

sakura_chan
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Everything posted by sakura_chan
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Textures not showing up on models in-game
sakura_chan replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Oh well download the arma2 content that was released, it contains the unbinerized model. Everyone was assuming you were using the unbinerized model -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
walking in vehicles has been the "unicorn" feature since the ofp days. It isn't impossible, in fact I have a working example with some pretty serious limits. It does give you an animated soldier that can walk with collision detection (geometry and other soldiers) around a vehicle, including elevation changes like stairs or ladders. This version doesn't really need 3d modelling and doesn't require any modification to an existing model. The limit: no guns, aiming or freelook. Another version would require extensive modification to a model, not visually or geometrically though, more to do with proxies and animations. This version, using the new A3 IK stuff might produce an aimable, shootable weapon as well as freelook, with a much cleaner script flow. There are about 4-5 scenarios that I can think of to get some sort of walking in vehicle action. From what I've seen its MP use would be possible (maybe too early to say), but I would cringe at the thought of 40 people jumping off the back of a moving C-130 haha. For now though I'll just release these birds without any craziness. -
Textures not showing up on models in-game
sakura_chan replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
texture = "SC_LHD_Port\data\env_chrome_co.paa"; not texture = "\SC_LHD_Port\data\env_chrome_co.paa"; you don't need the first "\". did you change the texture paths in the model? -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The IDWS system would be a hassle to integrate. there was a mod for A2 that added it though, so I may look into porting that. The system itself has never been used in combat IRL (that I'm aware of), apparently the Osprey doesn't get too close to combat and the system was deemed a waste of carrying capacity. it was useful as a spotter platform though. I know everyone wants a 'rivet' level flight sim, but ArmA is just is the wrong place for that. For a plane, its performance and handling characteristics are controlled by only 4 lines of code. My aim is simply to provide a high quality, USABLE port, without a bunch of superfluous features that are largely unused and really only delay the release. -
I've never made an island before, but I wanted to learn about how they were set up just for fun. The easiest way is to just directly edit a default island like Stratis. It left me with only one question: Why are there multiple rvmats for each texture block? For example, in the Stratis map, the block _002-002 has 18 different rvmats. It seems that editing the rvmat with the most "layers" is the only one that actually affects the terrain, ie "P_002-001_L02_L03_L04_L06_L07.rvmat" as apposed to "P_002-001_L02_N_N_N_L07.rvmat". I know these extra rvmats are listed in the island's .wrp, so what exactly do they do? Some sort of LOD system? I don't think so... Maybe something to do with AI? Any map makers please let me know!
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ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
yes, but I've always loved the sinister red lighting of older C-130s and AC-130s. I might change it back. Anyways, all the suggestions have been noted, and I will make sure it is fully walkable, jumpable, openable, and usable. -
I am going to be working on the C-130J and the MV-22. I look forward to this project!
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Wow old thread...dont worry about this addon...it was outdated three years ago. Do not use this mod.
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Question about island .rvmats
sakura_chan replied to sakura_chan's topic in ARMA 3 - TERRAIN - (BUILDER)
Outstanding explanation! -
[Tutorial] New Oxygen2 Install Guide
sakura_chan replied to abs's topic in ARMA 3 - BI TOOLS - GENERAL
There is no drawback of having source files in your mod folder. -
[Tutorial] New Oxygen2 Install Guide
sakura_chan replied to abs's topic in ARMA 3 - BI TOOLS - GENERAL
One thing I found that really helps: Set your personal mod folder as the P: drive and buldozer viewer. My .bat file looks like subst p: "C:\Steam\SteamApps\common\Arma 3\@sakumods\AddOns" Then buldozer is installed in my Addon folder. The end result is no need to copy files as you can load your P: drive directly into ArmA. -
Join, or Die. - An ArmA III Modification
sakura_chan replied to JPhillips's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
There HAS to be a mission where you take out the central banking system or a mint. Without these fake money factories the Gov couldn't feed their dogs. I hope this is epic! Even though there will be lots of guns, I hope you cover the more 'personal touch' associated with a civil war, ei brutal up-close slaughter with blood and chunks everywhere. Heads on spikes, knife kills, G-Men gassing nursing homes, the whole nine yards. Oh and there MUST be fat guys in there too! I hope there are some decent execution style animations in A3 so you could round up all the UN POWs in a baseball diamond and just go biblical on them. -
Arma II and Operation Arrowhead Islands successfully imported
