-
Content Count
6398 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by [aps]gnat
-
-
A w e s o m e !
-
Most of the nay sayer here never played a simulator with payware DLC content like FSX.Again, in FSX, there are still TONS of free component. The community is 10 times larger than Arma.
Not me, played both games for a DECADE, FS series longer.
FS community has always be large, because its more mainstream.
..... Still a nay sayer
-
-
Thanks for the update Enricksolt.
Look forward to playing with a beta.
-
but in the meantime would you mind elaborating on the use of the Geo LOD method?Geo LOD for boats are generally simple, almost box like. They typically don't protrude below the water line.
So for animating, imagine the GEO lod is just 1 box. The lower left edge of the box we'll name LL, the lower right edge of the box well name LR.
If you animate/rotate or translate the LL "upwards" the boat will tilt to the left.
If you animate/rotate or translate the LR "upwards" the boat will tilt to the right.
If you lift the rear more than the front, then you get similar to a full power bow raise "twist".
Its also how I simulated damage to my frigates, slowly tilt in one direction, in proportion to the damage taken.
-
Easy if youre not using PhysX mode
If you are using Landcontact points to float your boat, simply animate them to tilt left/right as you use rudder.
If you are using normal Geomtry lod to float your boat, again simply animate the some of the lod to "push" one side up, other down.
..... Actually I don't remember the tests on that last one, but should work.
Edit sorry, forgot, mix it with another animation (onto same points or geometry) linked to Speed and you can damp the effect when there no speed.
-
cat thrown into pigeons
NOTICE: I will be seeking compensation/my commission for any future PAID mods released where I can show that my own releases were used as source material (code, script, configs, original concepts etc) or my assistance/services rendered (forums/PMs/Skype etc) were used for development.
..... And so begins the disintegration of the previous utopian ArmA community.
-
Everyone seems to be avoiding the unspoken about source material.
Two extremes, iOS apps where all content is scrutinised before it can be saleable, or GTA mods where all sorts of ripped shit is thrown up.
Or you have this community where we've to the most part kept blatant rips of copyright material at bay, but no so restrictive that a few google images (for textures etc) are let slide.
Can't have your cake and eat it too.
-
You appear to be at the cutting edge of experimentation ....... Hence the rest of us are just (unfortunately) observing your problems.
I personally am going to wait for the official tools and hopefully some BI provided BIKI knowledge.
-
And if that isn't your answer, your answer can likely be found in the 100s of Tutorial type threads both in the Arma2 and 3 Editing forums.
-
Thanks for posting the solution. People like me will be using later :)
-
Too complicated geo lods I'd suggest. Make them simpler. A few boxes should be adequate
-
Lost model .........
-
When you open your model, does it list 2 "Geometry" LODs ?
It should no longer say "4e13"
No mass. Mine is a very simply copy of the main GEO LOD
For a working example open the LCS model made available by mankyle
-
I don't think I'd be going out on a limb to suggest;
In the event the coder/scripter isnt contactable.
Coders in this community generally shares scripting code.
Normal conduct is to credit the author both in the code and in the README.
Many coders usually write their own version of a similar script, still usually crediting the original author.
Coders who disagree with this usually go to great lengths to protect code and state the intent within code and readme's
Any coders/scripters who suggest their code is 100% original is likely a bullshitter.
And even if it was, they learnt everything prior from other authors one way or another :)
But of course, all thats not official.
-
- Brought every BI games, even bought couple copies on the same version!
- Brought all BI's DLC or expansion packs
- Brought 3 copies/versions of FS over the years, never ever purchased any Payware.
I think the BI formula to date has generated a great and creative community.
Don't tell me the ArmA2/OA community addons, missions, terrains etc etc are inadequate .... TONNES of great content.
I vote +100 to leave it well alone. If it ain't broke, don't mess with it.
-
OK good
Too many vertex / faces.
With too many, just because its visible in Buldozer, doesnt guarantee ingame works
-
Theres already a bunch of threads here discussing that problem. Checked them out?
-
Seems ok, but the devil is always in the detail
Previewed in Buldozer?
Whats you're config look like?
Which log, the BinPBO log?
How about your ArmA RPT log?
-
This monetize stuff is uncalled for imo. It really shouldn't get that shady or complicated. Just a release of all A2 content in MLOD format and giving users the ability to use these models for A2 and A3 content creation and prohibiting commercial use.Everything else is just bad mojo. If BIS wants to get any modders work for DLC/game inclusion they'll always find a way, like they have in the past.
Absolutely. 100% +1
-
Wow, impressive project. Good Job.
-
I've noticed that the physics seem slightly off on the Cessna's personally.We don't have ArmA3 tools yet, so its as good as it gets for now.
Are you planning on making more plane addons fore ArmA 3? If yes, which ones?Yes
Not sure
-
Are there plans to bring this mod up to date with release build? I'm very interested in using this for my missions.Huh? What do you mean, it works still, right?
-
And hopefully another M4 lol
Seriously though, community will be doing all those, BI needs to do some new much more modern aircraft. Mi48 is a good example (after a new cockpit :) ).
Hole in mesh in-game. Also RVMAT troubles.
in ARMA 3 - MODELLING - (O2)
Posted
When in doubt, in O2 manually delete all faces in that area, then replace.
ReMapping can unfortunately be a small challenge.