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shammy2010

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Everything posted by shammy2010

  1. Good Day! After months of working on these, I am proud to present to you: Sham's US Armament Pack! This is meant to add conventional weapons used by the US Military today to your game! These weapons are all made by yours truly and parts may come from other members of the community aswell with their permission ofcourse. This is my first real models so please go easy on me if they don't live up to your standards! I tried my best and continue to do so as this mod is not complete yet. I'm releasing it just to see reactions. I will improve the models as you point out the problems with them if you are interested to do so and will also add features you'd like me to add to them as long as they are reasonable and up to my ability. This mod will overtime, replace my M16 pack that I have provided before. Features: - Different Forms of Grips - High Quality sounds thanks to Ollie - Visible brass on magazines - Different little visual perks for each weapon - Supports ASDG Joint Rails so you can attach any optical or side attachments you want! Don't worry, there will also be GL variants. I plan on adding many other weapons to this mod and some of these are already under development and therefore, will be added. Some weapons will be readded to the game with my ideas added to them! To Be Released LMG: M240 M249 Mk48 Rifles: M16A2 M16A2 M320 M16A4 M320 M4A1 and M4's (with handguard and also M320 Variants) Scar-l G36C (simply because I like that weapon ;) ) Pistols: M1911 M9A1 M92FS Snipers: M21 Screenshots (with NB-USMC & RHS Units) Again this mod is at alpha stage so please go easy on me! lol If you'd like to download it, here is the link! Download Link https://www.dropbox.com/s/4logcthp9kchwpj/SHM_Armament.rar You will also need ASDG Joint Rail System to use this mod which allows you to use other side and optical attachments provided by the community with my weapons This link is updated roughly daily. I suggest you use this link https://www.dropbox.com/s/hvkbw9qx5u6zter/SHM_Armament%28beta%29.rar?dl=0 Credits: -AtinAkiri -Spartan0536 -Oliie -Combatmed101 -and whoever I may have forgotten! Have a nice day! :cool:
  2. shammy2010

    Sham's US Armament Pack

    @gpgpgpgp You may absolutely use my animations! It's an honor if ACE would allow it!
  3. shammy2010

    Sham's US Armament Pack

    Yes, I unfortunately lost the CAR-15 model aswell as the m16a2. The config files still think they exist but they actually do not. I am working on re-modelling those as well as an experiment to re texture the ar 15's
  4. shammy2010

    Sham's US Armament Pack

    Sorry for the glitched post, I don't know what happened.... anyways, thanks for the download and if it's not too much trouble, please leave feedback and what could be improved! have a great weekend
  5. shammy2010

    Sham's US Armament Pack

    Hello There! For anyone still following this mod, I got another update for ya'll in 0.075 Changelog: -Re-added remodelled and retextured M27 IAR with WORKING Grippod!! -added M92FS Pistol -Added rail cover to all ar 15 platform railings -Fixed multiple Geometrical and texture issues -Other small fixes I cannot remember Link is the same as the first post, feel free to download and leave feedback!
  6. shammy2010

    Sham's US Armament Pack

    Thank you hellghost for the kind words, I understand that the pictures have never truly been updated, I should have informed Foxhound that I took new screens
  7. Hi there So recently, I've been successful at making an animation in 3ds max using Kiory's 3ds max rig which I found lying around the forums. Animation works just fine but then I run into this problem: I can't, in no way available in objectbuilder, import the bones and animation without some form of severe malfunction! Just so you know I actually did try every method I thought was possible and not just kidding around: FBX2RTM program: seems to tell me there's no bones/frames to export. Yes, I used a 2010 version of the FBX Format .3ds: Seems to import partial names of the animation and it's just not possible for me to name everything by hand. I know there's something called rtmtoolbox which renames the broken names to proper names in the rtm file, however, it requires a script which was not in the folder it was supposed to be, nor anywhere on the internet BVH: Not usable through 3ds max but motionbuilder seems to be able to export through this feature. Only problem is that I have no idea of how to use this program and apparently, it needs to be in a t-pose, which I have attempted for a whole day without being able to actually do it properly ASF/AMC: same as BVH TXT: Apparently, the VM script does not include animations FBX import option in objectbuilder: This one is what gets me thinking if the rig maybe the problem. I can import the fbx just fine and the animation also plays fine in objectbuilder. If I was to export the rtm, delete the animations, then re import the animations, it would work just fine on that skeleton aswell. Unfortunately, when that RTM is packed in an a3 character example or on an ingame character in ArmA 3. the finger bones seem to be warping all over the place. Strange problem. So I need to ask, what is the proper method of animating in ArmA 3? Any help for a newbie would be greatly appreciated Unfortunately, it's getting pretty late and I need to do something tomorrow so I'll have to leave it here.
  8. shammy2010

