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Tisor

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Everything posted by Tisor

  1. Hi, I'm trying to finish and old model I started modelling on O2. For the AO application, I want to export it from O2 to a external application, Blender or 3DS Max for example. The problem i'm not able to export it neither on .3ds or .fbx keeping the selection names nor the texture assignments. I lost everything and have to start from scratch on 3DS Max. Is there any workaround to keep those selections and texture mapping out to another application?
  2. A lot of times this has been talk in this forums. Today, in the FFAA Meeting we have come into it again, because we want to add this: http://upload.wikimedia.org/wikipedia/commons/6/60/Kynos_Aljaba_K-15-100_(3).JPG So, we have been looking around and we have two ideas: - Scripting with attachto and setDir commands... but this will make almost rigid the trailer, so is not very good. - Gnat's pin and hole method.. but we know it won't work because of the distance and the geometry lod... But we have read in some thread that with PhysX this would be maybe posible... so we are bringing this back again, and see if someone have try something already on ArmA 3, or maybe is able to test... Maybe BI Developers can also give us some information, but I really doubt this... So... anyone? Any ideas?
  3. Awesome idea! Been thinking of ways to reinvent the RPG for Arma a long time and never come into this idea. That's looking amazing!! Will you make horses rideable and the classic stagecoachs?
  4. Tisor

    Bohemia Interactive Mníšek Studio

    Nice work! Maybe a retexture of that fence for a better fit will be awesome. Now we will be able to storm in the studios when we want to ask for anything... muahahaha
  5. Hi everyone, I've been struggeling for two days now with this and I cannot find what's going on. I'm modelling a fire ladder. Everything is animated in the Geometry LOD and all animations are working on the Bulldozer: When I go ingame, this animations does not seem to work... well, not at all. I explain: When I collide the ladder with a building, the ladder crash, so yes, It has geometry. When I lower down the supports, the ladder is risen in the air, as it should be. So again, geometry is animating. But when I collide with any of them with the player, I can go through them... like the animation collision has not moved for the geometry... but, why is it colliding with the other objects? Of course, geometrys are all convex, closed, has correct selection names, etc etc etc. Am I missing something? Thanks in advanced.
  6. Hi everyone, Sorry for rebumping this but I'm back on this vehicle and still have the same problem. As a Summary, all this things have been checked: All parts have mass/weight assigned Geometry is Convex and closed (is made up of boxes) All components are correctly Named (Both ComponentXX and Animated part names) Roadway Lod has been added, and I can walk on the ladder. Geometry PhysX LOD is created also. Geometry, even when extended, does not go further than 20 meters (because of that Arma size limit) What's happening is that looks like the Geometry LOD is not being animated, because when I extend the supports (the ones that lifts the truck up), I can run trough them with the player, but in another hand the truck is getting lifted. Also, when turning the ladder retracted, it collides with object. When I extend the ladder, it is not colliding anymore. Is like it only accept 1 animation, not more. If I rotate it on height and on "heading", only heading affects. The translation animation for extension is not recognized. Is so weird. Has anyone got any problem like this one? Can anyone give some point here? Thanks.
  7. Hi everyone, I'm trying to change the Rope (ropeCreate) default model so it looks different. I'm trying to model a crane and want it to look like a steal black cable. This is the config replacement I'm trying to do: class CfgPatches { class tisor_crane { units[]={}; weapons[]={}; magazines[] = {}; requiredVersion=0.1; requiredAddons[]={}; }; }; class CfgVehicles { class All; class Rope : All { model = "\tisor_crane\tisor_ropesegment.p3d"; }; }; But I can't get it to work. In Project Life they have been success on changing the model to a Hose one so it can be done... but how? Can anyone give me a hand please. Thanks in advance
  8. Thanks, will let you know if that works for me... having hard times on work again... but will get back on this. Waiting for that new version of SC Mod!! If I have some time will share some feedback on your post ;)
  9. But then, you pack a new data_f.pbo or what? Can I change the rope size to make it like you did with the hose of the helicopter? PD: Awesome job on SC Mod, enjoying a lot playing with it!
  10. Sorry for rebumping this. After hard months IRL I'm back to this. Can you elaborate a little more on this please?
  11. I mean both. In that example is the floor of the bucket but the problem is with all the ladder itself.
  12. I have added more weight to every part. They were at 25 and now at 100. No success. Same problem.
  13. Of course everypart has weight set... Is there any minimal weight for collision?
  14. This is another example of what's going on. The ladder is colliding with the concrete block, but when I came closer with the player, I don't collide at all. I may add that when the ladder is not rotated, I mean on its start position, I do collide with it with the player. The problem is when it is moved.
  15. Yeah, It's a truck crane. Actually is working with an animated vertex making a black cilinder longer... but is not as real as I wanna achieve.
  16. No, as far as I know. That's why I need to redefine the model.
  17. Hi all. I'm having trouble when trying to figure out if I can do this. I have this new model for a Flatbed. The flatbed is animated. First it goes up (rotation) and then extend. Same in the other way when retracting. The vehicle goes good on top the flatbed. The problem is when I start the animation back. The vehicle does not move with the animation and it crash all the thing. Is any way I can attach the car to a selection or something? So it will move with it. Regards.
  18. So, with the new Arma 3 updates, the old method just calling say3D on MP for playing sound from a vehicle stopped working. While making our mod, we have tried a lot of methods... just say3D, calling say3D through bis_fnc_mp, using CBA_fnc_say3DGlobal... any of them works correctly. Sound not playing, sound being duplicated each time a player get close to the vehicle.. We have no way to do that so I finally gave up and try to post here so maybe any of you have found a workaround on this. Any ideas?
  19. Hi all, I'm having trouble while setting up some rvmats trough glass. Being more specific, I've been modelling a lightbar for my car. Actually I had this problem before when I made the Whelen Liberty but now it's more noticeable. Strange thing is, when seen on bulldozer, it's seen like this: http://i.gyazo.com/33615a641ba0cf3e82dc8f829e1793f6.png (328 kB) It looks quite nice for what I'm aiming for. But when I get it in game, in the night, It's seen like this: http://i.gyazo.com/8ff84710aa0afd199723d65a5d545fa5.png (170 kB) And like this on the day: http://i.gyazo.com/bce245812da52d4e6c4d8c0aea8e0bea.png (561 kB) I've notice that the light just become white. Same is happening to the yellow lights in the back: http://i.gyazo.com/e18a1d874e63208a150cb5d9dfd79013.png (392 kB) I know I'm missing something on the RVMATs... but what? I tried to change buldozer to nighttime trying to see if I make some changes on the rvmat but no success... Bulzoder starts flashing. RVMAT applied to blue lights is: a3\data_f\lights\car_beacon_blue_emit.rvmat RVMAT applied to yellow lights is: ambient[]={0.81176472,0.83529413,0,5}; diffuse[]={0.68235296,0.65098041,0.0078431377,1}; forcedDiffuse[]={0.54509807,0.52156866,0.0039215689,0}; emmisive[] = {23000, 13400, 1438, 1}; specular[]={0.99215686,0.96862745,0.0078431377,0.63999999}; specularPower=40.6; renderFlags[]= { "AddBlend" }; PixelShaderID="Normal"; VertexShaderID="Basic"; And the one applied to the blue glass is: surfaceInfo="data\glass.bisurf"; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={1,1,1,0}; specularPower=1000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={8,0,0}; up[]={0,8,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="#(argb,8,8,3)color(0,1,1,1,SMDI)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnelGlass(2.1)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_co.paa"; uvSource="none"; }; Any ideas on what could be happening? Does it have any fix I'm missing or is just that Buldozer renders different than ingame? EDIT: The target is to get his on nightime: http://gyazo.com/a278b73809a50f168698707586fc43f4
  20. Tisor

