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meshcarver

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Everything posted by meshcarver

  1. Hi, yes, this is a tough one for beginners. I am also struggling to find a decent "template" for a simple static object. In my case an oildrum that I have in Bulldozer now, but I could do with seeing how to get a VERY basic config.cpp up and running somehow. I've read "How to create a addon from scratch" literally four times (probably more tbh) but to us newbies it's like Hieroglyphics at points. That's not to say it isn't VERY helpful and appreciated, it's just that it doesn't even mention things like a static model with no doors/anims apparently DOESN'T need a model.cfg..? Is that correct..? It really just needs a config.cpp to get ingame..? I don't know, and these points seem to be assumed to be just "known" to the reader of most of these tuts- they could really do with being pointed out to be really helpful and beneficial to the community. Just BASIC things like that would go a long way to increasing this communities size, as it'd make it more accessible to more people. Again- I understand most if not ALL of these tuts are done in people own time- that's fantastic and I hope to do some of my own one day, but they could very easily be made more understandable by explaining the baby step basics better. This hopefully won't be taken as a complaint; this community is unreal tbh, but little things like this would make it even more so! :D
  2. Thanks man, I think it was one of two things- what you said above and/or I done a SDMI map just as a greyscale (I thought it was Specular alone until I found the true use of an SDMI map!) and when I checked the map in TEXVIEW2 it was bright red! Then I ran the filter over it and it worked!
  3. Hi all, First off, I know I'm posting a lot of threads all of a sudden, but as there's a lot to learn trying to get a model correctly setup in ARMA2, I thought I'd ask after exhausting my tutorial attempts. I've got no problems 3d modelling and texturing, so will be creating all my assets/objects out side of O2 for as completely as possible until they need to go in to O2 to be setup/converted so to speak. My question is this; say I was making something basic- an oildrum- how would that (with ALL it's LODS etc) need to be set up in the Maya scene/file before I exported it as an OBJ? Do I import each LOD one by one, or can I create a scene with the main mesh, and all it's LODS- fire/shadow/geo etc and export the LOT in one go? If so, how then do I properly assign the relevant LOD attributes to each piece inside O2 please? I'm only resorting to asking, as I'm hoping for a definitive step by step guide to a newbie who wants to contribute to this autoimmunity. Thanks for any help guys, Marc
  4. HI PuFU, So do you mean to say that in the O2 scene, there must FIRST be all the LODS in place BEFORE you import ANY MESHES (Of LODS) from maya..? Where would they come from? I don't understand the meaning of "So you will need to move the mesh yourself in the desired LOD", because there will be nothing in the O2 to start with..!? I'l be importing the LODS as I go from Maya..? I think we (ME!) have wires crossed here mate... :( This is by FAR, the most complicated toolset I've tried to learn... there just isn't enough coherent resources to learn from, and I feel quite bad about harassing you guys all the time with these little fiddly questions... I hope it's ok?
  5. Hi all, I've just found this SuperShader for Maya on the BI Wiki: http://community.bistudio.com/wiki/Super_shader Does this mean, when I create buildings/objects/assets, I should really just use this shader on them all..? Also, does this shader mean I will be seeing in Maya viewport basically what I'm going to get in the ARMA2 engine please..? I found no ref to this shader in any tutorial- I just happened to randomly find it and it seems like a godsend if true! Thanks, Marc
  6. Thanks Max, Do you mean, create layers in Maya, like in the bottom right of Maya window yes..? If so, then how/what/where DO you manually specify which LOD to import into each sub-object (What is that anyway?) into the import dialogue in O2? This isn't me trying to get as much free info short cutted as possible by the way man- I'm literally tutorialed upto the ears and there's so much confusing between them all. Trust me- for a newbie it's pretty tough going to stay on track mate. :( If you have time, could you give me a step by step button click of what you described- there's no frame of ref for some of the things like "import dialogue" mate? Thanks for any help man, Marc ---------- Post added at 07:50 PM ---------- Previous post was at 06:49 PM ---------- Hey up, Well, I've got it working in bulldozer, but the object is bright red instead of blue/rust. You can still see diffuse/spec/normals, but it'e like it's been coloured red..!? Ahhh, this is starting to drag... :(
  7. meshcarver

    Supershader for Maya?