    Sham's US Armament Pack

    Unfortunately that is the only way to get these to work at the moment, I will ask the ace developers to implement this into their mod but for the moment, it's only AGM. Also, if anyone wants the latest version of my work, they can get the beta that is always under development. This is the link, I will also link in this in the first post: https://www.dropbox.com/s/hvkbw9qx5u6zter/SHM_Armament%28beta%29.rar?dl=0
  9. shammy2010

    Sham's US Armament Pack

    Hey guys, sorry I haven't been able to update in a while; life gets busy and stuff happens but I've been working on getting these weapons to look better, here's what I have been up to recently, check it out if you're interested and get some! https://www.dropbox.com/s/4logcthp9kchwpj/SHM_Armament.rar?dl=0 Changelog: -Remodelled and retextured much of the AR 15 platforms -Added M249's -Added custom reload animations -Added custom jam clearing animations (works with agm only) -Removed m27, m40a5, and a few other weapons (temporarily) -minor config fixes Future plans and things left to do -I have to work with the weight of the m249 box mags (right now they don't weigh as much) -Re implement the m16a2, car 15, m27, m40a5 -Motion capture all custom animations (basic redo) -Add Scar-L
  10. Hmmm that's a shame... is it possible to script it in? I have no idea how to do so and so I ask if there was a tutorial or something one could point me in the direction of
  11. This has probably been asked before but I couldn't find the thread so apologies for asking it one more time. I was wondering if it was possible to to make custom sources for weapon animations in the model.cfg, If not, if there was a work around to it. Let me be more specific. for example when you reload your weapon, there's a source "reloadmagazine". that allows you to move/hide/rotate certain selections in the weapon model. I was hoping there was a way to make custom sources or to find a work around Reason I ask is because I was thinking of trying to make a custom animation to jam clear or check ammo when running ace or something. There was an option for this back in agm where weapon modders could have their own custom animation for jam clearing and etc. But they could still not animate the weapon itself, just the character. That looks pretty boring so I just wanted to know if it's ultimately possible to animate the weapon itself for custom purposes such as jam clearing and such and such. I'm out of ideas so I'm assuming it'll have to start with scripting it in. Any thoughts or recommendations?
  12. shammy2010

    Is there anyway to retrieve my p3d's?

    Unfortunately, after hours of scanning, I can't say I found what i was looking for, wish I knew about this software sooner
  13. Hello So I'm embarrassed to say this but I have done something awfully stupid. In a sleep deprived state, I have made a rash choice to freshly upgrade to windows 10 without considering for a second that I have a year's worth of 3d Models in my HDD. After ignorantly wiping my HDD Clean, I remember this small point. The only back up of my latest work is in closed beta version in dropbox and ofcourse, it is binarized. Now before I accept the Imbecile of 2015 award, I would like to know if there's anyway to retrieve my work from the binarized p3d's Please help me lol, I have worked a good year on this I really don't want to have to loose all my work! Any help or advice would be greatly appreciated Thanks Shamwill
  14. shammy2010

    Is there anyway to retrieve my p3d's?

    Thanks, I'll give this a try
  15. shammy2010

    Rainey Gear Modification (RGM)

