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tonnie

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Everything posted by tonnie

  1. Mods: ADF Uncut, ADF Uncut 2.0 and spec4gear with private retextures
  2. Hey guys, Just wanting to know a couple on things relating to importing new uniform models into game. 1: are shirts and pants seperate models or one whole model. 2: As I'm new with importing what config setup am I going to need. Any help or links would be great Thanks in advance Tonnie
  3. Reason for noone replying is this isn't going tone the correct section of the forums for your post Try here http://forums.bistudio.com/showthread.php?149946-A-C-R-E-Advanced-Combat-Radio-Environment-for-Arma-3
  4. I've had this error in the past and found that once I updated my max and insured the export properties were set correctly it all worked fine.. What version of 3ds max do you use and what are your export settings?
  5. Hey guys, So im having trouble getting my sights in game. at first i had both the acog and the optical sight working fine however as soon as I added the elcan sight into the cpp it errors on binpbo and then none of the sights doesnt show ingame. Im guessing somethings wrong todo with the elcan config. Any help would be awsum. Heres my config (Alwarren give me permission to edit his to work on mine) #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class ADF_Accessories { units[]={}; weapons[]={ "ADF_optic_ACOG6x46", "ADF_optic_F88Optical", "ADF_optic_elcan" }; requiredVersion=0.1; requiredAddons[]={}; version="2012-12-28"; }; }; class cfgWeapons { class ItemCore; class InventoryItem_Base_F; class InventoryMuzzleItem_Base_F; class InventoryOpticsItem_Base_F; class InventoryFlashLightItem_Base_F; class ADF_optic_ACOG6x46: ItemCore { scope = 2; displayName = "ACOG 6x46"; picture = "\A3\weapons_F\Data\UI\gear_acco_ACOG_CA.paa"; model = "\adf_sights\acog\acog9x.p3d"; descriptionShort = "Marksmen Combat Optic (RCO)<br/>ACOG 6x46"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 1; mass = 4; RMBhint = "Marksmen Combat Optic"; optics = 1; modelOptics = "\A3\Weapons_f\acc\reticle_arco_F"; class OpticsModes { class ACOG { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0723; opticsZoomMax = 0.0723; opticsZoomInit = 0.0723; memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; class Kolimator: ACOG { opticsID = 2; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; distanceZoomMin = 100; distanceZoomMax = 100; }; }; }; }; class ADF_optic_F88Optical: ItemCore { scope = 2; displayName = "F88A2 Optical Sight 1.5x"; picture = "\A3\weapons_F\Data\UI\gear_acco_ACOG_CA.paa"; model = "\adf_sights\A2Optical\f88a2optic.p3d"; descriptionShort = "1.5x Infantry Optic"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 1; mass = 4; RMBhint = "1.5x Infantry Optic"; optics = 1; modelOptics = "\A3\Weapons_f\acc\reticle_arco_F"; class OpticsModes { class ACO { opticsID = 1; useModelOptics = 1; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 150; distanceZoomMax = 150; cameraDir = ""; visionMode[] = {}; opticsPPEffects[] = {""}; }; }; }; }; class ADF_optic_elcan: ItemCore { scope = 2; displayName = "ELCAN 4x"; picture = "\A3\weapons_F\Data\UI\gear_acco_ACOG_CA.paa"; model = "\adf_sights\acog\adf_elcan.p3d"; descriptionShort = "Heavy Duty Infantry Sight (HDIS)<br/>ELCAN"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 1; mass = 4; RMBhint = "Heavy Duty Infantry Sight"; optics = 1; modelOptics = "\A3\Weapons_f\acc\reticle_arco_F"; class OpticsModes { class ACOG { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomMin = 0.0723; opticsZoomMax = 0.0723; opticsZoomInit = 0.0723; memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; class Kolimator: Iron Sight { opticsID = 2; useModelOptics = 0; opticsPPEffects[] = {""}; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; distanceZoomMin = 100; distanceZoomMax = 100; }; }; }; }; class FHQ_optic_HWS_G33: ItemCore { scope = 2; displayName = "Eotech G33"; picture = "\FHQ_Accessories\HOLO\gear_acco_g33_ca.paa"; model = "\FHQ_Accessories\HOLO\HWS_G33.p3d"; descriptionShort = "Eotech Holo Sight with G33 scope"; weaponInfoType = "RscWeaponZeroing"; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 1; mass = 4; RMBhint = "Advanced Rifle Combat Optics"; optics = 1; modelOptics = "\FHQ_Accessories\HOLO\hws_scope.p3d"; class OpticsModes { class G33 { opticsID = 2; useModelOptics = 1; opticsPPEffects[] = { "OpticsCHAbera1", "OpticsBlur1" }; opticsZoomMin = 0.0623; opticsZoomMax = 0.0623; opticsZoomInit = 0.0623; memoryPointCamera = "opticView"; visionMode[] = { "Normal" }; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; class Kolimator : G33 { opticsID = 1; useModelOptics = 0; opticsFlare = 0; opticsDisablePeripherialVision = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.5; memoryPointCamera = "eye"; visionMode[] = { }; }; }; }; }; class FHQ_acc_ANPEQ15: ItemCore { scope = 2; displayName = "AN/PEQ-15 Laser"; descriptionUse = "AN/PEQ-15 Infrared Laser Pointer"; picture = "\FHQ_Accessories\ANPEQ-15\gear_accv_anpeq15_ca.paa"; model = "\FHQ_Accessories\ANPEQ-15\anpeq15.p3d"; descriptionShort = "AN/PEQ-15 IR Laser"; class ItemInfo: InventoryFlashLightItem_Base_F { mass = 8; class Pointer { RMBhint = "Laser Pointer"; irLaserPos = "laser pos"; irLaserEnd = "laser dir"; irDistance = 5; }; class FlashLight{}; }; }; class FHQ_acc_LLM01L: ItemCore { scope = 2; displayName = "LLM-01"; descriptionUse = "Rheinmetall Laser-Licht-Modul 01<br/>IR Laser"; picture = "\FHQ_Accessories\LLM-01\gear_accv_llm01_ca.paa"; model = "\FHQ_Accessories\LLM-01\llm01.p3d"; descriptionShort = "LLM-01 IR Laser"; class ItemInfo: InventoryFlashLightItem_Base_F { mass = 8; class Pointer { RMBhint = "Laser Pointer"; irLaserPos = "laser pos"; irLaserEnd = "laser dir"; irDistance = 5; }; class FlashLight{}; }; }; class FHQ_acc_LLM01F: ItemCore { scope = 2; displayName = "LLM-01"; descriptionUse = "Rheinmetall Laser-Licht-Modul 01<br/>Flashlight"; picture = "\FHQ_Accessories\LLM-01\gear_accv_llm01_ca.paa"; model = "\FHQ_Accessories\LLM-01\llm01.p3d"; descriptionShort = "LLM-01 Flashlight"; class ItemInfo: InventoryFlashLightItem_Base_F { RMBhint = "Flashlight"; class FlashLight { color[] = {1,0.9,0.8}; ambient[] = {0.001,0.001,0.001}; position = "flash dir"; direction = "flash"; size = 1; innerAngle = 50; outerAngle = 120; coneFadeCoef = 10; intensity = 100; useFlare = 1; dayLight = 1; FlareSize = 0.35; onlyInNvg = 0; class Attenuation { start = 0; constant = 2; linear = 1; quadratic = 75; }; scale[] = {0}; }; }; }; };
  6. tonnie