sakura_chan posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've just about finished importing the older islands, complete with the new sky, HDR lighting, and NO pop-up errors or .rpt errors. The main caveat is that I won't be even attempting to import the old soldiers, weapons or vehicles. The basic logic behind this is that you cannot simply import an A2 vehicle to A3 in a 1:1 manner. It requires a huge re-write of the config, and there is a very good chance that BIS will be doing it for us at some point anyways. But the good news is that you should be able to run an island designed for A2 without error (I actually did this to use wgl_palms). I'll try to include an addon that applies the new lighting and sky to old maps, as currently they will use their original lighting unless (easily) modified. Some might prefer the original lighting so I'll make it optional. What I had to do: ----------------- Added a bunch of dummy cfgPatch entries for deleted pbos. No requiredAddOn errors Removed a few hundred stringtable entries that were duplicates of A3 ones Modified the faction and vehicleclass of a few warfare buildings Privatized some public units, mostly from water2.pbo so I could use the LHD in Utes without errors New sounds.pbo, A2 and OA only needed 3 sound files from the original What needs to be done ------------------------ Fix a .rpt error where it generates a long list of missing bones in OFP2Skeleton, probably from a vehicle cargo animation Add new ambient life to the islands. The original animals aren't there anymore so I'll rebuild that with A3 critters and fish I would like to try importing the A2 animals. I had a vision of ragdoll cows and satchel charges. fix the intro missions so they don't use missing addons "can not play due to missing addon" message update the streetlamps, they currently look like they did in A2 (no flares) Well it does need a little more work, but currently you can start A3, load up an A2 map, make a mission, and play it without any pop up warnings or messed up UI. I was impressed that the older islands don't look dated at all, they look awesome in the new lighting and moving through some of the bigger buildings (like Devil's Castle) is really smooth with the new controls! -
ALiVE - Advanced Light Infantry Virtual Environment
sakura_chan replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it, or will it be, possible to destroy units that aren't spawned nearby? I noticed that artillery couldn't damage distant, non-spawned units. Does this mean that If I launch a long range missile or bomb that it can only kill 'real' units? -
As you can see, the hud is really simple with almost no ladders or graphics. Another thing i did was to complete the pitch ladder, BIS gave up after 50° lol
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A10A arma doesnt have the C model. I did use a few A10C pics as reference though. They do have fairly simular huds.
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A while ago I made a new hud for the A10, it was based on the pictures and info I found in the DCS manual. It uses feet and knots/mph, has a mach read out etc. It has all new targeting graphics and it is all properly aligned with the weapons and targets. If you want I could dig it up and you could have it
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Question about "MouseButtonDown", BIS please fix this !!!
sakura_chan replied to gizz46's topic in ARMA 3 - GENERAL
That only works on the keyboard, not the mouse or joystick, unfortunately. -
Question about island .rvmats
sakura_chan replied to sakura_chan's topic in ARMA 3 - TERRAIN - (BUILDER)
Okay so no one knows? I know user made islands have these extra rvmats too. Is there no one who knows what they do? -
Help with binarized P3D files
sakura_chan replied to lolmartsecurity's topic in ARMA 3 - MODELLING - (O2)
you can also just open the model in notepad...the very first part of the file will be the "skeleton" section that would be in it's model.cfg. It will list all the parts of the rifle -
Keys - Enhanced Interaction System
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm still working on it. I've been looking into weapon resting as well. BTW I don't think its my mod breaking the M4 pack, as it all works on my end. -
I'm making a turret thing, and I was playing with the new IK stuff that lets you attach a character's hands and feet to animations. Can anyone one else (probably BIS) confirm that only the hands can be animated even though there are commands for the legs? Im talking about: gunnerRightHandAnimName = "feet"; gunnerleftHandAnimName = "feet"; gunnerRightLegAnimName = "feet"; gunnerLeftLegAnimName = "feet"; When the animation "feet" is used, only the hands move.
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Now with PhysX... Able to make articulated trailers?
sakura_chan replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Interestingly enough, the connectionchild and parent commands are in the Arma3.exe. The only way to test if they work is to actually set it up like it would be in VBS. I played the VBS lite thingy that came out and I remember using trailers. If I recall it used the action menu, but there is no "attach trailer" command that I've seen. After some more searching, any and all VBS commands relating to physX attachments has been removed or disabled in Arma3. My suggestion is to use the pin and hole technique, but don't have a visual lod on the physX trailer. Instead, have the trailer's visual lod as part of the towing vehicle's visual lod, and animate the visual trailer to match the angle and direction of the geometric trailer. This has a few advantages: 1. No attachto scripts 2. No need to script the trailer wheels, they would be animated along with the towing vehicle 3. if the trailer experiences lag or positional stuttering, it wouldn't be as visually obvious because you couldn't see the actual physX trailer. The visual trailer would always be 100% attached to the tow vehicle. -
Gunner leg IK doesn't work?
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
just a basic static turret. I assume it works in all vehicle types. The effect is actually quite good, the knees bend nicely without warping or weirdness. -
Gunner leg IK doesn't work?
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In fact it does not, it was just the standard combat stance animation. It wasnt supposed to be a vehicle animation. That may help! edit*** YES! that fixed it! Its working now. Strange, I looked through the animation config and there was no mention of the leg IKcurves, only place it was mentioned was in the .exe