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road runner

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Everything posted by road runner

  1. road runner

    US 75th Rangers

    before princetons became all the rage, blokes were putting anything that gave off light,that could be slotted into a piccatinny mount. airsofters have better kit than most deployed blokes, and love to emulate all the high speed units, they say imitation is the greatest form of flattery, and if these dudes are wearing surefire's, then who's to say they're wrong ;)
  2. road runner

    US 75th Rangers

    Looking good fella, ran out of likes :(
  3. Thanks mate, that makes sense, I am using the tools from A2 still to make the pbo's (BinPBO personal issue)
  4. Happy New year. A couple of questions for the weapons config guru's, I have a single weapon, broken down into "camo", "camo1","camo2","camo3" in the selections part. These selections are added to the model.cfg My question is, I normally make a single weapon, with no need for "hidden selection textures", how do I actually make this work? I know you have to make a base which doesn't include the textures or models (?) I used Rob Hammers MK18 mod as an example as I know that uses the same weapon, and through hidden selections, creates other weapons from the same model, although I never seem to see any actual model cfg files when unpacking to change textures etc, are they "hidden" like the hidden textures? :D Basically I want to create 3 versions, a clean version (factory finish type), and 2 desert variants, of which the textures are already named. Any pointers would be greatly appreciated.
  5. class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class tb_arifle_m16a4_base: Default { skeletonBones[]= { "magazine", "", "bolt", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class tb_arifle_m16a4_base: Default { sections[]= { "magazine", "bolt" }; skeletonName="tb_arifle_m16a4_base"; class Animations { }; }; class hkump45: tb_arifle_m16a4_base (This is where I was putting my weapon name in) { class Animations { class magazine_reload_move_1 { type="translation"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; minValue=0.145; maxValue=0.2; offset0=0; offset1=0.40000001; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue= 0; maxValue=1; minPhase= 0; maxPhase=1; hideValue=1; sourceAddress="mirror"; }; class bolt_empty { type="translation"; source="isempty"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; class bolt_empty_1 { type="translation"; source="reloadMagazine"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; }; }; }; as you can see, he was referencing it to some tb_arifle_M16A4_base, I'm guessing there's no need for that at all, and that is probably a cause for errors to happen?
  6. Jackal, you are a fucking star and a gentleman many many thanks, I shall give this a bash, but it looks exactly what I'm looking for. The worst thing is, I've done this with headgear in A2 before, I had a brain fart and couldn't see the woods for the trees. Can you just confirm that the model.cfg doesn't inherit anything, only reason I ask, is that I basically use Zach Gibsons tutorials, and his model.cfg loks like this
  7. road runner

    Crye Airframe WIP

    It saves a LOT of time, this is how the weapons guys make cammo variants, they just use the "hidden selection" parts, so one helmet can have a dozen variants simply down to hiding textures ;)
  8. road runner

    NORAF WIP Thread

    Hasn't been released yet as far as I'm aware, deadlines are supposed to pass, that's what they mean!! :D
  9. So you think that because you've stated you're paying someone currently $250 a month, and bragging about doubling it, actually makes you somewhat better than anyone else who either contributes to toadies Patreon ? You've actually made up my mind for me in NOT contributing, I had thought seriously about it, but you're bragging just ruined it for me, Toadie is a great modeller and animator, but there's other modellers out there who would take comissions to built a specific weapon for A3. It's not a competition, and if you're willing to throw $500 a month it shows you're disingenuous to the guys who maybe can't afford that much. For $500 bucks a month, that would get you a 3d artists course, and you'd be able to make your own models. maybe if you're good enough, your models would fetch a nice price on the gaming market. It's a crying shame you chose to turn this into a competition into who's Toadies biggest sponsor. :rolleyes:
  10. road runner

