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raptor 6 actual

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Posts posted by raptor 6 actual


  1. Hello all.

     

         I've been watching a lot of tutorials and trying to search here on the forums for this answer, but I must not be searching the correct criteria. I am making Landing craft, and on some of the boats, the guard rails or poles that support different structures will essentially be the same part. Do I just model and texture one of the guard rails or poles and then copy and paste it? The same issue comes up when I designed a frame house (to make it look like it was under construction). The "studs" of the hourse, or the wood frame is basically the same item I suppose. In the videos I've watched, people don't really show this issue, hence the reason I'm asking.

     

    Thanks in advance


  2. I've just come across this thread, so I apologize if someone else has mentioned this....however, is there any chance that you can reverse engineer what Gnat has done? By that, I only mean, that he took a seaairplane that he had, somehow created either an invisible boat model where the floats are located, or he made a very, very small boat model and wrote a config so that the boat class took over as soon as the height of the seaplane was at a certain level above the sea.

     

    For the hovercraft, could you make it so that when the hovercraft comes into contact with land, or is at a certain height above the sea level, you can create either a small or invisible car, plane, or tank classed config to take over land travel. 

     

    Hopefully, that makes sense and I haven't repeated what someone else has stated.


  3. Thanks for reminding me of the sample models. I did as you suggested and broke down the model so as not to have any concave items. However, when running STRUCTURE-->CONVEXITY-->Find Non-Convexities once more, it highlighted just as many verts.

     

    Upon looking at the test car in Sample Models, running the same process, even the sample car ended up with almost every vert highlighted. So, in a way that makes me wonder if I don't have Object builder setup properly, or if it's something else.

     

    Am I looking at this the wrong way by chance?

     

    @PuFu- I will get to that next, thank you.


  4. So, to start off with, YES, I did search first :) .  However, even learning what the convex and non-convex means as far as polygons go, I'm needing help on the interior of a ship....to be specific, the "tank deck". I know of no other way to make this a "convex" shape. It fits inside the hull and I'm trying to make it a separate .p3d to cut down on total poly count in my main hull.

     

    Do any of you have a work around on how to accomplish this? Picture link is attached

     

    Thanks in advance for helping on the Landing Ship Tank (LST) picture available here


  5. I honestly don't mean this as a request and I'm just trying to plan ahead once she's released, but will the winch on the door have a memory point so that scripters can come along and add different attachments to the hook (if there is one at all)?

     

    Those different attachments could be a stokes basket, a jungle penetrator, etc, etc.

     

    Thanks

    • Like 1

  6. I'm not sure if the Knight had this capability or not, but will you be adding IR strobe flashers to the lighting system? I know of a video that could explain my question better, but it's from another game, and I'm not wanting to offend anyone by posting it here.


  7. I honestly didn't know how to simplify the results of searching to find the correct answer to this problem. When texturing the guard rails on my ship models, do I need to unwrap EVERY SINGLE POST and chain? Or do I just model and unwrap one post, then after texturing it, do I just copy and paste it?

     

    Other wise, when I properly learn to unwrap a model, I'll be doing so for the rest of my life on just one model. I'm sure I'm doing this the hard way.


  8. Not to be troublesome about this, but in one of the pics, it shows a sign in front of a base with the title of "FOB Sarge." Correct me if I'm wrong, but during the Vietnam era, weren't most bases called Air bases, FSB (Fire Support Bases), or just FB's (as in Fire Base Gloria and Fire Base Lady Bird)? I understand this is just a simple board, and doesn't necessarily indicate the level of gameplay awesomeness, but it just helps to stay with the illusion.

     

    At the same time, I have quite a few models I've been working on that fit into both the WWII era and essentially into the Vietnam conflict after doing some minor changes. Those models are of the LST (Landing Ship Tank), the LCT mk 5 and mk 6 (Landing Craft Tank), the LCM III and VI(Landing Craft Mechanized), the LCVP (Landing Craft, Vehicle Personnel), the APB-24 (a Barracks Ship), a PT boat, the LSM (Landing Ship Medium), and finally the APA-45 USS Henrico. I'm only talented to create the 0.000 LOD. I'm trying to progress onto the 2nd step of getting these into game. However, if anyone would like to look at the work I've done this far, I'd be glad to produce the LOD/skeleton pictures to show originality and the lack of progress I've made with learning how to texture. I'd really like to see if someone could help get me into that next step, so as to contribute more to this mod. Let me know if you'd be interested in taking over if that'd be easier.

    • Like 1

  9. Great work AusSnipe73. Thank you for releasing this. I agree with others that it's sad that the engine can't support this better the way it should. But, on the up side, the amount of carnage that those main 16" guns deal out could virtually make me want to dig a hole in the terrain to try and hide from the shells. Can't wait to see more of it.


  10. Are they still working on this mod?

    If they are, they would probably post an update or the mod itself. As R. Brown, and so many others have stated, new forum users HAVE to acknowledge that they've read the rules...which apparently they don't. Stop asking for updates, the guy(s) will update the thread when there is relevant news.

    @Numrollen- what type of improvement is there that you're hoping for. There are many EMS professionals, including myself, that helped develop some of the aforementioned mods. There are only so many things we can implement into a medical mod when the engine itself doesn't allow for full implementation of everything we could wish for.

    At the same time, replicating the human body's functions are hard to replicate. Whether you believe in God, a higher Alien Power, or the Theory of Evolution, coding at that level is very difficult.

    Another point, I'd like to assume that most of the general users of ArmA are of a mature age, but I know that there are youngsters out there that play as well. When developing a medical simulation mod, you have to balance realism with gameplay, and sometimes, gameplay wins out because otherwise, no one would want to play if they get shot within the first few minutes and never get to respawn, or have to sit out six months from the Clan due to "rehabilitation."

    Here's to hoping we see more from this team, but let's leave them alone until they report back. :)


  11. The basic concept should work just fine. The Visual LOD and the rest of the tutorial work for both VBS2 and ArmA 3. However, the config part of the tutorial may/will throw you some curveballs due to each version of the software requiring different syntax. I think most people will point you to looking at one of the sample models provided by BIS to find out how to get the config to work for A3.

    But, while we're on the topic, why did the tutorial have us sharpen the top and bottom parts of the rotor mast? I understand smoothing the main part of the mast, but the top and bottom are mysteries to me.

    AWC_Chief_Wiggim, feel free to PM me, I'd like to work with someone on a beginner's level, as I'm trying to learn the in's and out's of modeling past the first visual LOD.


  12. Hi all,

    I was curious as to whether there had been any research done as to creating new flag models, such as penants, guidon flags, or things of the sort? There is also the issue as to how they are animated within O2 and the config values for it. Obviously, the sample models for the flags just show a rectangular box, but nothing really answering the question as to whether a person can take that same functionality and attach it to a car's hood to identify a VIP's vehicle, or whether we can attach it to a guidon staff, or even the lanyard of a ship.

    Any help would be helpful and hopefully my 0 search results where true and this isn't a huge waste of time and space in the forums.


  13. Has anyone created an UNSUNG MSO version in the past? PresidentHill is having problems getting units (groups) to spawn in his custom MSO mission... before I take a look at it I thought I'd throw out the question just to confirm it's possible.

    Yeah, my friend and I created a MSO, gave it to Wolffy, and DevilDogGamer. We still have it on our HD I believe if you'd like it. Just PM me, and I'll talk to my friend this morning or the next for you.

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