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Everything posted by [aps]gnat
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Content Licensing - Questions and Answers
[aps]gnat replied to Maio's topic in BOHEMIA INTERACTIVE - GENERAL
Arh! Thanks Olds for asking the exact question I wanted answered. Awesome BI. -
Arma 3 Animation Tutorial: From Blender to Arma 3
[aps]gnat replied to HJohnson's topic in ARMA 3 - MODELLING - (O2)
Awesome contribution!! Thanks -
Can't post you a simplified model.cfg example at the moment (I'm on a tablet) But you can see (a long) one here; http://forums.bistudio.com/showthread.php?112928-Aircraft-landing-gear
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Need help with config.cpp
[aps]gnat replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Same as Einstein's law, for ever ... There's an equal and opposite..... For every { there must be a }; -
Animation source Open_Door not found. Pls Help.
[aps]gnat replied to Saiboti's topic in ARMA 2 & OA : MODELLING - (O2)
These condition = "this animationPhase 'door' < 0.5"; statement = "this animate['door',1];"; are not compatible with this class Open_Door { type="rotation"; source="user"; selection="door"; axis="door_achse"; memory = 1; angle0=0; angle1=1.6; animPeriod = 3; }; If you keep "Open_Door" as your animation, then your script must change to condition = "this animationPhase 'Open_Door' < 0.5"; statement = "this animate['Open_Door',1];"; BTW, I was thinking this is the correct punctuation; statement= "this animate [""Open_Door"",1];"; -
Need help with porting a Dingo to ArmA 3
[aps]gnat replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Think youre missing "\" Change to; model = "\Dingo\Dingo2A2.p3d"; Picture = "\Dingo\data\UI\pictures\Dingo_Picture.paa"; Icon = "\Dingo\data\UI\icons\Dingo_Icon.paa"; And a simplified (!) model.cfg If this still doesnt work, consider testing with just a REALLY simple model.cfg class CfgSkeletons { class Car; class Dingo : Car { isDiscrete = 1; skeletonInherit = "Car"; skeletonBones[] = { "drivewheel", "", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide" }; }; }; class CfgModels { class Car; class Dingo2A2 : Car { skeletonName = "Dingo"; sectionsInherit = "Car"; sections[] = { "camo1", "camo2", "camo5", "camo6", "brzdove svetlo", "clan", "P svetlo", "L svetlo", "glass1", "glass2", "glass3", "glass4", "glass5", "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; class Animations : Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; hideValue = 1.0; }; class damageHideVez : damageHide { selection = "OtocVez"; }; class damageHideHlaven : damageHide { selection = "OtocHlaven"; }; class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct : wheel_1_1_destruct { source="HitLBWheel"; selection="wheel_1_2_hide"; }; class wheel_1_3_destruct : wheel_1_1_destruct { source="HitLMWheel"; selection="wheel_1_3_hide"; }; class wheel_1_4_destruct : wheel_1_1_destruct { source="HitLF2Wheel"; selection="wheel_1_4_hide"; }; class wheel_2_1_destruct : wheel_1_1_destruct { source="HitRFWheel"; selection="wheel_2_1_hide"; }; class wheel_2_2_destruct : wheel_1_1_destruct { source="HitRBWheel"; selection="wheel_2_2_hide"; }; class wheel_2_3_destruct : wheel_1_1_destruct { source="HitRMWheel"; selection="wheel_2_3_hide"; }; class wheel_2_4_destruct : wheel_1_1_destruct { source="HitRF2Wheel"; selection="wheel_2_4_hide"; }; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide : wheel_1_1_destruct_unhide { source="HitLBWheel"; selection="wheel_1_2_unhide"; }; class wheel_1_3_destruct_unhide : wheel_1_1_destruct_unhide { source="HitLMWheel"; selection="wheel_1_3_unhide"; }; class wheel_1_4_destruct_unhide : wheel_1_1_destruct_unhide { source="HitLF2Wheel"; selection="wheel_1_4_unhide"; }; class wheel_2_1_destruct_unhide : wheel_1_1_destruct_unhide { source="HitRFWheel"; selection="wheel_2_1_unhide"; }; class wheel_2_2_destruct_unhide : wheel_1_1_destruct_unhide { source="HitRBWheel"; selection="wheel_2_2_unhide"; }; class wheel_2_3_destruct_unhide : wheel_1_1_destruct_unhide { source="HitRMWheel"; selection="wheel_2_3_unhide"; }; class wheel_2_4_destruct_unhide : wheel_1_1_destruct_unhide { source="HitRF2Wheel"; selection="wheel_2_4_unhide"; }; #define DamageOffset 0.2 class wheel_1_1_Damage : wheel_1_1_destruct { type = "translation"; axis = "Basic_Damper_Destruct_Axis"; memory = 1; selection = "wheel_1_1_damper"; source = "HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage : wheel_1_1_Damage { source="HitLBWheel"; selection="wheel_1_2_damper"; }; class wheel_1_3_Damage : wheel_1_1_Damage { source="HitLMWheel"; selection="wheel_1_3_damper"; }; class wheel_1_4_Damage : wheel_1_1_Damage { source="HitLF2Wheel"; selection="wheel_1_4_damper"; }; class wheel_2_1_Damage : wheel_1_1_Damage { source="HitRFWheel"; selection="wheel_2_1_damper"; }; class wheel_2_2_Damage : wheel_1_1_Damage { source="HitRBWheel"; selection="wheel_2_2_damper"; }; class wheel_2_3_Damage : wheel_1_1_Damage { source="HitRMWheel"; selection="wheel_2_3_damper"; }; class wheel_2_4_Damage : wheel_1_1_Damage { source="HitRF2Wheel"; selection="wheel_2_4_damper"; }; class