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Skwurl

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Posts posted by Skwurl


  1. Hey guys,

    So basically, I've been researching how to get RTM data out of Maya so I can get some custom character animation the Arma 2 engine. I think I may have figured out how to export the RTM data from Maya (generating a simple .rtm file), but I don't exactly know what to do with the file.

    I know it has to be packaged into the .pbo, but do I need to edit the configs of the characters? Does anyone have experience with this?


  2. I take it you mean the character animations?

    The .rtm anims are in anims.pbo (or anims_e.pbo for OA). Vehicle crew anims are in the data\anim folder inside the various vehicle .pbos (tracked.pbo, wheeled.pbo etc)

    Problem is that they're all binarized and can't be loaded into O2 for editing with the BIS skeleton.

    If you have a copy of ArmA 1; those .rtms weren't binarized and a lot of ArmA 2/OA anims are the same as those.

    Thanks man, much appreciated.


  3. If this isn't working, then you are out of luck, unless you actually create your own tool.

    http://www.armaholic.com/page.php?id=4117

    btw: the RTM tookit is discontinued, as teacup has left BIS community

    PS: the modding community is currently making only static anims via O2, until proper tools for professional grade software will be released/created.

    Creating anims is possible via O2, but the workflow is hardly easy, especially since you need to work on each frame.

    Yeah, I was checking that one out.

    I'm able to use the provided rig, but I have no way of importing the BIS skeletons and converting them to the Maya rig. BIS really needs to release the proper plugins.


  4. Hey guys,

    I've been searching the forums high and low to learn about how the modding community animates their models, but haven't figured out a good Maya workflow.

    I know that O2 is used to import the BIS models and skeletons, but I'm wondering if there's a way to import the skeleton into maya somehow, animate it properly there, and then export the animation data back into the .p3d file.

    If anyone can point me in the right direction, I'd be much appreciated.


  5. Okay, so I just bought the Steam version of OA, got it updated to 1.56, and when I list the available multiplayer servers, 90% of them are red.

    I realize that some of them run @ mods, but when I click on the ones that don't, it says: "Version Required: 1.57" in red, and below that "Current Version: 1.57"

    What am I missing here?


  6. Hey guys,

    So I read a bunch of MP intro guides to OA and I'm pumped to finally jump into the MP scene. My only question is, what maps and or co-op missions are the best for A-10 or combat heli pilots?

    My definite strong suit is a CAS role, and I'm not sure where to start.

    Much appreciated.


  7. Hey guys,

    I've been searching the forums and looking at youtube videos and i managed to figure out how to get the uav working in my mission. My questions are:

    a) The uav doesn't follow my waypoints...any ideas why?

    b) Is there an altitude max for the uav? Currently I'm using this script in the uav unit box:

    this flyinheight 820;

    c) How do I lock the camera on a specific spot while flying so I don't have to readjust?


  8. If you actually take the time to download Mandoble's stuff you will see that there is a UAV mission in there. It has a lockable camera, ability to fire the missiles AND be able to circle around a waypoint (that can be set on the fly as you fly !)

    Now tell me that isn't what you need !

    I'll be damned.

    I read the release notes for his addon and didn't notice any thing about the camera in the documentation.

    Thanks a bunch. I'm going to check it out asap.


  9. It's especially frustrating not to have a lockable camera in the uav because the basic camera.sqs already has that precise function already !!!!

    Yeah, it's irritating. Come on you modders, get on it!

    I kid, I kid.

    I actually have no idea how hard it is to mod for this game (brand new convert from the bf2 modding scene), but I can't imagine it's too hard - particularly if the camera already supports the function.

    I'm going to tinker with the code and see if I can get something to work.

    Don't hold your breath though.


  10. Okay, I know it's been said a thousand times over, but I feel it needs repeating...even more so because 1.05 failed to address what the community obviously feels is a major issue.

    Locked camera modes for the UAV and navigatable waypoints.

    Without it, the Repaer is useless. I mean, the modders had it in Arrma1 for crying out loud. The Reaper drone should be able to loiter way above visible range with the ability to fix the camera with the laser designator.

    Are there any plans to include this in Operation Arrowhead? Any of you modders currently working on this?

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