Yac
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Posts posted by Yac
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What are the entries you have in rvmat?
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It looks as though lacking the alpha channel. Alternatively, select the glass on Oxygen 2 and let the faces - move top
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Thx Max :) Improves...
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That elephants do not do a sparrow, ArmA II will not do an air simulator. :) I repeat once again - you want to fly in the simulator? play IL2 or other games.
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Looks great. I dream of a campaign Microprose F14 style.
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Check as soon as I return home after work. Thank you all for your help. I will write what and how as checking - cheers
+++++++++++++++++++++EDIT+++++++++++++++++++++++++ +++++++++++++++
Display reason for error as usual trivial ;) I did not write this line "onlyForPlayer = 0;" Now everything works fine. Thanks again for your help and guidance you gave me.
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Unfortunately, it did not help :(
The most annoys me that everything works well only this message pops up about what I wrote above :(
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[APS]Gnat and you could have a whole litter of PM?
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And yes, you're right - have improved that config.cpp not model.cfg. It annoys me is that everything works ok and shows an error message is what slows down the loading of the model in the editor.
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Hello interested in the subject :)
I made models of F4 Phantom II in versions B and J (a typical U.S. Navy working horses in the years 50-80). At the time of loading in the editor shows the following error.
Animation source WingL not found in bin\config.bin/CfgVehicles/uns_F4J/
Oddly enough - animation folding and unfolding the wings works fine in both models. Same string shows up only at the first attempt to load the mission in the editor.
The following excerpt config.cpp responsible for making wings in the model
classUserActions { class RaiseWings { displayName="Raise Wings"; position="pilotcontrol"; radius=5; condition="this animationPhase ""WingR"" < 0.5 and player in this"; statement="[this, 0] exec ""\uns_f4\scr\FX_raise.sqs"""; }; class LowerWings { displayName="Lower Wings"; position="pilotcontrol"; radius=5; condition="this animationPhase ""WingL"" >= 0.5 and player in this"; statement="[this, 0] exec ""\uns_f4\scr\FX_lower.sqs""";
and
class AnimationSources { class LowerWings { source = "user"; animPeriod = 1; initPhase = 0; }; class RaiseWings { source = "user"; animPeriod = 1; initPhase = 0; };
I tried to find what causes this annoying bug, but I give up, maybe someone will notice where I made a mistake ?
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Change on rvmat F14_as on f14.smdi. You have odd tricks, but the F14 looks better already;)
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The program that supports channels (such as Gimp or Photoshop) stained red and blue channel white. You will then receive a basic smdi. If you want a matte texture hue you discolour the pink root canal on a darker hue. Generally, the darker the more matte the brighter the more glossy. Much depends on the shader and textures used in it, but the main effect of doing exactly the smdi. cheers
BTW Show how it looks on the model ;)
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VectorX96
Check PM mate :)
in short - bad smdi and bad shader... new on PM link
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VectorX96
check the PM box
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Contact the PM - I go to sleep now I'm after a hard day's work. So if this F14 looks great cheers
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We would be happy if I can help on their skills.
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You should reduce the brightness smdi and reduce shininess in rvmat.
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Is this gray camouflage should not be dull? Or at least less shiny?
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We must also change textures *. smdi and *.as if has been used in rvmat
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You have permission to it?
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magnus28
I will probably murder:D - YAC NOT YAK. :D
It was such - so you work a little easier. I will not dwell on it now - it's just an example. Cheers
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magnus28
Maybe something will help you, excerpt from my cfg Me110...
class CfgMagazines
{
class VehicleMagazine;
class PKW_500Rnd_MG : VehicleMagazine
{
scope = public;
displayName = "full auto";
count = 500;
ammo = "B_127x107_Ball";
tracersEvery = 1.2;
tracerScale = 4;
tracerStartTime = 0.075;
tracerEndTime = 1;
tracerColor[] = {0.2,0.8,0.1,0.04};
tracerColorR[] = {0,0,0,0};
airFriction = -0.001;
model = "\ca\Weapons\Data\bullettracer\tracer_green";
soundFly[] = {"",1e-008,1};
soundDefault1[] = {"ca\sounds\weapons\hits\hit_concrete_01",0.316228,1,60};
soundWood1[] = {"ca\sounds\weapons\hits\hit_wood_01",0.316228,1,60};
hitWood[] = {"soundWood1",0.1};
hitDefault[] = {"soundDefault1",0.2};
initSpeed = 900;
};
};
class cfgWeapons
{
class MGun;
class PKW_Mg15_mounted : MGun
{
cursorAim = "\ca\Weapons\Data\clear_empty";
cursor = "\ca\Weapons\Data\clear_empty";
scope = public;
displayName = "MG15";
autoFire = 1;
magazines[] = {"PKW_500Rnd_MG"};
begin1[] = {"\PKW_Me110\Sound\MG15.wss",1.20828,1.05,900};
begin2[] = {"\PKW_Me110\Sound\MG15.wss",1.20828,1,900};
soundBegin[] = {"begin1",0.5,"begin2",0.5};
soundEnviron[] = {"\PKW_Me110\Sound\noise", 0.1, 1.0};
soundServo[] = {"\PKW_Me110\Sound\gun_elevate", db-40, 0.4};
reloadTime = 0.06;
burst = 2;
magazineReloadTime = 8;
dispersion = 0.005;
minRange = 0;
minRangeProbab = 0.9;
midRange = 400;
midRangeProbab = 0.58;
maxRange = 800;
maxRangeProbab = 0.04;
aiDispersionCoefY = 21;
aiDispersionCoefX = 21;
aiRateOfFire = 0.3;
aiRateOfFireDistance = 1000;
maxLeadSpeed = 600;
};
class PKW_Mg17_mounted : MGun
{
cursorAim = "\ca\Weapons\Data\clear_empty";
cursor = "\ca\Weapons\Data\clear_empty";
scope = public;
displayName = "MG17";
autoFire = 1;
magazines[] = {"750Rnd_M197_AH1"};
sound[] = {"\Ca\sounds\Weapons\cannon\242_single", db20, 1, 1200};
soundEnviron[] = {"\PKW_Me110\Sound\noise", 0.1, 1.0};
soundServo[] = {"\PKW_Me110\Sound\gun_elevate", db-40, 0.4};
reloadTime = 0.06;
model = "\ca\Weapons\Data\bullettracer\tracer_red";
tracerScale = 5;
tracerStartTime = 0.1;
tracerEndTime = 4;
airFriction = -0.00077;
muzzleEffect = "BIS_Effects_HeavyCaliber";
burst = 2;
magazineReloadTime = 8;
dispersion = 0.005;
minRange = 50;
minRangeProbab = 0.9;
midRange = 600;
midRangeProbab = 0.58;
maxRange = 1200;
maxRangeProbab = 0.04;
aiDispersionCoefY = 21;
aiDispersionCoefX = 21;
aiRateOfFire = 0.3;
aiRateOfFireDistance = 1000;
maxLeadSpeed = 600;
};
};
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Talking of which, any chance of a Lysander?I'll think about and do not promise. If you are not soon rise. ;)
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Forgive Topas :* (oj tam oj tam :P )
Bright windows from inside
in ARMA 2 & OA : MODELLING - (O2)
Posted
Perhaps - I never forget to give rvmat with the effects of glass