    Crye Airframe WIP

    There's a neat trick that if onnerby decides to write into his model.cfg and config.cpp is that naming the various addons as camo selections, and use hidden selections to show/hide them, that way no need to make multiple models. For example peltors as camo1, Contour/strobe as camo2 etc This works, I used to do it in A2 all the time, just make sure the textures are in order ;)
  11. Yes mate, it's showing in the VA, sounds work etc, I had this issue with the first weapon I made, and da12thmonkey gave me the pointer that worked. I used the previous weapons config and model cfg in fact all their folders, just edited the paths and renamed the respective files . The magazine and Bolt Are the only two things in the selections part. It's wierd as its the same magazine I just deleted the weapon around it, and imported the new one over the top of the old one. It's got me baffled lol Okay, I made a schoolboy error in the model name in the cfg wasn't the same as the actual p3d name, now it's working mate, many thanks again.
  12. Okay guys, need some help, I have a weapon that the "magazine" doesn't disappear during the "unload" animation. It's named in the selections, and named within the model.cfg file, it's just not disappearing. I used Zach Gibson's sample for my config.cpp, and model.cfg can anyone help?
  13. road runner

    US 75th Rangers

    okay, I'm well impressed!! nw I like that holster, it looks like a safari land 6354 job.. Happy New year padwan
  14. I'm needing your help again mate, for some reason despite the exact same model.cfg, and the exact same magazine, from the same weapon, inserted into another weapon, the bastard shows, even when the guy is in his underwear, the magazine stays attached to the weapon. The 3 configs are exactly the same, 2 work like a dream, the 3rd in making me want to throw chunks. What do you think is causing this?
  15. I'd love to see you tackle the SiG 516 ;) :P as that bad boy has a very unique rail system
  16. Guys, looking for the author "The Punisher" of the uniform mod "GEARSOC" which can no longer be found on armaholic or steam. Send me the details via PM please, I don't to discuss anything else here, thanks. Moderators, Can you lock this please, and once I've received the information, I will then ask for the thread to be closed.. thanks.
  17. I'll try that as well Commy2, was there anything "unusual" in the RPT file? It could simply be that I have a wank keyboard!! :D
  18. That's a distinct possibility, as the ones I use are created from the VA, I will try and see if the issue remains with vanilla units. I've already pasted the auto enable into the addons folder. I just did a fresh install again today, re downloaded CBA and ace from armaholic, and same result. used the Marine FAST units from RHS, got shot, pressed the window interaction key, self medicated with a bandage, the interaction closed... got shot again, went to bandage myself up and zilch, just a red circle, tried lctrl and windows, zilch, I can treat others no probs, but cant self treat, weird isnt it?
  19. http://www.armaholic.com/page.php?id=20267&highlight=SOTG
  20. Thanks for the feedback.
  21. Is this purely for A2 BIS stuff, or would other non BIS A2 projects be considered? Sabres SOTG guys would be a great unit addon. :ph34r:
  22. road runner

    US 75th Rangers

    Quit slacking and less yakin !! :D Top tip... NEVER EVER give a release date. I worked on a mod wth a group of guys over at Ghost recon, it was to revolutionise the game, I was one of the character modellers, but the project grew bigger than we could have ever coped, we put way too much pressure on ourselves, and all being perfectionists in our own way, things got out of Sync. Constant requests for release dates, and our keenness to oblige made life difficult, also the geographical location of the team made the window of communications small. One thing I'm seeing more and more of, is the level of detail people are putting on their models and textures, unless you're up very very close to them, a lot of the details are lost, due to the game engine itself, that's why characters have like 5 different LOD levels. Of course it looks great, but things like stitching you cant see in real life, unless you've used dental floss, standing 2-5 M's away from anyone. The level of detail is great for screenshots, but again, system specs have a massive play in there too, not everyone has twin 970's with 8GB RAM each :D I fear for the new DLC coming out, as it's one of these where you want to be able to see, and almost smell the scene, but man you're going to need some serious horsepower under that case to view the effort BIS designers have put into that DLC, don't forget, they're running top end Graphics cards, priced in the $1000's.. anyway back to you slacking off.. :D ;)
  23. road runner

    NORAF WIP Thread

    Easy enough, you can either do it via masks, or the way I do it, is place the cammo over the base layer, and use a variety of brushes etc and use the eraser part and where you'd see normal wear and tear, edges for example, you just erase the top cammo layer on these part. then once you're happy, just merge the layer. You can also do it via software like quixel suite, or substance painter, but these are much more complex.
  24. Shit, the drool is messing up my keyboard!! :D very nice indeed Toadie, another mega addon. :D
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