    Damn... So what shader do we use, if we want to see the final outcome in a Maya viewport for example please..? Standard Phong or something?
  8. Wow..! This is some great guide lines for a beginner here- thank you all very much for this. At least I now know roughly what to aim for... I also suppose, it's best to model some examples in, then test them before uv unwrapping to see how it works/feels... Cheers guys..! Marc
  9. Hi all, I've followed this tutorial, but when it comes to the putting it inBulldozer to see it with the normal maps etc, then I get "Cannot load texture TUT_Wall\TUT_Wall_NOHQ.paa" I have the normal map created, but also when I press CONTINUE, then object looks all black..? All my PAA's, P3D and RVMAT is in the same project folder btw... Does anyone know why this cannot find the texture please..? The RVMATs path seems fine to me..? FIXED: Schoolboy error- I had "s" on the end of a "wall" filename- syntax error in effect...
  10. Thanks again Jaghetejan..!
  11. Cheers Jagheterjan, That was a quick reply! :D That's very helpful, but I should've mentioned in the OP- is there a set height that some modelling vets adhere to when they create things like windows and doors..? Like a universal "safe gameplayable" set of figures please..?
  12. Hi PuFU..! Thank you very much for your reply mate. I've redone the Mondkalb Terrain Tutorial twice now, just to hammer it into my head tbh. It's already STARTING to make sense in some parts. I think with these tools- they don't really make a lot of sense at first to a newbie like me, so using them again and again breeds familiarity, and that's where the process can benefit. It's the only way to get fluent at this I think..? I'm taking it one little piece at a time. I haven't even STARTED to look at modelling/materials properly yet- just rounding off the terrain aspect for now. I'm relived that modelling and materials won't be overly complicated, creating them anyway, in a 3rd party 3D suite- and it's fine that setting them up IS a bit more complicated as that's the part where trial and error makes you learn more. I was worried that you have to take ARMA2 into account when actually CREATING the props/buildings, as that'd interrupt your normal work practices and cause a lot of slowdown... Again mate- thanks for your reply..! Marc
  13. Lol, oh my god- the more I'm going into these tutorials the more freaked out I'm getting... Is it safe to say creating materials and models for ARMA2 isn't as user friendly as something like Cryengine2..? This isn't sarcastic- it's a genuine question to you vets out there please..? I'm just trying to create a ground texture from scratch using Betons Ground texture tutorial and it's defeating me... :( There's so MUCH swapping/renaming/exporting/re-exporting/saving/copying of FILES it's insane..!?!?!? All for a single texture..???
  14. Guys- Just a quick broad question: Do you know when I model a, say, 2 storey building in Maya/Max whatever, then from there get it all (Lods, collisions, nametags, spec, normals etc) fully working and finalized into ARMA2 proper... Doe the process take absolutely LOADS of fiddling around and awkward actions in O2/Visitor 3 etc, or is it relatively straight forwards once it's out of Maya/Max please..? Again, this is a VERY general question so any answers would be appreciated, even if not entirely accurate. Also, does the modelling/construction/texturing process BEFORE it even gets out of Maya/Max/PS have to be done differently to accommodate any ARMA2 methods, or can you pretty much model/construct/texture as you would for any other game/mod..? That's a really important question I think- for us newbies anyway, as it could put some minds to rest worrying about it..!!! :D Anyway, cheers lads- this is a fantastic community, never seen anything like it tbh. Marc
  15. meshcarver

