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[aps]gnat

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Everything posted by [aps]gnat

  1. Its not config related, it's core RV engine ..........
  2. YES! .... and everything else in this thread is little more than noise, typically coming from those wouldnt know the first thing about moding ArmA
  3. [aps]gnat

    Create pbo doesn't work

    Theres a reason no one uses the tools this way .............. By the way, both models have CAMO1 and CAMO2 definitions ...... so really you dont need to do what your doing the way I see it.
  4. [aps]gnat

    Create pbo doesn't work

    You're editing the original PBO's supplied by BI ?!! Thats not normally done, will likely create all sorts of different issues, so all bets are off I'd say ..........
  5. [aps]gnat

    VBS3 snow... in ARMA 3?!?!?

    Links already provided by ADUILO and myself .........
  6. [aps]gnat

    What are the restrictions?

    LODs: Per my videos starts at 5:00min into Video #2 and continues into Video #3 No, weapons don't have to be separate. Proxies are used generally for 2 things, crew (pilot, gunner etc) representation and also for addon "static" high detail to you model (potentially to reduce the poly count of your main model). E.g. if you have a high detail cooling grill at various places around your tank, you can cut it from you main model, put the grill in a separate 3d file, then add it via a simple proxy into the main model. You usually can't tell its not part of the main model.
  7. [aps]gnat

    VBS3 snow... in ARMA 3?!?!?

    Old, been discussed/proofed already. http://forums.bistudio.com/showthread.php?109702-VBS2-Discussion-thread-the-one-and-only&p=2575492&highlight=snow#post2575492
  8. [aps]gnat

    Non-enterable Buildings

    Yes, it is odd. Probably just BI got to a point and said "enough is enough, lets move to release". From memory a metal building at the (Stratis) airport is enterable. Theres also a few small huts (one is like 2m x 3m with little antenne on top) that are not enterable. Admittedly buildings like the big metal powerstation would have to have MAJOR interiors meshs, they can't really be empty open spaces inside. For this same reason I expect anything that might be considered a "factory", is not enterable. Small blessing is unlike ArmA1/2, MOST buildings are enterable ArmA3.
  9. Do you have *.rvmat; added to your ADDON-BUILDER -> OPTIONS -> List of Files.... ? Personally I've never (OFP/ArmA1-2-3) used the NAMED SPACE thingy ..... All my work sits in the ROOT of P drive. e.g. If I want a PBO called GNT_C185, then thats the folder-name in the root of P drive.
  10. Can only suggest the hard way, as I do, filter through the AllInOne (AIO) config file to find all references.
  11. [aps]gnat

    What are the restrictions?

    What Scarecrow said, plus my spin; 1. What are the sizes restrictions for models that you can import or add to the game? ~20k poly and up to ~50m x 50m x 50m. Any larger physically and stuff starts to break/fail ingame. 2. Are there different size restrictions for different things? No aware of such 3. What tools would I use to get my mods in game. (I use Blender for my models) what else do I need. Blender is good, but you you probably need to understand/see the LOD systems in O2 before you know what needs to be done in 4. Do I need knowledge on how to script or do config files. Some, or lean of friends or these forums. 1. Do I need to separate my model into parts, say... Hull, Turret, Tracks etc? Yes, but just NAMED sections, separated/not joined to the main model. No need for separate 3d files (excluding proxies) 2. Do I add the weapons to the model or import them as their own file? "weapons" are added via CONFIG.CPP 3. What if anything do I need to add animations for? MODEL.CFG needs to contain animation definitions for every moving part. (Not typical animations via Blender etc) 4. Do the model things have to be separate objects or one whole object? ? Can be all one 3d file, but each LOD definition within the file must contain different "model" representation (ie Shadow, Collision Geometry, Fire Geometry etc etc) . 5. Is it possible to add an interior to a tank if I was able to model one? Definitely yes. 6. What types of Ammo and Armor ratings would I need to add? All defined in the CONFIG.CPP. Fire Geometry and HitPoint Geometry of model contains support info and some basic "impact" FX (via Material/RVMAT definitions). Please answer with thought out and clear replies, I am new to all of it so I need as much information as possible. Unfortunately all this type of info in NOT in 1 spot so you're going to have to do some searching/reading yourself. ArmA2 stuff is mostly valid, suggest you look at a few of the ArmA2 Editing section Tutiorial threads and view some of the Video tutorials.
  12. Helicopters, as differing from all other vehicles including "man", has been made by BI to "stick" to moving Geometry. This clearly says to me they can do it, just they haven't done it for anything else other than Helicopter class ..... yet. My hope is, they will finish (soon) for all vehicles ..........
  13. The missing }; needs to be just before class cfgWeapons Use a proper Editor like NotePad++ or one of the community ones to see these problems yourself.
  14. Or like me you run just 1 mod folder called @Air which will get filled up over time :D Congrat's on the release guys!
  15. [aps]gnat

