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[aps]gnat

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Posts posted by [aps]gnat


  1. Clearly BI wants moding otherwise Marek is schizophrenic.

    Why claim you want Quality and less (their own) Quantity, but allow almost everything from ArmA1&2 to be easily ported to ArmA3. (Quality would likely mean, "start again")

    Smart(er) move in my book vs ArmA2 I'd suggest.

    Get the "base" right and the community will go nuts building on it.

    But their claimed issue is a lot of their own doing. ...... did they forget how many DLC I paid for .... :)


  2. ANY FPS game funifies war, including Arma.

    No, I don't think typical ArmA missions/scenarios funify war, 1shot 1kill certainly brings the finality of it home, but certainly there are plenty of missions(usually user made) that are definite just for "fun".

    @InstaGoat

    Great post.


  3. In your config.cpp

    model="\firstcar\firstcar.p3d";

    In your model.cfg

    class cfgModels

    {

    class Car_Test

    {

    The models P3D file name MUST, MUST be the same as the class defined in CfgModels

    Also, if you want a more complete MODEL.CFG that calls the typical (OFP / brsseb tutorial) Czech names, suggest copy this one;

    http://forums.bistudio.com/showthread.php?157210-Car-Wheels-are-very-wobbly&p=2419203&viewfull=1#post2419203


  4. Czech names are correct
    I don't have a model.cpp

    The Czech names are for the most part no longer used in ArmA3

    Therefore if you have no MODEL.CFG it will not work.

    You will have to write a MODEL.CFG for your model

    http://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model

    BTW, if BinPBO doesnt work on the p3d, that suggests the model is not yours as its already been Binarized

    If its not your model and you dont have permission, don't bother asking any more questions here please.


  5. BB

    Looked at the model and config

    - driver/gunner/cargo proxies have to be in most LODs, not just the first

    - You need to STRUCTURE - TOPOLOGY - FIND COMPONENTS in Fire, Shadow and Geometry LODs

    - For driver/cargo etc Stances, in CONFIG you are missing;

    driverAction = "pilot_Heli_Transport_01";

    gunnerAction = "ChopperHeavy_L_static_H";

    cargoAction[] = {"passenger_low01","passenger_generic01_leanleft","passenger_generic01_leanleft"};

    - You need to chop off your GEO lod at the waterline and add faces (i.e. a bottom) so it floats at the waterline

    - If you want to use simulation = "shipx";, you need to read the various threads that discuss it. Otherwise use simulation = "ship";


  6. I am not very knowledgable on VBS. Back on topic

    You were the one making the wild claim.

    do you have any information to add to the feedback tracker tickes which would help out the developers?

    Nop. Nothing speculative from me until I get Tools and a Biki

    So things relative to PhysxMaterials server no purpose/use here? Will avoid wasting time there if what you say is true.

    Sorry, PhysxMaterials wasn't what I was refering to. PhysxMaterials are different. Only limited info in the LCS thread.


  7. Not everything was but quite a few features were. It had more assets as well and a larger dev team. And unlike Arma, VBS2 is not easy to buy, costs a ton, and how to convince your freinds to buy it? Though this is off topic from this current thread post.

    1) I own it

    2) There was a major discount offering a ~year back


  8. VBS2 was Arma 2 with a bunch of scripted/hacked in solutions. They are glitchy.

    WHAT ?! Bullshyt !

    LOL .... its a SOLID product / sold to military organisations around the world.

    ..... you just have to look at all the VBS2 video to see it's FAR from glitchy

    e.g. does the roadway lod even actually work with other non static classes?

    Yes, always has.

    Obviously materials play a role to some degree.

    No, only for "sound"

    As one who has played with ALL this stuff many time (in OFP/ArmA1/ArmA2) I say to a few here, "Less talk, more experimenting". It will answer a lot more of your questions. :)

    The new Physx LOD and the "boat config parameters" are my new mystery to solve.

    But I will not waste my time using the old tools .......... waiting .......


  9. Is that a texture on you object?

    Where are your textures now, in P drive/addon folder names?

    When you mapped textures how did you do it

    When you mapped the texture onto the model in O2 did you reference only P drive?

    Is there any reference to that texture in an RVMAT?

    Is there any reference to the texture in the config.cpp?

    Are you packing with BinPBO?

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