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ardvarkdb

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Everything posted by ardvarkdb

  1. I've been playing around with this and it's pretty nice, but I'm having trouble getting some custom weapon holding animations working. I don't want to do any movement, just the static weapon hand positions. I'm using the AT rig, but it doesn't seem to remember where I place the weapon. Is there a trick to getting this to work? In O2 I could place the weapon anywhere I wanted, and move the hands to the holding position. I've moved the weapon from the ArmaRig_AT (the m16 defined as "weapon") to a firing position, then placed the hands on it. Is there something different that needs to be done with blender? I have never used Blender before, so I'm trying to wrap my head around this. Ingame In Blender Also, is there a good way to load in the weapon model you are making the animation for? I have been importing it and trying to line it up. Is there a way to link the "weapon" and the model, so they move together and are lined up? Similar to the proxy method in O2. Any help would be appreciated. Thanks!
  2. ardvarkdb

    MK18 Mod 1

    I wouldn't say this is dead, more like hibernating for the winter :p Keep in mind, for this mod and all others, they are done and given to the community for free. I really do appreciate all of the feedback, and I would love to spend night and day modding, but when it comes down to brass tax, it's a hobby and not a job that pays the bills. Unfortunately as of late my free time for hobbies has been almost non-existent. Hopefully that will change at some point.
  3. ardvarkdb

    MK18 Mod 1

    It's not from me, I have had 0 time to work on these. If there ever is an update it will be posted here.
  4. ardvarkdb

    MK18 Mod 1

    replace the RHARD_MK18_cfg.pbo in your addons folder with this new file that you downloaded
  5. ardvarkdb

    MK18 Mod 1

    http://forums.bistudio.com/showthread.php?156804-MK18-Mod-1&p=2740026&viewfull=1#post2740026
  6. ardvarkdb

    MK18 Mod 1

    Feel free to release your temp fix. I am getting close to finishing the update, but as with anything arma related there are always 6 extra steps to get things working the way you want. New update should include a few new variants of the MK18's and some new sounds.
  7. ardvarkdb

    Arma 3 Photography : Questions and Comments

    Most likely just the helmets. Working on the MK18 pack has been more headache than fun, so I probably won't do any more weapon packs. I did port over one of the vest from the SOTG and the uniform model, but the body dimensions of the SOTG uniform are different from the arma 3 default units, so the vest had a bunch of issues and looked too big, so I doubt I'll go to the trouble to fix those. The uniform from the SOTG had some weird weighting and deformation issues that weren't seen in Arma 2, so I doubt that'll move over either. The helmets on the other hand, looked pretty good. Might do some tweaking and release a small pack with just them, we'll see.
  8. ardvarkdb

    MK18 Mod 1

    Yeah, I have the model.cfg in there. I've tried it with binarizing the .rtm and just copying over the .rtm through addon builder and they both produce the same results :/ As for the 203, the model is done, I've changed it quite a bit, but we'll see. No ETA at this point
  9. ardvarkdb

    MK18 Mod 1

    Yeah, I followed that, it's how I made the animations that were in the previous releases and they worked fine. Seems like something isn't working now with that process. Might be a binarization thing with the new tools or something.
  10. ardvarkdb

    MK18 Mod 1

    Everything is pretty much ready to go minus a few little things (HUGE HUGE HUGE thanks to da12thMonkey for all his help!) EXCEPT for hand animations. I can't seem to get the new hand animations to work with the latest BI tools. Does anyone have any experience / info on what needs to be done to not get the freaky skeleton anymore? I'm making the animations in O2, just as I made the other ones already used in the MK18 pack, but suddenly the new ones don't work.
  11. I'm having the same issue. Following the steps from previous guides and using the arma 2 skeleton model the hands are all messed up ingame. I used this same method to do the hand animations for the MK18 pack for A3 and it worked previously, and those animations still work, but now it doesn't work with new animations I'm trying to make. I wonder if it has to do with binarizing with the new addon maker.
  12. ardvarkdb

    MK18 Mod 1

    Should have an update out soonish that will fix the zeroing issue and the new sound breakage.
  13. ardvarkdb

    MK18 Mod 1

    Thanks for the offer, I really appreciate it! I'll definitely shoot you a pm once I get a chance to get reacquainted with all my files and figure out what's what.
  14. ardvarkdb

    MK18 Mod 1

    Hasn't been much progress on this lately. I've been traveling a lot for work and finishing up some school things. I have the zeroing fixed, I think there are just some issues with the grenade launchers. I'll try and get around to these in the next few weeks and if I can't get the grenade launchers working I'll just release an update with the fixed zeroing.
  15. It's a bug in arma caused by the use of the russian camo faces. If it bothers you just redo the config to not use the camo faces and it will go away.
  16. ardvarkdb

    MK18 Mod 1

    Yes, I have some new unsuppressed sounds that Lord Jarhead sent me and am planning to use.
  17. ardvarkdb

    MK18 Mod 1

    Spartan, if you send me your configs once you are happy with them I will include them. Personally I am not a fan of doing config work, so I'd be more than happy to use a new one, especially if it improves the weapons. I'm just here for the models :) Update is still coming along, but a tad slower than I'd hoped due to real life stuff. It'll be here eventually.
  18. ardvarkdb

    MK18 Mod 1

    I haven't done any of the new hand animations yet. The animation on the M203 with foregrip is simply the one Lennard made for the SOTG weapons pack in Arma 2. I haven't really had time to get into the animations yet, but I will consider this and see how it looks. Things don't always look right in arma compared to the real world, so we will see.
  19. ardvarkdb

    MK18 Mod 1

    Yeah, that is fixed, at least in my testing. They shoot straight now.
  20. ardvarkdb

    MK18 Mod 1

    Good to know. I was just looking at the config when I replied to your message, I'll update the classlist in the readme for the next release. I believe the zeroing problem is fixed. I'm not sure what that problem was, but the weapons allow zeroing now. I'm not sure if they didn't before, but it's working now. I'll consider that progress!
  21. ardvarkdb

    MK18 Mod 1

    There is no weapon named RHARD_M4DDRDP_F. There is an RHARD_M4DDRD_F, RHARD_M4DDRP_F, and RHARD_M4DDRPD_F. If you are looking to use the desert camo of the M4 with the AFG you would want RHARD_M4DDRPD_F
  22. ardvarkdb

    MK18 Mod 1

    Had some time to work on this yesterday. The KAC sights are working now, as well as the models for the M203 variant. There is a non-grip version, just no hand animation for it yet. They also shoot straight now thanks to Kiory's magic proxy Just have to finish up lods, update the config, and create some new holding animations and the update should be ready. No ETA though.
  23. ardvarkdb

    MK18 Mod 1

    No ETA at this point. My free time has been mostly sucked up by real work, so I haven't had much time to mod. Things are progressing though, LordJarhead graciously sent me some new sounds to incorporate into the next version.
  24. ardvarkdb

    MK18 Mod 1

    Things are progressing, albeit slowly. I've had to do a lot more work to get the models already in game back into an editable format since I lost the original files. One GL variant is done. I will try and update all the things mentioned here (trace mags, zeroing, etc.).
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