    nice, I'm liking the various amount of detail, keep at it!
  16. @ranwar: I don't know exactly what the problem is but it may be a problem with the xy poser thing in obj exporter options, you could try toggling it or you could try to import your character as .fbx, obj doesn't contain animations anyways. @mladjaSRB: Yeah, i forgot to save it to older versions, My fault entirely. I re uploaded the file, try it now, it should work now, I saved as max 2012 version. https://www.dropbox.com/s/a24xh1etd5wh3pu/A3%20Rig2012%28Sham%20Edit%29.max?dl=0
  17. This was more for animations like reload gestures and other possible animations with weapons. Hand animations I've always just toughed through in objectbuilder lol
  18. Hey! So I finally got my animation! I figured out most of it, the bones can be twisted way further than they can be in game, so if you don't want them to twist, try to keep the joints looking relatively the same when you rotate. Also, for the weapon bone, DO NOT parent the reference model to the weapon itself, rather use position and orientation constraints. Just like the helper objects, make the weapon reference the same rotation value as the weapon bones themselves, THEN apply the orientation and position constraints. Also make sure the that the (0,0,0) coordinates of the weapon reference model in objectbuilder is aligned exactly with the weapon bone (Not the weapon_nub) before applying constraints, NOT the center of the model itself. This could be anywhere, depends where your weapon model in objectbuilder is being pointed by the 2 brown lines of the graph that determines the graph positions, my weapon's (0,0,0) coordinates are at the end of the magwell where the magazine is fed, as you will see in a sample file I'm going to provide here. This is how you align the reference exactly to the bone so you can work with the bone directly Now I'm going to provide you guys with my modified and extended version of kiory's rig. (I hope Kiory doesn't mind, if he does, I would like him to just tell me and I will remove the file from here). Basically it's an extended version of the rig for weapon animations and an example of how the weapons references should be and kind of similar to toadies rig where you have the weapon itself attached to the hands and will move the hands when it is being translated/rotated, however, the hands themselves can be animated without the weapon following the hands so you can do different crazy sh*t with your hands and the weapon will be there unaffected. Also use the selection set "exportskel", not "skel" and use export selected and you will get your bones loaded up in objectbuilder. https://www.dropbox.com/s/a24xh1etd5wh3pu/A3%20Rig2012%28Sham%20Edit%29.max?dl=0 don't forget to ask questions should you have any
  19. Toadie's rig usually does that, I used kiory's 2012 one. A tip though, don't mess with the elbow, even the helper object, it may look fine at the moment, but in game, it will mess the character up for some reason, just leave it as untouched as possible. If you have to mess with it, try to manipulate it through the hand helpers, usually it will find it's proper position at some point. also assign helper objects to the weapon bone, never mess with the bones directly, they always end up with a horrific result at the end. Although it seems aligning the weapon itself to the bone may be harder than I may have thought.
  20. Hi! Sorry to bring this dead thread back, but I've made my animations using kiory's 2012 rig, only additions i did was i added a helper dummy and attached position/orientation constraints to it and the weapon bone, I also imported my weapon in and made it a child to a parent weapon bone which has the position/orientation constrant dummy. then I parented the dummy i created to the 2 circle helpers for the hands so I when the weapon is rotated or moved, the hands stay with. The bones themselves are never being directly modified. The character is great, not one warped bone or anything as far as i could see. the only problem is that the weapon itself in the game is moving too forward and away from the character. I will show picture here: http://cloud-4.steampowered.com/ugc/537374845719223809/6F781B871339BDCCFB3298BC04294CE29D0F9B77/ (116 kB) as you can see, the weapon has moved a bit forward and away from the character, instead of the right hand on the magwell, the hand is on the pistol grip and clipping through. I dont know if i messed up a pivot point, i tried resetting xforms and pivot points, then I think it may be the fbx export itself. I bake the animation, don't know if i'm supposed to do that. I get an error otherwise I believe Please help!!!
  21. yeah that's the one i linked. Thanks anyways, I'll give it a second shot
  22. May I ask where I can get Kiory's latest rig? I used his a3_rig.max which I found in this thread: http://forums.bistudio.com/showthread.php?179091-How-to-export-animation-using-fbx I tried to find his rig on armaholic with zero luck though
  23. Hi! Sorry to create yet another thread similar but I figured if the answer is found, people googling will have an easier time having this problem finding this page Short Version of this problem is that fbx2rtm seems to just unexpectedly crash and nothing comes out in the export.log file. Yes, I am using a 2010 format of fbx file and the animations have all been plotted, I've followed the steps described in the BIS wiki and I'm using bank_20_07_2012.fbx found in the fbx2rtm folder as a rig for my animations, ofcourse I saved in a different file but it should work regardless. I don't know if there's a problem with the bones themselves or if I messed up somewhere during the animation process but it plays fine in motionbuilder. I also tried importing the fbx from the fbx import option in objectbuilder, but it appears the whole animation gets seriously messed up when exported to a3 character sample. The bones import fine but exporting them to an rtm and loading on a3 character causes serious problems. I would like to ask for a little help please. I've wasted a week on this already! Please help before I end up tearing out the last bits of my hair!
  24. I'm getting a feeling it's a problem with the fbx file motionbuilder is saving. Is there anything I'm supposed to do before I export the fbx? other than plot the animation on everything?
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