wheel_1_1_Damper_Damage_BackAnim : wheel_1_1_Damage { selection="wheel_1_1_damper"; offset1 = -1.2*DamageOffset; }; class wheel_1_2_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitLBWheel"; selection="wheel_1_2_damper"; }; class wheel_1_3_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitLMWheel"; selection="wheel_1_3_damper"; }; class wheel_1_4_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitLF2Wheel"; selection="wheel_1_4_damper"; }; class wheel_2_1_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitRFWheel"; selection="wheel_2_1_damper"; }; class wheel_2_2_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitRBWheel"; selection="wheel_2_2_damper"; }; class wheel_2_3_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitRMWheel"; selection="wheel_2_3_damper"; }; class wheel_2_4_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { source="HitRF2Wheel"; selection="wheel_2_4_damper"; }; class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct : Glass1_destruct { selection="glass2"; source="HitGlass2"; }; class Glass3_destruct : Glass1_destruct { selection="glass3"; source="HitGlass3"; }; class Glass4_destruct : Glass1_destruct { selection="glass4"; source="HitGlass4"; }; class Glass5_destruct : Glass1_destruct { selection="glass5"; source="HitGlass5"; }; class Fuel : Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed : Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel : Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM : Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel : Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue= -1; maxValue= 1; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1 : Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1 : Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2 : Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3 : Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2 : Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3 : Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4 : Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4 : Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper : Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper : Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper : Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class wheel_1_1_Damage : wheel_1_1_Damage { offset1=0.18000001; }; class wheel_1_2_Damage : wheel_1_2_Damage { offset1=0.18000001; }; class wheel_2_1_Damage : wheel_2_1_Damage { offset1=0.18000001; }; class wheel_2_2_Damage : wheel_2_2_Damage { offset1=0.18000001; }; class wheel_1_1_Damper_Damage_BackAnim : wheel_1_1_Damper_Damage_BackAnim { offset1=-0.18000001; }; class wheel_1_2_Damper_Damage_BackAnim : wheel_1_2_Damper_Damage_BackAnim { offset1=-0.18000001; }; class wheel_2_1_Damper_Damage_BackAnim : wheel_2_1_Damper_Damage_BackAnim { offset1=-0.18000001; }; class wheel_2_2_Damper_Damage_BackAnim : wheel_2_2_Damper_Damage_BackAnim { offset1=-0.18000001; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad 70); angle1=(rad -70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Steering_2_1 : Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed : Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=28; angle0=0.17453299; angle1=-3.141593; }; class IndicatorRPM : Rotation { type="rotation"; source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; minValue=0; maxValue=7500; angle0=(rad 0); angle1=(rad 250); }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class damageHidedoor1 : damageHide { selection="door1"; }; class damageHidedoor2 : damageHide { selection="door2"; }; class Glass5_destruct { type="hide"; selection="glass5"; source="HitGlass5"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Wheel_1_1_Damper : Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper : Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper : Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper : Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; }; -
Texture and material question (problems)
[aps]gnat replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
Is that the ArmA2 RVMAT? If you havent changed it its unlikely to work properly in A3. Can you post your rvmat code here between some PHP tags? -
Need help with config.cpp
[aps]gnat replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The "class class" was a stupid typo on my part ..... Did you close the CFGVEHICLES class? Your last code post didn't. -
F/A-18 Super Hornet and Su-35S Flanker E
[aps]gnat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your right, that's BI providing a working sample airplaneX model ..... -
You should have a separate MODEL.CFG file. Post it here between some PHP forum tags. If your CfgSkeleton and CfgModel definitions are still in your CONFIG.CPP, the cut them out and place within a new model.cfg As for your geometry and fire LODs, the simplest way to create is to make it from a series of cubes, each stretched and overlapped a bit to form a close proximity of the main model. It doesn't have to be exact, you don't see it. Then don't worry about convex, simply just FIND COMPONENTS.
