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Medals
Everything posted by road runner
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Another cool addon to look forwards to :D
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The boots on the right are currently worn by SEAL's on Operations in Afghanistan, that's why I made them, they're Asolo Fugitives, I was surprised to see such colours myself, but they're being worn on Ops ;) http://static.squarespace.com/static/511d8f3ae4b02acb17b5ced9/t/51cec3a2e4b09d57584514e1/1372504995881/ and a good article here ;) http://www.itstactical.com/gearcom/footwear/asolo-fugitive-gtx-boots-combat-tested-in-afghanistan/ I was more than Happy to help out Hawaiian on this, once he releases his addon, I've also said that anyone who wishes to use the boots for their own mod are ore than welcome to, just a wee thanks in a read me is suffice if you decide to use them.
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any updates? ;) Just pulling your leg, I know you're "itching" to show the update :D
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The Username Change/Merge Thread
road runner replied to Placebo's topic in BOHEMIA INTERACTIVE: Web-Pages
I would respectfully like to change my name from "Road Runner" to "Argyll" as this was my nickname when I was modding for Ghost Recon back in the day :D email confirmation can be supplied -
Sorry, I should have made myself a bit clearer, free falling as in HALO jumps, before any movement left or right, killed the player, now it's fine, the animations are all good, I just don't experience any forward motion during "free fall" from aircraft, if I use the W key.
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Good to see that the movement has been fixed when free falling, and your character no longer dies although I don't seem to gain any forward movement when using this mod, along with spookwar.
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Medal Of Honor - Project Honor
road runner replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Why not use the same ones? I think these are from the SOC mod, and they have a variety of colours to chose from, also some good ops cores in a mod by Voodoo as well ;) -
Medal Of Honor - Project Honor
road runner replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Now you're just teasin' :D Looking good, outstanding job, the colours look just perfect in that environment too, this will be a very welcome addition indeed once released. ;) -
Medal Of Honor - Project Honor
road runner replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking good young man !! -
Medal Of Honor - Project Honor
road runner replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Dude, these are good enough to release now to be honest, but it's when you feel you've accomplished the desired effect that matters ;) -
Medal Of Honor - Project Honor
road runner replied to vanschmoozin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking good, have always like the Medal of Honor special cammo, I made this for arma 2,last year for my own use, don't over do the dirt/dust/wear and tear though, I think there's a project honor uniform in one of the uniform packs as well, maybe Tryk's, but your version already looks better :D -
Here you go, not sure if there was ever a thread here at BIS. http://www.arma2base.de/include.php?path=forumsthread&threadid=1853 I have a feeling Donny is now part of the BW mod team though
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There was a KSK mod in the works by Donnie, but he dropped out of sight, he also had an airframe, it would be great to use for CAG unit's. It would be a shame not to release it, as it looks pretty cool, even as a standalone, but respect your decison no matter what you decide ;)
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What about that opscore airframe ? Will that part of your mod too? I've not come across any mods out there with them.
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He means the weighting of the vertices, and not the mass weight for the gear.
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US Naval Special Warfare (WIP)
road runner replied to arkhir's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Are the RHS opscore's not also from Sabres SOTG mod for ArmA 2? There he credits Jeffers Pang with these models? Is this Jeffers Pang? -
Yes, if you're adding more helmets, they need to be added to the model.cfg. I wouldn't bother with weighting the chinstraps, I don't think were weighted in ARMA 2 or now in ARMA 3, if you have them all under "Head/head" that should be enough. As far as I'm aware helmets are a seperate entity from the uniforms, so no need to weight them, you will just give yourself headaches getting them perfect, to the various parts of the cheek, I've never weighted any article that's attached to the head/headgear.
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Don't worry about the 2nd entry, that was for the next helmet in my project, each time I edit/make a new one, I add it to the model.cfg before the config.cpp so I don't forget to do it !! ;) use the sample model as a guid for the placement as well, sometimes I have to tweek mine, then once your happy, you can start using your modded helmet as the guide ;)
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if you have the sample headgear model, just CTRL_A select all and delete the baseball cap, and then simply paste your model into the empty place, and save it to what you want, but make sure the name matches what you have in the model.cfg I had the same issue, a quick search here solved it, just copy over the sample model, that worked for me ;)
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If you have the samples folder in your ARMA3 tools on steam, take a look at the headgear sample, from memory, there's no memory point, as it's assigne to "Head" might also be worth checking for simple spelling errors too, they can fuck your config file up. When you make your model, you should have 2 files, the config .cpp file, that has the model and texture data in it, and also the model.cfg file, you have to add this or it will not show in the game.. heres an example of my model.cfg class ArmaMan: Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" }; skeletonName = "OFP2_ManSkeleton"; }; class Mich2001_1: ArmaMan{}; class FAST_HRS: ArmaMan{}; }; The green text is the name of the p3d file without the .p3d extension. There's no weighting needed for headgear, vest etc that's a whole different ball game, and it's patience that's needed there, I just cheat really, I weight the whole lot with the same colour, and it seems fine in the game, you could spend ages weighting it the same as the torso, apparently you can use a skin wrap modifier in 3dsmax, get a hold of Stalkers Weighting guide, it will help too.