    What's the story behind your username and avatar?

    Great thread idea. Even better stories ! Thanks guys, real interesting. @ProfTournesol Tin Tin! Of course, I'm a big fan but been too long since I read them ...... (starts googling 2nd hand Tin Tin books) Mine .... Nat (first 3 letters of my first name) was been my nickname forever. Once I started gaming ...... ........ Tabletop gaming that is, including Miniatures (American civil war, WWII, Ships of the line), (100's) boardgames of every variations, war and otherwise, Roleplay (D&D, Traveller etc) ...... I simply added a "silent G", and everyone joined in. Of course "it" (Gnat) does ring a little true for what I like to do in games, fly about annoying the shit out of things on the ground :D The avatar; One of my favourite cartoons, Calvin and Hobbes and a favourite alter-ego , Spaceman Spiff.
  16. @Dan Couple threads here http://forums.bistudio.com/forumdisplay.php?174-ARMA-3-BI-TOOLS-TROUBLESHOOTING in the sister forum you should read too.
  17. [aps]gnat

    problems with tools\sample models

    ..... I dont play with flesh, just metal :) , but when you say " I rename the .p3d to my folder the model breaks" the first thing that comes to mind .... you're adjusting your MODEL.CFG class entries, right ?
  18. Same error for me to. I got rid of the cannot load texture a3\data_f\halfa.paa error by copying the ArmA3 directory "Dta" as is straight into my (new A3) P drive (not dePBO'ed). Can now see textures. Disappointing these tools STILL rely on SOOOO much manual crap to get working.
  19. [aps]gnat

    ArmA 3 - Error: Too Many Vertices

    Likely some commercial model pulled from elsewhere. That being the case simple depreciate some detail for areas like; Wheels Windows Un nessisary Interior detail for exterior view LODs Just a few changes in those areas can make a big difference to poly count.
  20. Kuznetsov CV Update: Beta 5 Russian Carrier Conversion of Ivans OFP unit by Gnat Retextured again by eddyD Includes Aircraft Tug Notes - READ THE README before whining ! - Kuznetsov is not up to ArmAII quality expectations, it needs lots more work, but is functional enough and the community probably needs it. - Note that "assemby it at sea" script is not as effective as the ArmA version, theres more chance bits will be out of alignment. UPDATE: Beta 5 (June 30th 2010) - fix several P3D files after CTD on ArmA2 1.07 patch - improved access to Catapult actions - added animated blast plates for catapult - tweaked lights LINKS Armaholic Link Armed Assault Info Link Filefront Link HOOK / WIRE USAGE for Kuznetsov Place your Kuznetsov and then place 2 NEW GAMELOGICS like this; Now come is slow'ish (~250) and at deck height and the "wire" should grab you. If you're too fast or too high (>2meters) the wire won't wash enough speed off and you'll over-shoot. Once you touch the deck you need to be "de-accelerating" *(Z key etc) hard until you stop ..... unless you start to over shoot * To place stuff on the Deck Place this in the INIT field of the object. Have fun.
  21. [aps]gnat

    Create Collision Model in O2

    ? You dont need textures for the GEOMETRY LOD. its not visible. Delete all textures
  22. [aps]gnat

    Create Collision Model in O2

    ? Not sure whats quicker than a couple of CREATE -> BOX Could create shit but try; STRUCTURE -> CONVEXITY -> COMPONENT CONVEX HULL
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