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Everything posted by road runner
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I'm pretty sure it already does this
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I get a twisted arm effect when I put my own edited version of Jonny's SF guys into this, I don't touch anything in the CFG file, or the CPP file I just rename mine soldier.p3d. looks fine in bulldozer, and when I animate it to check pouch weights etc, no distortions, but when it's in the game, the arms twist at the forearms, one permanent (left) and the right, seems animated, normal, and then twisted like a beacon of sorts. I use the same model to view the AI one, but that doesn't suffer from distortions. I deleted all the LODS apart from the 1st one, but can't see how that would effect the main LOD. any suggestions ??
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The Millionth request about character importing into Arma2 !!
road runner posted a topic in ARMA 2 & OA : MODELLING - (O2)
First of all I'd like to apologize to the mods, and to the guys who are constantly bombarded with the same repetitive questions, I'm an old man, forgive me, my brain retention isn't what it used to be these days :p I've downloaded and created so many tutorial PDF's it's like an almanac, and video's too, but I'm still not quite figuring this one out.. Anyway, so I have way too much spare time on my hands at work these days, here in redders Basrah, and I need something to pass the time of day, so I thought "oh I used to make mods for Ghost Recon back in the day, I'm not bad at re texturing , and 3ds Max "(or so I thought!! ) and have decided that I'd actually like to see my incarnations and creations actually work in the game!.. so I have a few questions that the modding guru's may be able to help me with.. First up, I normally use Johnny's excellent SF as model bases, although I do know these were already ported over from Arma1, and ADDuke was kind enough to send me one of his head creations, with the ops core FAST, what can I say?? I'm a a lover of this helmet, seen so many in my times out here and they're super Shmexxxy!! Anyway enough babble... I'd like to see this on say..oh ALL of Jonny's models, am I right in believing that I'd need to DELETE the current heads in the un binarized.p3d files, due to Arma2 using Bysta Proxy? I also believe that the bysta model released was only for scale and creation and that it's used in the game via proxies, it's release was more of a guide for as it's already a proxy within the config.cpp etc files?? For example when I open Jonnys TL, and check the LOD's section, there's no mention of bysta there? What I was doing was taking the helmet itself and merging it with Jonny's guys, after deleting the character headgear, thinking it was that simple, so I check the animations, and Jonny's lad moves, the helmet stays exactly where it is!! ...HELP!!!! :o:o So then I'm thinking ah, I'll use the bysta head, and sometimes I can get the headgear to move with the character, but the face looks like it's from Resident evil, and eyeballs, mouth, teeth etc all stretch that even Jim Carey from the mask couldn't mimic it! So after I created like a dozen head swaps thinking I was the mutts nuts, and days of tinkering, the bollocks don't work, and it's winding me up a tad :D so some more research and googling and all sorts, I thought okay aardvbark said in several threads, use the AT glasses addon as a guide and use the headgear as proxies instead.. smashing, some progress perhaps? so I unpack it, open it up, and first thing I notice is that they're facing the opposite direction from any of the other character p3d files I open, and are sitting approximately in the middle of the torso..which some other guys doing the same thing I'm trying to do had issues with, if I then use the sample head, and also the "safety catch" p3d, as a guide for the headgear, would I be right in assuming that the "floating head/gear"issue will not happen? I'm sorry for the long winded post, I'm old and cranky and getting frustrated, I've watched icewindo's character weighting video over and over, and the brain dead part of me is still not getting the part of www.makingallyoureffortworthwhile.com I think I need to be beaten with a common sense stick, but I think I'm missing a vital part of character modelling! Cheers fellas, and again, apologies for the same repetitive questions, one thing I have noticed, not many people after they sort this out, actually post their soloutions.. -
The Millionth request about character importing into Arma2 !!
road runner replied to road runner's topic in ARMA 2 & OA : MODELLING - (O2)
Arrrrrghh Meltdown!! I chucked my handwritten step by step of how to get edited models to animate/show in O2,by mistake into the bin this morning, so I have a dozen models, with no LODS, and cannot for the life of me remember how I was doing this before :'( as in getting them to animate using animations, I think I'm just going to resign myself to the fact I'm getting senile... what was I saying there again?? All I've done basically is move pouches about, added a few more etc in 3ds max, exported then as 3ds files, imported them, and then converted them into P3D's..useless ones at that, I have copied EVERYTHING from the sample soldier into the LODS window, deleted the original sample soldier mesh and..................................nowt, zero, zen, zilch, nada, the triangles move when I apply and animation, but the main model stands there.. like a pointless signpost!! Any of the character making Gods about that can point me in the right direction?? apart from the road away from modding LOL :D -
Blender import / export plugins
road runner replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
Gnat, what he did was bad news indeed.. I don't think we will see him back here, but if Chal00 posts the link, then all we can say is Leopotam who?? ;) -
NSW Units & Gear (Retex.)
road runner replied to HorbeySpector's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
sweet!! -
The Millionth request about character importing into Arma2 !!
road runner replied to road runner's topic in ARMA 2 & OA : MODELLING - (O2)
I'm slowly beginning to understand more about proxies etc, thanks AD what you sent me has helped me understand a lot better, I can see now why new heads appeared in between the legs, as that's where the proxy markers are located (strange place) but yeah, I'm now re hashing a lot of the edited jonny's models, I chucked over 20 max files into the bin, and have started again, a whole lot quicker than editing mesh all the time!! :D I'll crack on with this, and thanks for your help -
Blender import / export plugins
road runner replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
Unfortunately he is in dispute I believe with Bohemia and Arma3 over this, he threw his teddies out of the pram, and hasn't been back since, it's a shame really, but someone else will come along and write a similar script, that's just the way things are. -
NSW Units & Gear (Retex.)
