

i3luevein
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Everything posted by i3luevein
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How would I configure this p3d to work in arma 3
i3luevein replied to grahas's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
OK justa couple of pointers (BTW he sent me the table via PM) As a rule of thumb, each box in O2 represents a meter, so your table would have been around 200 meters long I haven't had time to complete the table but I will if you like, what I have done is a simple box/cube that will work and shows the basics https://www.dropbox.com/s/ecl2uvcgs8r8fnk/my_box.zip?dl=0 Thanks -
How would I configure this p3d to work in arma 3
i3luevein replied to grahas's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, send me the file and I'll do it for you and send it back so you can see how Thanks -
Now with PhysX... Able to make articulated trailers?
i3luevein replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I have tried this and the vehicle being towed gets dragged literally. The hand break is on and it spasticates all over the place and rolls on corners. However works really nice in water pulling another boat lol There was something for ARMA 2 made but in MP was dreadful -
Now with PhysX... Able to make articulated trailers?
i3luevein replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well its in the code for ARMA 3.... But not enabled so I guess we sit back and wait if (_followTowingVeh && // something is towing us FutureVisualState().Speed().SquareSize() > 0.00001f && // we are moving !((PilotUnit() && PilotUnit()->IsAnyPlayer()) || // we are not a player (_attachedNonPhysXVeh && _attachedNonPhysXVeh->PilotUnit() && _attachedNonPhysXVeh->PilotUnit()->IsAnyPlayer()))) // or in attached non-physX vehicle isn't a player { -
Hi, on looking at your image. The folder structure you have "renamed" to forza with a team named slightly mad studios. However on researching that team they had nothing to do with forza?? So why are you re naming folders and linking pirate websites? Regards
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Hi - thanks for the information however Apache's lead role is to make animations & RTM files for us. He has recently assisted me in light bars and making it animate better as he is far superior than I am in this field. I will however ask him about this but as far as I can see from a quick Google search Forza Horizon's cars are way out of the ARMA 3 game engine league and the time one would spend reducing it you may of well make it from blue prints http://cdn4.dualshockers.com/wp-content/uploads/2014/09/Photo_3026.jpg?eaa32f If you know our T&C with BIS please state them. No one is forced to donate and is completely voluntary. Nothing is pay to win it is all in game Regards
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Hi all, thanks for bringing this to my attention I would like to add that there is no fee to play and join City Life all we have is a strict set of rules. Joe bloggs can register, validate, interview and have boots on the ground for $0 and they can continue to play forever for $0 as long as they do not break the server rules. We do not encourage our members to donate, even if they dont all content is available in game as Easter eggs where you would have to build it in the factory. All donations are completely voluntary and I will say 90% of those that do donate are long term members. All of last years P&L from our donations from City Life 2 where we had a BIS agreement was sent to them as far as I am aware and with the release of ARMA 3 the T&C changed and they asked us to change our donation store accordingly to which I am aware what we have done is approved. We rely on our donations and money from all of our own pockets to provide a server with anti DDOS due to the levels of attack we get which is not cheap. If a BIS member reading this disagrees with what I am saying please let me know so we can correct this to remain compliant. GySgt_Mel, please tell me who you are referring to about the forza files as I would be interested to know. Please enjoy this video of our head of animations hard at work dancing in his living room Regards
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extDB (arma3 extension linux/windows)
i3luevein replied to torndeco's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Me like Features: Multi-Part Messages (i.e if output > outputsize set by arma) -
Volha in A3 [WIP/help needed!]