    S.t.a.l.k.e.r. mod

    PLEASE make it persistent..!!! I'm about to start a HUGE STALKER based landmass/island- but it's some way off yet..!!!
  16. Hi again chaps, I'm following Monkalbs great tutorial to do a 2km island, but when I came across this part: You can get grass_co grass_nopx (needed for the parallax ground texture effect) files by unpacking utes.pbo or takistan_data.pbo. Or create them yourself. There are plenty tutorials for that out there. [links?] Search for "trava" or "travajih", it is Czech for grass. I recommend using these for this tutorial: ut_trava_detail_co.paa ut_trava_detail_nohq.paa Also: Select "Road Networks" from the panel of objects, double-click somewhere. Then select "Straight-Part", select a road object to begin with and confirm. Now press "Enter" and start building your road. The interface is pretty intuitive. It's not very clear to me. How do I "Unpack" a.Pbo please..? Or where are the tutorials for doing this, as I can 't find one..? The roads part- it really isn't intuitive at all to me..? I might be missing a trick, but the box that come up doesn't make much sense..? "Key part of Road" and "Direction Parts" box..!? I have no idea what to do , and the tutorial doesn't mention what to do, it just says it's intuitive..? Thanks for any help guys, Marc
  17. Hey Mondkalb..! Thanks very much for pointing me in the direction of those tutorials man! :D Aye, O2 will be a stumbling block for sure- it's the things like that that all add up time wise I reckon... As you suggest, I'll take my time with this and do a tiny little island with some buildings and trees etc on it, including LODs. At least then I'll be able to learn the system and pathing/naming etc, as that's the biggest learning curve I think? Good news about terrain editing for ARMA3 too..!!! :D Again- cheers Mondkalb, this is all appreciated! Marc
  18. Hello..!!! Hey, thank you very much for your replies chaps- Jakerod, I already have a tutorial sample work in the game working now mate cheers! Mondkalb, aye man, I know what you're saying mate... I hope I've knocked a FEW of those many months off the timeline, as I can model and texture already as I'm a fellow games industry worker! I've been doing this for over 12 years so have a firm grasp of LODS, textures, poly counts, draw distances etc- BUT, not in this environment of ARMA2 indeed. I'm hoping the transition won't be TOO problematic, but already I've have some amazing help from your fellow community members here who've literally walked me through the tools install thru to getting the sample map ingame! I am in no hurry, and my plan of attack is to yes, create a small tiny island first and get it in the game, so I know how things should work by then. Once that's done, then I can whittle away at maybe creating LOTS of assets and buildings over many months (These will double up as my portfolio work too so there's extra reason behind this for motivation!), then when they're mostly done, ARMA3 should be out and I can think about creating the terrain for the island. I agree with all you've said mate- it's sage advice and I will take it on-board. The things that don't daunt me are modelling assets/terrain creation poly-wise/buildings and texturing them etc. I know these take time including LODS aswell. The things that do daunt me are creating the terrain process into Visitor 3/mask_icos etc- all the stuff that is particular to VR. That's where I think my time will drag? Do you think it's good idea to hold off on the TERRAIN until ARMA3 comes out, as it'll probably have a different method of creation/resolution properties..? But rest assured mate- I'll do as you say and work on a VERY small map, as some of the processes involved are still fresh to me and I need to see how and why things are done like they're done! Thank you very much for your input mate, and I hope to show you a small island some time from now..!!!
  19. Cheers Jakerod, appreciated man..! There's also something else I'm confused about. I keep seeing "micro-terrain" etc... is that different from creating normal typical terrain..? What is it please..? ---------- Post added at 08:06 PM ---------- Previous post was at 06:18 PM ---------- Ok, I'm trying to follow a tutorial (It's like INCEPTION, tutorials INSIDE tutorials...so complicated..!), and have got as far as: Import Satellite & Mask 1: Go to Tools -> Import Satellite + Mask.. and browse to P:\TUT\TUT_SampleMap\Source\layer.cfg. 2: Select text mode for saving the rvmats in the next window. 3: Visitor asks now for the SAT file, so browse to P:\TUT\TUT_SampleMap\Source\sat_lco.png. 4: Same with the Mask - point it to P:\TUT\TUT_SampleMap\Source\mask_lco.png. 5: The import process begins right after you hit OK. 6: That may take some minutes and Visitor might not respond until process has finally completed. 7: Point the mouse somewhere in the middle of the map and hit the center mousebutton (wheel). 8: A white square appears right at this position (point of view). 7: Start Buldozer via Project -> Connect to Buldozer (or hit the ! icon in the top bar). But, when I try to load Number 4; mask_ico.PNG, it gives me an error and says "Error loading///...///map_legend.png." then it goes into the viewing (Bulldozer?) window and I JUST see the untextured landscape and it crashes out "ARMA2 has stopped working etc..." If there's any help or advice about this, please could someone let me know. Also, is all this part JUST to get the VISITOR3 working to create the terrain yes..? So in effect, I could leave this part out if I was going to use L3DT for example..? Thanks guys, Marc Ps; I've done more looking in to all this, and it's just getting more complicated for a newcomer. There's multiple refs to things like "O" drives aswell as "P" drives now..? I mean... is there a SINGLE SIMPLE walk through about how to correctly install these tools please..?!!? ARGHHHHHhhhh..!!! :(
  20. Hi Foxhound, My apologies- I was trying to hit as many views as possible, and saw i was getting views with no replies so thought it was in the wrong thread. Again, sorry mate..! I like this community a lot, and hope to contribute this island to it in the future. Cheers, Marc
  21. meshcarver