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Australian SOTG - Commandos
road runner replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Someones ported it, there's screen shots of the Rabinex helmets in ARMA 3 somewhere, in one of the RHS threads discussing the MK18's, looks very much like a ported figure, maybe it's a screenie from A2? It would be great to see these ported to be honest, I don't have the madskilzz to be able to port them :( -
norrin's ArmA2 scripts ported to ArmA3
road runner replied to norrin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has anyone had issues with the helo taxi script since 1.48? lots of things "broken" for me now, choppers can't have destination set after getting in now, they just want to RTB :( -
Create Helicopter Taxi - Lift off once you get in
road runner replied to bw1231996's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is this Norrins script? if it is, I'm getting lots of errors now after 1.48, my extraction works, but before I could "set another waypoint" after getting in, now all the script does is fly back to the choppers base, which I suppose isn't bad, but the originals for ARMA2 I used a lot with Kempco's HALO script, HALO in, do the mission, and call for extraction... perfect, and always able to redirect the chopper for an alternative mission. -
Need help with getting started - config problem?
road runner replied to RhodesianScout's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think you need to assign a texture path to the sign mate -
Guys, I'm having a meltdown over what's probably a single typo/misplaced key stroke, I keep getting an error on making it to a PBO around line 3, it says something is missing and doesn't pack, can someone have a look at what on earth I'm doing wrong, it's got me bamboozled big time!! I've used another mods cfg that had the same amount of uniforms I wished to make, and just replaced the data with my own, but something has gone tits up, and it's winding me up, 5 hours I've been at this and about to give up!! :D class CfgVehicles { class B_Soldier_base_F; class DEVGRU_uniform_Desert TS: B_Soldier_base_F { scope = 2; displayName = "DEVGRU uniform (desert tiger stripe)"; vehicleClass = "DEVGRU_uniform"; uniformClass = "DEVGRU_uniform_Desert TS"; nakedUniform = "U_BasicBody"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\data\devgru_desert tiger.paa"}; class Wounds { mat[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\Data\DEVGRU_clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; tex[] = {}; }; }; class DEVGRU_uniform_AOR1: B_Soldier_base_F { scope = 2; displayName = "DEVGRU uniform (AOR1)"; vehicleClass = "DEVGRU_uniform"; uniformClass = "DEVGRU_uniform_AOR1"; nakedUniform = "U_BasicBody"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d";; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\data\devgru_aor1.paa"}; class Wounds { mat[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\Data\DEVGRU_clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; tex[] = {}; }; }; class DEVGRU_uniform_AOR2: B_Soldier_base_F { scope = 2; displayName = "DEVGRU uniform (AOR2)"; vehicleClass = "DEVGRU_uniform"; uniformClass = "DEVGRU_uniform_AOR2"; nakedUniform = "U_BasicBody"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d";; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\data\devgru_aor2.paa"}; class Wounds { mat[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\Data\DEVGRU_clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; tex[] = {}; }; }; class DEVGRU_uniform_MCM: B_Soldier_base_F { scope = 2; displayName = "DEVGRU uniform (Multicam)"; vehicleClass = "DEVGRU_uniform"; uniformClass = "DEVGRU_uniform_MCM"; nakedUniform = "U_BasicBody"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d";; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\data\devgru_mcm_2.paa"}; class Wounds { mat[] = {"DEVGRU_Uniforms\DEVGRU_Uniforms\Data\DEVGRU_clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; tex[] = {}; }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class InventoryItem_Base_F; class ItemCore; class HeadGearItem; class V_PlateCarrier1_rgr; class VestItem; class DEVGRU_uniform_Desert TS: Uniform_Base { scope=2; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; displayName = "DEVGRU uniform (desert tiger stripe)"; picture = "\DEVGRU_Uniforms\DEVGRU_Uniforms\data\ui\desert_tiger_ui.paa"; author = "Keeno"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "DEVGRU_uniform_Desert TS"; containerClass="Supply60"; mass=80; }; }; class DEVGRU_uniform_AOR1: Uniform_Base { scope=2; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; displayName = "DEVGRU uniform (AOR1)"; picture = "\DEVGRU_Uniforms\DEVGRU_Uniforms\data\ui\aor1_ui.paa"; author = "Keeno"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "DEVGRU_uniform_AOR1"; containerClass="Supply60"; mass=80; }; }; class DEVGRU_uniform_AOR2: Uniform_Base { scope=2; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; displayName = "DEVGRU uniform (AOR2)"; picture = "\DEVGRU_Uniforms\DEVGRU_Uniforms\data\ui\aor2_ui.paa"; author = "Keeno"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "DEVGRU_uniform_AOR2"; containerClass="Supply60"; mass=80; }; }; class DEVGRU_uniform_MCM: Uniform_Base { scope=2; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; displayName = "DEVGRU uniform (Multicam)"; picture = "\DEVGRU_Uniforms\DEVGRU_Uniforms\data\ui\ocp_ui.paa"; author = "Keeno"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "DEVGRU_uniform_MCM"; containerClass="Supply60"; mass=80; }; }; }; }; //};