    RVMAT trought glass problem

    If this would happen, on the day they won't be seen... Of course this is already done
  21. Eggi, can you share some more details on how your system works?? I'd like to make some experiment combining Pin and hole and your system. If you can share here or write me a PM will be appreciated.
  22. Hi Torndeco. I'm having trouble when trying to use extdb2 to retrieve some data for a custom mision I'm making. The setup looks correct and connects fine to the database. My problem comes when trying to retrieve data from an A-Sync call. After making the query with call_type = 2, I start to make querys with the returned ID and the call_type = 5. First query returns [3]. That means it is not ready yet. Then I sleep 0.01 and try again. Now it returns the info, something like: [1, [["_SP_PLAYER_", "Tisor"]]]. Then I try again. Wiki says that I have to try until I get an empty string or [1, ""]. So this is what I'm doing. But next call is returning me <null>. Then my code crash because it cannot handle that null. My code looks like this: while {_noFinalizado} do { _resultado = ['5:%1', _IDConsulta] call Servidor_LlamadaDB; if (isNil '_resultado'} exitWith {}; // The result has not been returned if (typeName _resultado == 'STRING') exitWith {}; // I've got the empty string here "" if (_resultado select 0 == 3) then { sleep 0.1 }; //Is not ready, sleep and try again. if {_resultado select 0 == 1) then { // Nice, I got something, lets go parse it if (typeName (_resultado select 1) == 'STRING'] exitWith {_noFinalizado = false}; // I got the [1,""] so I'm done _resultadoFinal = _resultadoFinal + ((_resultado select 1) select 1); } } Just to remember again, the results I'm getting looks like: I'm using SQL_RAW and my first call to the database to retrieve the data looks like this: _resultado = "extDB2" callExtension "2:SQL2:SELECT * FROM...."; Could you please give me advice on this? Why I'm I getting a null result? Is this expected or I've something wrong? Regards and thanks in advance
  23. I asked Jonzie and he told me that has been done using pin and hole method. Nothing new. When it is far from distance, the trailers will fall as the geometry dissapear..
  24. Hi. Thanks for your help. It's being useful but I'm having trouble as I cannot get to work the EPEForce dialog. Is it broken?
  25. So working on some vehicle PhysX I have come to the idea that maybe someone should look into a way to change settings for the car "live". Maybe this has to be done by BI Developers. Maybe this is imposible... but if it can be done, will help a lot to the mod developers. Now, just to change a value, I have to close Arma 3, open the file, edit, save, binarize, reopen Arma 3, reload the mission... this is taking like 2 minutes... multiply this for 20... is hard. So, taking advantage of the topic, I would like to ask the developers what workaround you have to fix the physx for the vehicles. For example now I'm facing with my car going making a "wheelee" everytime... CoG is OK, dampers are all the same... but dunno what's happening... Also, when the car goes +110km/h, becomes undrivable, and I don't know what cause this... is a family car so it shouldn't have problems going at 120 on the highway for example...
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