road runner replied to HorbeySpector's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I might have to seriously consider getting this beta now, way too many good things coming, and some of you guys should be part of the Bohemia modding team, there's some brilliant texture artists out there, and 3d modellers too.. keep the awesome work coming!! -
NSW Units & Gear (Retex.)
road runner replied to HorbeySpector's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the AOR2 looks tasty! It might need scaled up a bit, but it looks good!! -
Very nice videos mate, but where are all these things like muzzle flash, barrel start/finish located, I opened up the default with Aimpoint, and it's just a model, has nothing else, no little guides into which you place your own weapon ?? Sorry if this is a right stupid question Okay, took me a while to figure out I needed to have the window open that showed everything :o I'm so used to 3d max rotation etc, so my next question, how are you rotating the weapon so quick ?? mouse input like 3d max?? sorry again for being a total noob with O2 :o ---------- Post added at 08:40 PM ---------- Previous post was at 07:51 PM ---------- oh and there's no weapon p3d in your download link either mate, just the cfg and cpp files ;) .. I've been messing around a bit more,and alt-rmb does the rotating, I feel such a twat now..
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Alex Vestin's Multicam (HD quality template files)
road runner replied to AlexVestin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's good news John. Without derailing Alex's thread too much, the standard of skinning these days is just getting better and better all the time, the old templates were fine for the original BIS models, but the characters being produced these days are high quality, and high quality textures, yours, Sabre's and Drew's are top notch stuff. I started skinning/texture creating many years ago with Ghost Recon-Original game, under the name "Argyll" and then dropped out of the modding scene to go and work in Iraq, 9 years later I'm still here doing security, but now have a LOT more time on my hands and have resurrected my interests in creating textures etc again. -
Alex Vestin's Multicam (HD quality template files)
road runner replied to AlexVestin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Bink is there any chance you could release a grey scale/template of your crye stuff? Insta, these look pretty cool too -
Private Military Contractors [W.I.P]
road runner replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've been a PMC in Iraq since 2004, why does everyone think there's just Blackwater? Almost every company now out here has to have a Company Logo on their shirts to follow MOI rules and regulations. Don't get me wrong, I'm not knocking BW, I had some good mates work for them, they were loved and hated alike. I've only ever worked for 5 different companies, one an American one well known for wearing desert tigerstripes, they were the dogs bollocks for photo's, and the other 4 were UK based. I've done everything from PSD through to convoys, and now I sit behind a desk as a Security Manager for an oil and gas company in the South. If you need any reference stuff PM me, if I can get my hard drives to work, I can provide pics too. -
MARSOC Marine Special Operations Team
road runner replied to Meatball0311's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry I should have said the ones in your SF addon, not this one..apologies if you thought I was referring the these ones -
MARSOC Marine Special Operations Team
road runner replied to Meatball0311's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm a bit late to the party, after being directed to these units with the Ops Core helmets, this IS an outstanding add on, my only gripe is the textures, both woodland and the crye seems overly large, Binks multi-cam scaling and the Multi-cam on Sabre and Ardvbarks SOTG addon are perfect in size so many talented texture artists have offered help, next update to include the combat divers and texture fixing perhaps?? I do hope that this addon hasn't been forgotten about due to Arma3 ?? -
JTK HALO Script by Kempco
road runner replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks mate I figured it was ACE -
JTK HALO Script by Kempco
road runner replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Slowly getting this brill script to work !! Using this and Norrins airborne taxi script so I can HALO in and then call for extraction using The other awesome MH-47 addon!!. Been trying to get the bailout masks to show and have gone back to older version of desert Mercs but no joy yet! Another great feature for me in this script is my squad go in clean faces and exit cammo just like the real thing, as in on board mission prep. I'd also like to re texture the square canopy to grey as I was jumping for real with some UK pathfinder last year in Elsinore a couple are mates of mine through mutual friends and all the operational canopies are grey. And I'm still trying to figure out why rest of squad use round canopies but the player uses the square? -
JTK HALO Script by Kempco
road runner replied to Kempco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Would appreciate some help chaps, I set up a HALO test on Lingor and I can get the drop zone sorted and cut scenes are tops but my AI team just pile in and don't open chutes !! The test missions work fine and I copied all the files from the scripted version to my test mission folder and the AI guys don't deploy their main canopies ---------- Post added at 07:27 AM ---------- Previous post was at 06:13 AM ---------- Just to add I'm using ace in SP mode I've got it working using the bypass feature using a mission I tested last night and water insertions work too just need to get my head around the differences !! -
Task Force 121 pack by Fox '09
road runner replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Got them cheers shame these were never completed for Arma2 -
Australian SOTG - Commandos
road runner replied to sabre's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Love the ops core helmet dudes these skins are awesome Sabre -
Task Force 121 pack by Fox '09
road runner replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Do these links still work? -
Rhodesy's Projects
road runner replied to Rhodesy77's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Must have mate, who made the other Rangers units? I'm sure he was US Mil heading to Afghan ;) -
Task Force 121 pack by Fox '09
road runner replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
respect dude, not easy to call a halt on projects, look forwards to the FAST helmet, so been looking forwards to units like ST6 from Neptune Spear will have to wait until someone makes them, stay frosty pal -
Rhodesy's Projects
road runner replied to Rhodesy77's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Welcome back mate, is that your TDY over? if not stay safe brother