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sakura_chan

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Everything posted by sakura_chan

  1. I hope someone else can confirm this, with the newest non-dev branch update the "rain" slider is missing from the intel screen in the editor. I disabled all my mods and it was still missing. Anyone else have this?
  2. sakura_chan

    Streetlamp upgrade - alpha I

    Actually it would make more sense to base them around more modern light standards...it is supposed to be 2035 right? By then it might be difficult and expensive to acquire old lights like that. That's another reason the lights should be brighter, light output per watt has increased greatly recently and I would imagine that technology would advance greatly in the next 20 years.
  3. Sweet! I had done that work pre-1.55 haha
  4. Yeah the variable interface size is a huge burden to anyone doing dialogs. The way I did it was to detect the interface size and then adjust the text using the scripted commands. I wouldn't recommend adjusting the size of the text box like that. If you are using safezones in the format that the ingame gui editor spits out, all you have to do is change the size of the text and it will remain in the correct position across all the various interface sizes. Also, the size change should be handled by plus and minus, not multiplication and division. Very small interface size Large interface
  5. sakura_chan

    Streetlamp upgrade - alpha I

    There should be a performance drop for the simple reason of the light illuminating more polygons. This is just test #1, I am still looking for a solution to the fps drop and I am still tweaking everything
  6. I'm pretty sure that the new aiming is the best and biggest change since ofp 1.00. All the other stuff like lighting/scripts/vehicles blah blah blah is just eye candy, The aiming is really what makes a game. I can't believe people are ragging on this stuff...A3 is stuffed top to bottom with 100% pure awesomesauce. Its like they took good old ofp, made it super smooth, stuffed as many far-out daydream goodies as they could into it (render to texture, physx, heat distortion, ragdoll, customizable weapons) and then sold it for 1/2 price of their other titles. Sure, it needs a little tweak here or there, but I think we will finally get to see the ofp series in a final polished state. From that there will be no reason to go back to the "old ways"
  7. It doesn't work that way. If you want to add a gun with certain attachments, you have to do it by making a new weapon entry in cfgWeapons. You would then add your new weapon to weapons[]. You don't need to mention the individual gun parts in the soldier config. class arifle_MX_ACO_point_gripod_mzls_F : arifle_MX_F { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_ACO"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; thats what a gun config looks like when you are simply changing the attachments. "arifle_MX_F" is the base model, you would add "arifle_MX_ACO_point_gripod_mzls_F" to your soldier and it would have the attachments from your custom gun.
  8. Best advice I can give you is learn how to draw in oxygen 2. Get a good image editing program that lets you use layers. Take an existing mod, unpack it, edit it and put it back together to figure out how it works. Avoid overkill programs that take a college course to understand.
  9. I have airplanes ingame using "airplanex". I just inherited from the plane class and changed the crew and animations to A3 ones. It should work.
  10. sakura_chan

    Add Attachments to Helmet

    Currently the helmet itself is just an attachment, and we can't have attachments on attachments (lol?) The only way to do it is to list the new helmet attachment as a pair of glasses, that way you could put things on the helmet. Two drawbacks: One, the attachment would remain once you removed the helmet (could be fixed with scripting). Two, the soldier couldn't wear glasses with a helmet attachment. It would be easier to make each attachment as a complete helmet item, assuming you are making your own helmet.
  11. sakura_chan

    Arma 3 Sectors of Fire Idea

    you are forgiven
  12. Arma uses a proprietary animation system for static objects, basically it is just two points used as a rotational axis and then a small model.cfg file that tells it how to move. You can choose what "source" it is assigned to, so to make it rotate you would link it to the "time" source. I can't recall anyone posting a step by step tutorial though. Maybe look up the config file for the lighthouse in arma3?
  13. sakura_chan

    Primer for new vehicle simulation

    in the wheel class, take every value relating to springs or weight and then either double them or half them. The wheel should either go up or down. once you get it at the height you want start adjusting each number until you find the right balance. Also I believe the boundingbox entry needs to reference a cube matching the dimensions of the wheel, and this box needs to be in the memory lod.
  14. sakura_chan

    Custom Danger.fsm

    I just noticed that you don't have the original characters_f patch entry in requiredAddons. I'm sure that has caused problems for me, as I believe it affects the loading order of addons. it might be loading your mod first and then writing over it with the original data. As far as I know expansions are loaded first.
  15. sakura_chan

