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Tisor

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Posts 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. 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.


  3. On 21/7/2017 at 9:04 PM, CheyenneAH56 said:

    no I don't repack data_f.pbo.

    create new addon folder.

     

    in my addons folder :

     

    \config.cpp

    \proxies\rope\model.cfg

    \proxies\rope\rope.p3d ----> modified with ODOL Web converter ----> Name original segment with named selection and added new rope segment with named selections.

     

    Here my config.cpp :

     

    
    ////////////////////////////////////////////////////////////////////
    //SCmod by CheyenneAH56
    ////////////////////////////////////////////////////////////////////
    
    #define _ARMA_
    
    //ndefs=13
    //Class data_f : hook\config.bin{
    
    class CfgPatches
    {
    	class SCmod_Rope
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Data_F"};
    	};
    };
    class CfgVehicles
    {
    //SCROPE
    	/*extern*/ class All;
    
    	class Rope: All
    	{
    		model = "\SCmod_rope\proxies\Rope\rope.p3d";
    		hiddenSelections[] = {"pipe", "pipeX"};
    		hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"};
    	};
    }
    //};
    
    class CfgNonAIVehicles
    {
    	class RopeSegment
    	{
    		model = "\SCmod_rope\proxies\Rope\rope.p3d";
    		hiddenSelections[] = {"pipe", "pipeX"};
    		hiddenSelectionsTextures[] = {"","a3\data_f\proxies\rope\data\rope_co.paa"};
    	};
    		
    	class RopeEnd: RopeSegment
    	{
    		model = "\A3\Data_f\Hook\Hook_F.p3d";
    	};
    };

    inside my model.cfg :

     

    
    class CfgSkeletons
    {
        class Skeleton
        {
            isDiscrete=0;
    
            skeletonInherit="";
    
            skeletonBones[]={};
    
        };
    
    };
    
    class CfgModels
    {
        class rope
        {
            htMin=0;
    
            htMax=0;
    
            afMax=0;
    
            mfMax=0;
    
            mFact=0;
    
            tBody=0;
    
            skeletonName="Skeleton";
    
            sectionsInherit="";
    
            sections[]={"pipe","pipex"};
    
            class Animations{};
        
        };
    
    };

    pipe is original segment model

    pipeX is a new one, added inside same LOD 0.000, at same place, but bigger.

     

    and I use this little script to change texture, and reveal my pipeX (SCmod pipe) or rope model (pipe) :

     

    
    ropeX = vehicle player nearObjects ["rope", 20];
    ropesegmentX = vehicle player nearObjects ["ropesegment", 20];
    {if (typeOf _x == "rope") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropeX;
    {if (typeOf _x == "ropesegment") then {_x setObjectTexture [0, "\scmod_fire\data\pipes.paa"]; _x setObjectTexture [1, ""];};} foreach ropesegmentX;

     

     

    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 ;)


  4. On 20/7/2017 at 2:21 PM, CheyenneAH56 said:

    extract rope config and rope proxies from proxies files in data_f.pbo

     

    repack it with a hiddenselection in config.cpp ; and use ODOL web converter to edit original rope proxy model, and add a selection name to define in hiddenselection config.

     

    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!


  5. On 7/5/2017 at 0:22 PM, CheyenneAH56 said:

    DONE !

     

    :D

     

    simply repack original pbo with your modification.

     

    ... I'll test to apply personal textures and add hiddensection, to conserv original model look. 

     

    Sorry for rebumping this. After hard months IRL I'm back to this. Can you elaborate a little more on this please?


  6. 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:

     

    8db1789c66c9881fe28a1df774c6a5c8.png

     

    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.

     


  7. 1 minute ago, diesel tech jc said:

    Maybe it was a rope I was thinking about..in the seaport section I think..always thought to myself..well thats dumb what are ya gonna do with a single piece of straight rope..lol You making a crane from scratch? Thats impressive!

     

     

    Diesel

     

    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.

    • Like 1

  8. 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


  9. 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?


  10. 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


  11. 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:

    [3]

    [1, ARRAYWITHDATA]

    <null> ????????

    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


  12. just thought id post this video not sure if its been posted yet but its doing my head in, As it's the kind what were all after and trying to do Also did anyone make any progress on this topic yet or am I digging up dead post?

    any way here the video in A3

    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..


  13. Install the dev Branch and launch using Arma3diag.exe

    http://forums.bistudio.com/showthread.php?179508-Arma3diag-exe-%28includes-diagnostic-tools-excludes-MP%29

    https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe

    You can then merge changes to your config live using the diag_mergeConfigFile command, and see details of the PhysX parameters of your vehicle with EPEVehicle, EPEForce and Suspension commands.

    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?


  14. 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...


  15. Hi guys,

    I want to communicate the fact that in personal decision, I'm leaving the FFAA Mod team.

    Please, for further info, questions and models request, refer to the contact form that you could find on the mod website: http://ffaamod.es

    Thank you all for the support you are giving to the mod. Now I'm becoming part of this supporters also waiting for the next update :dancered::dancered:

    Best regards and see you in the combat field :bye:


  16. As always, if you wont pivot points, then pay for it... months asking for this feature, but looks like will never come... So sad that games like GTA V or similar have it and Arma 3, a simulator, cannot have this... Is so sad. We are very limited for making this "not war". The truck and trailers for logistics convoys, recoverys and so on can give Arma 3 a nice boost for those looking for simulation.

    • Like 1
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