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Terrain making is HUGELY time consuming and quite frankly ... boring at times. You really have to LOVE what youre doing, but as you can see from some User made terrain, the love can really shine through. Recommend you start with something small, a small sized terrain with a town and a forest. Get a feel for it. Theres plenty of simple things you'll learn (from mistakes etc) that will make your NEXT terrain 10x better. Read the various tutorials in the ArmA2 sections, and cross-fingers BI give us Visitor4 soon ! -
ship config pointers?
[aps]gnat replied to LCpl Aaron's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Wow mankyle, thats one hell of a collection you've put together there ...... I'm now tempted to port a few ships :) Thanks! -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
[aps]gnat replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Impressive! ... does look like you "slip" rearwards during the re-load animation ? -
Video of how Iron Front 1944 might look like in 2014
[aps]gnat replied to fabio_chavez's topic in IRON FRONT: LIBERATION 1944 - GENERAL
...... What? lol -
Day Z Announced as standalone title.
[aps]gnat replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Well ...... Steam probably made most of that...... -
Not so fast...
[aps]gnat replied to bvrettski's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
Agree. Certainly feel a good portion of makers will silently work on something, hoping to succeed by the closing next year. Raises many questions I'm sure. Like; X asks for (public) help to solve a problem. Y offers to help, spends 10 days back and forth working it out for X, gives it back to X. 12 months later it turns out X submitted it to competition and Y's contribution was a key feature. Is it OK? Is Y is entitles to remuneration if X's project wins a prize? Should X declare he/she is working on a Competition project when asking for assistance? Yes. Large dollars, seemingly TOO large for a largely rag-tag community. But, then again, DayZ stand-alone just made several $MM in little more than 48 hours ........... ! Every chance the prize will attract new, very professional start-ups, fast-tracking their learning of the engine and editing tools. Instead of stepping out on their own, seasoned scripters and/or addon makers could make a quick buck sub-contracting to these start-ups ...... -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
[aps]gnat replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Can this be explained a little more, not sure I understand. -
Bloody confusing.... So I gather this is a terrain pack, terrain from A2? The OP doesn't really clarify To me MAP = mission
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Warning Message: No entry 'config.bin.'.
[aps]gnat replied to abs's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I've got it when I've tried to force a different class for inheriting. Eg, it was a Ship class, then I wanted to test briefly inheriting say a Car class. ..... I didn't explore any further. -
its weird, with AI in the turrets they are swinging the wrong direction and guns point to the sky ..... Works fine as a Player .... just the AI are doing odd stuff. ..... might have to see if this is a bug
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AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
[aps]gnat replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yep, the later. Small works fine, i.e. my FSF. (Which I should "A3", so you have another (smaller) test craft) Huh? Whats the intersect commands? Booo ! Who wants to be fair :D lol They weren't listening back in A1 days :) -
AttachToWithMovement: Walkable Vehicle Interriors and Exterirors
[aps]gnat replied to Make Love Not War's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Wow, DayZ Standalone and "walking on moving ships" on the same day! .... And they said it'd never happen. Well done MLNW, great start. HEY BI ! ... Are you lookin at this ... What's your excuse -
Help with model.cfg for aircraft machine guns
[aps]gnat replied to Joeh's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Maybe use these A2 files as a guide. A3 is little different. http://forums.bistudio.com/showthread.php?130929-Fixed-Wing-Multiple-Turrets-Testing-Bug -
Textures not showing up on models in-game
[aps]gnat replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
SOunds like your first project. You've picked something very difficult. Maybe start learning on something a little less difficult -
Textures not showing up on models in-game
[aps]gnat replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
I dont think its your config Based on that picture, likely you havent adjusted all the textures/texture paths and RVMAT definitions. Still pointing to A2 ones that dont exist ..... Black usually means a NOHQ problem. -
Key Interaction/Cockpit Interaction Tutorial
[aps]gnat replied to franze's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
AWESOME Thanks Franze, a timely tutorial :D -
Or help us pester BI for a boat or ship Sample
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Textures not showing up on models in-game
[aps]gnat replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Belongs in the Editing Section of the forums. Need more detail than you have provided. "Porting" obvious can have 1000's of details. -
Use the PHP codes to post code Id suggest Try this. Rename you named selections to something thats easy to remember. GearLeft, GearRight, axisGearLeft, axisGearRight class CfgSkeletons { class Plane; class MY_Plane_Bones: Plane { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "GearLeft","", "GearRight","" }; }; }; class CfgModels { class Plane; class THE-NAME-OF-MY-P3D-FILE: Plane { skeletonName = "MY_Plane_Bones"; sectionsInherit=""; sections[] = {"GearLeft","GearRight"}; class Animations { class MoveLeftGear { type="rotation"; source="gear"; selection="GearLeft"; axis="axisGearLeft"; memory=1; minValue=0; maxValue=1; angle0="rad 0"; angle1="rad +90"; }; class MoveRightGear { type="rotation"; source="gear"; selection="GearRight"; axis="axisGearRight"; memory=1; minValue=0; maxValue=1"; angle0="rad 0"; angle1="rad +90"; }; }; }; };