    Custom Danger.fsm

    backup and unpack your characters_f pbo, delete or replace the danger.fsm and repack it, to see if it is being loaded at all. maybe it is hard coded now?
  16. the GPU can only draw stuff. The CPU is calculating the entire game. games like crysis and bf3 usually have very little going on in terms of AI or unit counts. They use hitscan weapons etc so from a CPU standpoint there really isn't much going on. In ArmA series though you could have hundreds of units fighting at once with accurate bullet physics so naturally it takes more CPU. Basically CPU and GPU aren't just interchangeable, they do different things. LOL its annoying now that the forum is so active...by the time you post a reply someone else has already replied
  17. Just loosely throwing this out there, I am am looking for anyone who would like to contribute some content to a future mod for ArmA 3. I am looking for any kind of 3d model, it could be a model of almost anything. A plane, a pop can, a building, whatever. I am most interested in transport aircraft and ships of any country. Generally anything from the modern to future time frame. Most wanted list ------------------ Russian transport aircraft Civilian airliners and transports Ocean freighters US and Russian Warships (any class) US Navy aircraft Russian Submarines Anti-submarine warfare gear(?) Russian AWACS Near-future aircraft Generic ground stuff like walls, dirt piles, foxholes, embankments Civilian objects like cell phones, keys, wallets, turkish bites. Birds and insects Plants Not needed list ----------------- US Bombers US Transports US AWACS/JSTAR/E-6 Russian Bombers US Submarines Any kind of soldier or civilian man I would really use any model of any quality I could get, they don't need to be finished or textured. They don't need cockpits, geometry lods or multiple resolution lods. Even if the model itself is unusable, it could be used as reference to make a more suitable model. The only thing that I require is that you are the original author of the model. Zero interest in fixing up ported ofp stuff from inactive members or any kind of rip or conversion from another game (even with permission). So, if you have some kind of abandoned addon or maybe you made a model just to learn, I would gladly accept it for use in a "different" kind of big content mod for ArmA 3. I would say ArmA 2, but realistically it would be finished after ArmA 3's release. If you have an existing mod that you would like to contribute, that would be awesome! There are a few mods that I will be asking to use, but I haven't gotten to that point yet. If you were wondering, the model would receive a new config class and texture directory so there would be no dependency on an existing mod, and any scripted features would be removed. Preferably, these would be low to medium poly models. for vehicles, 6000 polys or less would be a good measure. Details like landing gear, cockpits and working control surfaces would not be needed as well (and might be removed). If you have anything you would like to contribute, please let me know through PM and I will reply ASAP. You will receive full credit for any contributions, of course! I think this is the right section to post: -there is no Arma3 addon discussion forum -I am going to be discussing the addon more later on -This will probably be released for ArmA 2 as well since it is being built in ArmA 2
  18. Sure i'm sure I could use them in some way!
  19. More like vehicles from an infantry perspective. I would gladly accept your models!
  20. I tried doing this lately, I was making a laser designator camera for a plane script. I was trying to attach a turret that would stay level and point in the same direction when the plane moved. The only way I could do it easily was to use visiblepostion: _plane = plane; _turret = turret; while {true} do { _turret setposATL [visiblePosition _plane select 0, visiblePosition _plane select 1, (visiblePosition _plane select 2) + 10]; }; You could use some older code to give it an offset from the model, because modeltoworld doesn't use the visible layer anymore (even though it should). The only problem was that it wigs out if you are in the attached vehicle (at least for static guns). If it is manned by ai then it is ok.
  21. sakura_chan

    Best use of ambient occlusion map?

    oops I meant the one I was making was 128 instead of 255. You can change it in blender by changing the diffuse color. My new AO maps have a white base and I did decide to merge it into the diffuse using multiply.
  22. I'm wondering about how most people use their AO map. I tried putting it in the obvious place (ambient shadow channel) but the effect is so weak and really only appears at a distance. I tried merging it into my color maps but it looses a lot of the effect and caused some discoloration. I then tried it in the detail channel which looked best, but I was already using that channel for a tiled dirty metal detail texture. I noticed that some modders blend it in subtly to their color maps, add it to their AO channel AND their detail channel. Is this the best way to do it? Is there any way to add my dirty metal texture?
  23. sakura_chan

    Best use of ambient occlusion map?

    Good info! I messed around with it some more and I found that it worked really well as a detail map. I used the AO map as a base, then I added the panel lines (it is an airplane) and the tiled metal texture both using multiply. This left the color map free of any panels or shading. I used the AO channel to simply set the ambient shadow strength to enhance the partially chrome look of it. If I did have to use it in the color map I would go with the multiply blending. The problem was with me using the wrong blending mode, trying to adjust it with opacity and having it wash everything out because AO maps are [128,128,128] grey as default @Robster no an ambient shadow map is usually rendered in a 3d modelling program once it has been fully unwrapped. Blender is what I used because it is free (and legal)
  24. sakura_chan

    Community concern

    It is kind of a non-issue. Everything released for Arma2 can be extracted and exported to other programs. You don't even need conversion tools, you can take it from the rendered game itself. There isn't really anything secret about it. Configs can't be locked because they can be viewed INGAME with that config viewer script. However, I can't recall anyone successfully releasing such a 'copy pasta' addon for Arma and getting away with it. The moderators do a really good job of calling out people who suddenly release professional quality models/models obviously from other titles. There is some proliferation outward from arma, I know the realism mod for GTA IV uses the choppers from Arma2. But who would lose sleep over ripping models from a FREE game? The only time it gets ugly is when someone extracts a model and uses it in a commercial product.
  25. sakura_chan

    problems with materials

    I downloaded the .paa and tried it on a basic .rvmat and the texture loaded just fine. What does your .rvmat look like? does this work in buldozer? If it works in buldozer it should work in the game. Also 3 things: use .png format instead of .tga don't use uppercase characters (nohq instead of NOHQ). don't use texview2 to change the name of a file. it should be us_soldier_nohq.tga -> us_soldier_nohq.paa
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