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Posts posted by [aps]gnat
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Not sure what exactly I did to merit a credit other than play cheerleader ship refinement, but thanks Gnat! :Dlol Just like this post :) Thanks.
Why the "Crew FSF" action menu options for seemingly no additional functionality over the defaultJust experimenting with other ways to get into cargo spaces.
Why is it that getting out from one of the speedboats (or at least from the right-side one) instead has the player fall into the water?Yeh, forgot to fix. Now fixed. If you exit an attack boat near or docked to the FSF, you're now placed safely on the gangway.
Is the "Lights on" action menu option supposed to light up the bridge interior like that, with no other "interior-only lighting" option?Yes. Accidental, but I left it that way until I prove if "interior-only" lights are even possible. Are they?
FSF-specific Titan missile turret has seemingly no Geometry LOD 'against' players running into/through itOops! Fixed :D
... its "360 degrees of traversing" allows the missile officer to fire AA shots through the forecastle/forward superstructure as if it weren't there.Yeh, has to stay as forcing a "no-fire" arc is very difficult at best.
... I mean the fact that even when you're looking through the Missile Officer's default view instead of through the "gunner optics" view, you can still move around the point of aim and shoot wherever the cursor would be pointing.Yes, handy. But will be better once he gets his own PIP display.
... hence why "Get out" is unavailable for characters in a landed helicopterYeh, planning to make an Action available to chopper crews (and AI) such that they can transfer from the chopper direct to crew quarters, if the FSF is on the move.
Thanks.
Few extra things fixed or being fixed for the next release.
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... you are saying no one is allowed to use models from VBS in Arma 3, Correct? ...Yes. Been discussed many times before. Breach of EULA's. And its 2 different companies.
Snow in A3 has already been discussed recently in another A3 thread. Proof of concept done.
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Nope.
im not very fond with how modding for Arma worksWhy?
One difference between ArmA and GTA mod'ing come to my mind, GTA mod'ing community cares little about others IP.
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Thanks guys!
Thanks Foxhound.
I have one report of ArmA3 choppers becoming damaged on a moving ship.
This is disturbing as the main reason I decided to release this addon was because I found NO damage happened to choppers.
Please report if you see similar problem.
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....If your simulation entry is one of the new ArmA3 types - such as helicopterx or planex - there is a positional error induced with the application of velocity to a vehicle....Interesting .... but the first thing I thought of is the pilot animations. Is it really the vehicle or is it distortion caused by the character animation simulating acceleration or deceleration ?
If thats a possibility, it is possible to remove those animations (in ArmA2 it was anyway), at least for testing purposes.
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Do you have a BI example that DOES move ingame? Name?
If so, we can look at the AllInOne config to seem hints of what makes it tick ......
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Fast Sea Frame - Assault Craft
Beta 3.0 (for ArmA3)
by Gnat
4th Jan 2014
.... something a little different for ArmA3.
** Features **
- Walkable decks and gangways (@ 0 speed)
- Lights and deck landing markers
- Choppers automatically stick to moving deck
- 2 crewable Attack boats that can attach and detach
- Railings can be stepped over
- Armed turret with Titan AA
- Boarding ladders
- Cargo crew capacity
- READ README (and in Download) for more details.
- Again, NOT what I would call ArmA3 quality, but its the best at this time, and it really more of a "mobile" experiment :)
From the BI Forums, code snippets and Ship inspiration, thanks to;
Mankyle, Aplion, Make Love Not War, Chortles, SpectreRSG.
Sealife, Hatchet_AS, Kremator, Chops, gagagu & RedPhoenix
DOWNLOAD LINKS
Fast Sea Frame - Beta 3.0 - 4th Jan 14
Placing Helicopter onto deck of FSF in Editor
- Place Chopper over deck of FSF
- In the ELEVATION field of chopper place; 10
NOTES
- MAN (and other) class do not stick to moving decks (of any vehicles) at this time. BI need to fix.
So, in exchange for me providing this addon, please take 5 minutes to VOTE UP these bug tickets.
http://feedback.arma3.com/view.php?id=5577
http://feedback.arma3.com/view.php?id=15540
http://feedback.arma3.com/view.php?id=15384
http://feedback.arma3.com/view.php?id=15495
http://feedback.arma3.com/view.php?id=16463
Please report bugs here, and be nice about it.
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modders need to stay humble and not flatter themselves. the main reason being that they shouldn't give bis the impression that they can fix everything, because they can't.You my friend are clearly not going to be in these forums very long ...... ALL your posts in the last two days point to this. Goodbye.
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Maybe try adding these two MEMORY LOD points and this config code;
memoryPointsLeftEngineEffect = "EngineEffectL"; memoryPointsRightEngineEffect = "EngineEffectR";
Points must be below the waterline.
See related;
http://forums.bistudio.com/showthread.php?170549-ship-config-pointers
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Some movement .....
Westinghouse enters U.S.-China nuclear collaboration
"It's helping DOE-funded U.S. universities commercialize an alternative nuclear technology known as 'molten salt' in a project connected to country's partnership with the Chinese Academy of Sciences."
"While the US has only paid lip service to thorium in recent decades, China is joining the likes of India, Japan, and Norway in a quest to develop a working, commercially-viable thorium reactor."
While all empires eventually come to an end, the US will quicken its demise if it plays the wrong "energy" card .....
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I have said for some time that worst danger at a nuclear reactor is the too radioactive to continue to use fuel rods, called "spent" in nuclear power industry marketing speak, which are held around the world outside the reactor continment.Yes, unfortunately too many millionaires have their fingers in the fuel rod business, which has huge profits and as a result we're stuck with the wrong nuclear technology with few proponents or governments allowing anyone to do a re-think.
THORIUM or Liquid Fluoride Thorium Reactors and similar are MUCH MUCH safer and could kick-start a whole new energy rich global economy.
For those who haven't read about this technolgy, spend just 5 minutes on the 5 minute video version.
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We've decided to just stop using the namespace method and it appears that that was the cause of our problems.LOL finally some evidence, rarely do I get to say to others "I told you so" lol :D (not you Joe)
(It's pretty weird, after all BI is using the namespace method seemingly without problems)I don't necessarily see conclusive proof that thats how BI do it.
And lets face it, their tools are different from the ones we get and they no doubt have a large development network in their office(s), so our own isolated PC "development" is never going to mimic how BI code.
I'll further support my claim by noting that I've NEVER had to do that confounded mass CONFIG file shuffle that everyone else seems to have to do.
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Its not config related, it's core RV engine ..........
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More guides, mlods, sample configs and information for modding and we might get moving a lot faster and don't forget the new tools too.YES!
.... and everything else in this thread is little more than noise, typically coming from those wouldnt know the first thing about moding ArmA
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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.
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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 ..........
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I wonder how difficult it would be to mod it in?Links already provided by ADUILO and myself .........
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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.
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Old, been discussed/proofed already.
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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.
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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.
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Can only suggest the hard way, as I do, filter through the AllInOne (AIO) config file to find all references.
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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.
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Memory points and Proxy names of BI models?
in ARMA 3 - MODELLING - (O2)
Posted
You complain in other threads that BI isn't addressing the big issues (vehicles on moving decks etc and I agree) yet your happy to task them with something you can do yourself ......