i3luevein replied to keeway's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What help do you need mate? It was a very quick port, maybe 1 hours work with some fine tuning on the physx If you need anything mate send me a PM I'll be glad to help -
City Life 2 RPG MOD (WIP)
i3luevein replied to i3luevein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
So am I -
www.cityliferpg.com This City Life 2 RPG MOD is an Online RPG built on the Armed Assault 2 engine offering an online community for you to enjoy. What sets us aside from other RPG missions is custom made addons built around our code. Hear is some WIP videos before I ramble on: 9juQdN3D68A tBCOV_zILAk http://s898.photobucket.com/albums/ac183/daddybluevein/?action=view¤t=CL2WIP3.flv Well we have come a long way from ARMA 1 and the current Dev team stands at: ArMaTeC - Web master, Coder, Modeller, Mapper & Texture artist DaChevs - Coder & Modeller I.M.G - Modeller, Mapper, Texture artist & config PROTO - Community Administrator, Permissions admin and mission editor I3lueVein - Modeller, Mapper, BETA & Texture artist (Generally makes more errors) :butbut: Dan - Community Administrator, BETA tester & getting into Model making. Coldfuse - Modeller, Mapper and Texture artist Special thanks to: Vilas Team (There are more but the list go's on, the exe will have a readme with all listed) OK the video should highlight some of the features, but as each day go's the MOD develops from a simple idea or community suggestions. Soon the launch of an on-line interactive pocket book for Civs and Police will be available so people can get to grips with the mod before its released. I'll keep you updated. http://www.myotherdrive.com/dyn/file/895.370017.30102009.23280.6a65fi/axe.jpg http://www.myotherdrive.com/dyn/file/176.360117.30102009.23312.6a65fi/hammer.jpg http://www.myotherdrive.com/dyn/file/458.410117.30102009.23320.6a65fi/spade.jpg http://www.myotherdrive.com/dyn/file/895.460117.30102009.23324.6a65fi/taserefx.jpg
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OK - sorry for the title name in advanced for those that were expecting to assist my erectile dysfunction Any way to the point. We all know switchmove and playmove and can call the [] call BIS_fnc_animViewer; I was wondering if there was a new way to make the player limp like just go into the ragdoll as if they have been knocked out, like when they are hit by a car they just drop to the floor. Is there a way to call this? Thanks in advanced
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I don't know what system your planning to use for driving and cargo proxy to make more realistic interaction in vehicles for ARMA 3. It would be nice to add more memory points so moders have more flexibility with driving positions. In the memory point LOD would be nice to have say a Lhand, Rhand, Lfoot and Rfoot point with maybe also a Gear point. Then the character will know where to reach when to change gear, know where to place his hands and feet on the pedals rather than just sitting there like a crash dummy sliding around when the vehicle is moving, even though that is a nice touch when implemented in OA. Any other ideas on this? Or is this something that people know is happening? Or I have missed :D
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Do you have a model cfg?
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DownLoad: http://www.freefilehosting.net/bvpolicecar Images: http://www.imagehousing.com/imageupload.php?id=948363 http://www.imagehousing.com/imageupload.php?id=948365 I keep getting asked for config help on car making for ARMA 2, spend many hours with people in TS talking them through using O2 and putting textures on to models. I have put together a simple addon of 2 cars that were supplied to me through turbo squid with permission from the up loader. Product License Standard Royalty Free As part of a game if the Content is contained inside a proprietary format and displays inside the game during play. I don't claim to be an expert, but know enough to get rubber on to tarmac. I haven't implemented a tyre puncture system or RVMATS to these cars, but if you unpack them you will see how the basic mechanics of them work through the config files. If you need me to implement anything ells to these cars, just ask and I will update them for you. Happy making
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Making vehicles is a tiresome job of constant, packing, loading and then tweaking. I us to have it for ARMA 1, but can't seem to locate it for ARMA 2. I'm referring to the ca/temp folder for the driver models and positions. Can any one point me in the right direction or have the said files. Being able to see the driver models in O2 before I pack it would save hours of packing and loading :) Thanks in advanced
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Driver position Proxy ca/temp
i3luevein replied to i3luevein's topic in ARMA 2 & OA : MODELLING - (O2)
Hmm, Tried his method but it makes the O2 model look kind of retarded rather than in any cargo/driving position. I have all the RTM files un-bin and had the same effect. Any one know of a solution? Or a way to get this working -
Ragdolls = In .... Realistic wounds ???
i3luevein replied to guiltyspark's topic in ARMA 3 - GENERAL
A reference to them would be nice. As I conceder this one area that needs improvement and looking at the poll - 438 other people share the same view ;) -
Something along these lines? Spoiler image is 386 KB But yeh, eventually all of those points would be nice !!
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Driver position Proxy ca/temp
i3luevein replied to i3luevein's topic in ARMA 2 & OA : MODELLING - (O2)
no I haven't, seems more geared towards A1 but I'm sure it can be re made for A2 -
Also make sure you have the model.cfg set up correctly:
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Yes mate of course I will
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Love it mate, These cars look good on that map :) http://forums.bistudio.com/showthread.php?130283-BV-Police-Car
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German Misc Pack released
i3luevein replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@ Marseille77 Nice to hear you got it fixed!! Why didn't I think of that :) -
German Misc Pack released
i3luevein replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In a shadow LOD the model can't have any open faces, so remove all the proxy items for this check. Select your whole shadow LOD then Click Structure, topology, Find Non-Closed. It will highlight the open faces. Then you can click Structure, topology, Close. If there is no open faces then there are parts of the model that are not triangulated. This is done by selecting the model and pressing / Failing that, then there are missing named animation parts in the shadow LOD. Hope this helps :)