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Interesting "bug" . Thanks for letting us know the trap. I know with all my "aircraft markings", big and small, I've always predefined (in the p3d) with one example of the same (alpha) texture, to be flipped to another at run-time. Only luck then that I haven't tripped over this issue.
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Animation source Open_Door not found. Pls Help.
[aps]gnat replied to Saiboti's topic in ARMA 2 & OA : MODELLING - (O2)
Is "hrn_tur_3x3m.p3d" the name of your model? If not it won't work because that's what you defined in the model.cfg Edit Also, change class Open_Door : Rotation { To class Open_Door { As you already defined rotation inside. -
Easy PBO extractor?
[aps]gnat replied to eegore's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, as Greenfist said, you can do it all with PBOManager. WINSE did a good job. cPBO is old and troublesome. -
Arma Toolbox for Blender - Arma 2/3 exporter script
[aps]gnat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thats awesome HJ ! And thanks for the update Alwarren -
Where can I get the tools?
[aps]gnat replied to AveryTheKitty's topic in ARMA 3 - BI TOOLS - GENERAL
*phew* Or the longer version as Chortles said lol -
Yeh, if sort-of almost works without running P drive.
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Where can I get the tools?
[aps]gnat replied to AveryTheKitty's topic in ARMA 3 - BI TOOLS - GENERAL
Steam -> Tools -
Texture and material question (problems)
[aps]gnat replied to odyseus's topic in ARMA 3 - MODELLING - (O2)
Are you using BIs own glass RVMAT? If you are then the problems within your glass PAA. -
No, not much has changed in 10 years so most will work. The landing gear and wheel bones have to be named/defined in the separate MODEL.CFG along with provide an Animation definition in the same file. For the Animation, your SOURCE = "gear"; You need to name the LANDCONTACT points the same as your landing gear, so those "retract" too. As for collision and shooting, that's your Geometry and Fire Geometry LODs. Unless they are closed shapes, the right shape and you did FIND COMPONENTS, they won't work.
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... thats already happening, you just dont see it. BUT, it's personal, everyone does this as a hobby, does it their own way, because we're not official content developers being paid to make everything exactly the same, which would actually be boring.
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Vehicles attached to Ship
[aps]gnat replied to Αplion's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yes, your last sentence. -
Need help with config.cpp
[aps]gnat replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You started another thread? You have placed script commands inside an addon config. The 2 are different animals. I'll provide an adjusted config once I'm off the train. EDIT Per below. Your addon and classes should be using a TAG, three or four letters that can be clearly connected to you. class CfgPatches { class RNWHeliPack1{ units[] = {"RNWHeliPack1"}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgVehicles { class O_Heli_Light_02_F; class RNWPack_9News : class class O_Heli_Light_02_F; { displayName = "PO-30 Orca (9 News)"; hiddenSelectionsTextures[] = {"\RNWHeliPack1\Skins\nine.paa"}; }; class RNWPack_7News : class class O_Heli_Light_02_F; { displayName = "PO-30 Orca (7 News)"; hiddenSelectionsTextures[] = {"\RNWHeliPack1\Skins\seven.paa"}; }; class RNWPack_Russian : class class O_Heli_Light_02_F; { displayName = "PO-30 Orca (Russian)"; hiddenSelectionsTextures[] = {"\RNWHeliPack1\Skins\russian.paa"}; }; etc etc -
Picture is missing important info. Number of points, number of faces
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If each switch is 300 polys .... you're doing something wrong lol
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F/A-18 Super Hornet and Su-35S Flanker E
[aps]gnat replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
(Scans editing forum for various reports of airplaneX issues......)