    Problem witch weapon attachments

    Everything looks ok.. hows the config look, can you post it?
  7. tonnie

    Sight config issue

    Yeah mate I have the F88a2, F88a1, F88Sa2 and the new F90 aug rifles Dathmonkey- thanks mate ill take a look tonight and see if it helps
  8. tonnie

    Sight config issue

    Just says there's an error in the config.cpp
  9. tonnie

    Imported 3DS model faces

    First make sure all vertices are welded so you dont have multible verts on the one spot ( Select all, weld ( set distance to 0.0001 or whatever ) ) Then try exporting as OBJ into O2 Good luck.. Also in future it will help the community out better if you post wireframes helps us understand whats happening Tonnie
  10. Hey guys Had a look around I can't find any other posts about this so if I'm wrong and there is another thread for this please link me and close this off, Since the last alpha update my custom weapon accessories ( sights, lam's ect )no longer show ingame, iv triple checked the configs to no avail. Does anybody else have this issue they might be able to she'd some light ? Thanks in advance Tonnie
  11. Good looking model mate, if you still need a hand importing let me know. Keen to share my optics in a pack too if you want to take that road let me know also. You mean one of these ;) I still need to add a RMR sight on top and has that exact sight picture Tonnie
  12. Hey guys had a look around haven't found what I'm looking for, What I'd like is a list of template config files for different type of handheld weapons. I know there has been MLODs release by certain ppl on here but for ease of reference ( and not to post someone elses work ) for ppl looking at starting new weapons for ARMA 3 I'd like to post up just config files here as a point of ref. Bolt Action Rifles MG's Antitank weapons ( RPGs ect ) Side Arms ( Pistol ) Assault Rifle ( Will upload mine here soon for easy viewing for people looking for one ) Will also update first post with configs as I get them If there is something like this for arma 3 already out there please link me and ignore above :) Tonnie
  13. tonnie

    ADF Uncut

    With any luck the m4 models will be updated to only spec op units while these we be released with the standard infantry :) https://www.dropbox.com/s/gn6xnwxj44uy9oo/Photo%207-06-13%203%2027%2031%20PM.jpg https://www.dropbox.com/s/7bfniosb48k2xzk/Photo%207-06-13%203%2028%2000%20PM.jpg
  14. Thankyou Bad benson, this has made a world of difference.
  15. Hey guys So iv been exporting from max to O2 via 3ds format for my weapon models ect and that works all good, what I would like to know is if its possible to export my unit model ( uniform ) with the skin modifier applied and show in O2?
  16. Sorry mate What I ment was setting up the scene correctly in maya after exporting the fbx from max with the file already. So what I would have already: Skeleton and unit mesh setup in max with the mesh skinned correctly and how I need it, From here I need to know if there's anything that needs tobe done in maya after importing the fbx file before exporting as the bis txt format. I apologise for the noobish questions iv just never really touched on maya or its major learning curve compared to max Thank you for all your help so far Tonnie
  17. Thanks for the reply, any chance there are any good tutorials for maya in this regard?
  18. Hey guys as the title says I want information on how to add the default head and hand models of the A3 unit model to my new unit model. Also want to know if I will have to reskin the bis models in O2 or if I can add them already skinned.. Better again would be if someone has a template unit p3d file that already has the head and hands in it that I can then just merge my unit model into. All thanks in advance Tonnie
  19. Thankyou stalker for the reply worked perfectly :)
  20. Hey guys just want to try and get some insight here, I'm having problems with the shadow lod with my helmet. It's out of place by about 2 feet, now when I move the shadow lod in place within O2 it throws all the other lods ingame backwards about 6m behide the player. I've tried reimporting the shadow model into O2 however still get the same issue. Hope this makes sense if not let me know
  21. tonnie

    Helmet model issues

    Yeah I do,
  22. Thank you mate, ill look into those :)
  23. tonnie

    ADF Uncut

    Sneak preview of the upcoming mich2000 helmets (testing screenshot still a few tweaks needed, placeholder textures as well ) https://www.dropbox.com/s/ukb9c8p5te7bive/Photo%2010-05-13%208%2018%2041%20AM.jpg
  24. tonnie

    Zachs Full-on guide to Custom Weapons!

    Mate first of all thank you! Managed to get my rifle ingame finally, I also had the same issue tho with the arms being spastic and all.. Gone through all your options with no luck :( And a small request would be, any chance you can add more detail with adding custom rifle mag models? I noticed you did it for your model but I can't seem to work it out. Again thanks for a brilliant tut learnt a tone so far Tonnie
  25. tonnie

    Changing/Creating New Ranks

    any chance anyone worked this out id love to be able to just rename a few ranks for our addon
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