    S.t.a.l.k.e.r. mod

    Hi, I'm playing Hunt For The Bloodsucker, but when I get to the first STALKER CAMP in the MINE area, I put my weapon down and they still kill me? Is this because I killed everyone at the very start, they sort of know or something..? If so, I'll have to start again... :(
  22. Cheers guys- appreciated. Aye, I've seen some ref to creating your own missions or customizing weapons etc, but nothing of any content in regards to creating islands/buildings/assets. It'd be great to know more, as I'm sure the poly counts/texture resolutions are hopefully going to be higher in general. Anyway, thanks again chaps- I'll wait until the Alpha comes out to see if they release any info. Marc
  23. Hey up chaps, I've tried elsewhere in these forums to ask for a clarification that ARMA3 will fully support modding/asset creation etc, but it got closed by a mod for various reasons- fair enough. I had already searched where he suggested and did not find any answers- and still have not. Please could someone point me in a direction where I could find comprehensive details about the moddable prospects for ARMA3, and if there's guidelines (ARMA3 WIKI?) etc for detailed things like doorway sizes/terrain texture resolution per meter squared/how to create terrain (Same as ARMA2 terrain creation, or could use Geocontrol maybe?) kind of thing..? I'm seriously thinking about creating an island complete with assets/buildings and would really like some knowledge base to draw upon before I go off and model/texture in the wrong direction. I want to optimise my island to the highest possible degree for ARMA 3 and not miss a trick! I'm sorry if I'm missing a thread I should've seen, but for the life of me I really cannot find the relevant ref/info. Thank you for your time, Marc
  24. meshcarver

    S.t.a.l.k.e.r. mod

    Alright chaps, I'm trying to implement an anomaly, but for the life of me, cannot work out how to make it happen, even though I followed the instructions in the readme..? This is what I put inside the box for Insert Trigger: ANOMALY = [thistrigger, <50>, <50>] execVM "DAPANOMALIES\Scripts\<Gravi>" Please, can someone tell me where I'm going wrong as I love STALKER and want to create my own missions with this great mod..! Also, is it JUST a "trigger" you have to place for this, and if so, it's inside the "effects/anonymous" box yes..? Cheers, Marc PS; I also followed instructions of the Armaholic mod page itself.
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