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Everything posted by x3kj
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if it is not optimized for ingame use, then yes it should be reduced before you go and weight it first, because it can be quite a bit of trial and error and labor intensive. I would also suggest finishing the UV and texture first
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this is why you need to tweak it with alot more controll and also preview the animation (unless you prefer to pack and start the game everytime... ) Yes toadies rig should be available somewhere, if not it won't hurt to ask.
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Static Turret / Offroad M2 gunner animation
x3kj replied to evrik's topic in ARMA 3 - MODELLING - (O2)
It works just like setting up hand-IK for open topped gunner (hands at mg) or drivers (steering wheels on cars), except using *LegIKCurve instead of *HandIKCurve in cfgMovesMaleblabla and gunnerLeftLegAnimName = ""; + gunnerRightLegAnimName = ""; in turret config -
first you need to learn how to make an addon. I suggest something very simple e.g. try to make a second version (a copy) of an existing helicopter via config. you need a config.cpp with class cfgPatches and also cfgVehicles in it and their respective classes. For learning, look at the samples and their configs, look at the biki , and look at the ingame configs (either via ingame config editor implemented in Eden Editor, or by downloading an all-in-one config from this forum that has every class in the game in one file).
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Static Turret / Offroad M2 gunner animation
x3kj replied to evrik's topic in ARMA 3 - MODELLING - (O2)
This is not new. Just a nice trick that people started using now. You create a translation animation the moves the proxy object of the gunner up and down when the gun is elevated. Then you create a gunner-animation that has IK enabled for his legs. Then you define in turret config the memorypoints for right and left leg and position them in the model (those points should only move with turret rotation). -
Skinning/ deformation by bones does work for all body items. Yes, hard armor should in theory not deform but in game-practice this is not achievable with the 'base' skeleton-weight system. Only some very advanced skeleton and deformation setup can mitigate this (which arma does not have). If you imported the skeleton.fbx from samples, this is not a skeleton 3dsmax will recognize. You need actual "Bone" objects. The arma skeleton import only gives you dummy objects. You need the rig from toadie, or kiory.
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Reskinned Uniforms: Thermals and injuries
x3kj replied to shadeops21's topic in ARMA 3 - MODELLING - (O2)
he most certainly changed rvmats, otherwise the termal texture would remain the same. the texture located in stageTI in rvmat is the thermal texture. The injury is however defined in the main config -
i can recommend this to start out (and the rest of the associated parts - 13 in total) At 3:30 he mentions max bone count -> set this to 4. Arma does not allow more than 4 bones assigned to a vertex (it removes any excess ones and causes rpt spam). The skinning tutorial is part of a general character riggin tut series: You need a full skeleton (with 3ds max bone objects) to be able to skin your mesh. Preferably as a rig, that allows easy animation for previewing your skinning results. Toadie released a rig for 3ds max a while ago. Do not use the "BIPED" skeleton of max - wont work in arma.
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You can weight it in objectbuilder, but i have no idea why you would want to do that... it doesnt have all the nice tools, and in 3dsmax you can make some animations to preview the results. The shadowlod thing is just a debugging method - maybe it wouldnt move with the head properly, or it was misplaced compared to the res LOD (which would result in those shadowed surfaces). If it shows like you expected then this is not it.
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class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; Like i said - invert values of offset0 and offset1. These values MUST be identical to maxDroop and maxCompression as well.
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likely reason: wheel damper animation (model.cfg) isn't linked correctly to physx damper movement. Try reversed direction of animation.
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In max, reset the pivot to 0/0/0. Then unlink the model (select it and press the broken chain ikon in the top left corner). Then go to right, above modifier stack, click on utilities (hammer symbol) and use "reset Xform->reset selected". Convert model to editable poly again (no instancing!). Now you can export. Most common problem is that when stuff is linked or instanced - it will screw with the export. Reset Xform can break positioning/ scaling and is not reversable, not even with undo, so save before you do and check all other objects/helpers in your scene if they are still all in place after that procedure, before you save again. Resetting xform on an object that has other objects linked to it can reposition and warp them. For characters you need to weight them (skin modifier in max) for proper animation. For this to transfer, you can only use .fbx for export. Do the above mentioned steps before applying and modifying skin weight, as this procedure can screw with the weights. For your shadow LOD issue, make sure that the shadow LOD has the same weighting as the visual LOD (otherwise it won't move with the head). Applying a single named selection in objectbuilder to a meshpart is equal to setting it as 100% weighted to a bone of the same name. So if you name your helmet "head", it is 100% weighted to the head bone of the character. For debugging you can copy the shadow LOD into the resLod, so you can see what is going on/not going on with the shadow LOD ingame. (applies to any LOD basically).
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Is this supposed to be a nuke? This results in a 100% kill radius of 1.6km for unarmored infantry... Just saying. You only have one firingmode, that is firing with 0.35x the muzzle velocity. So your min and max range will be significantly limited - The ballistic computer (both, the one from the optic that calculates your range, and the 'artillery cheat menu' from actionmenu) can not calculate solutions for firing angles <= 45°. You need multiple firingmodes with different artillerycharges each to get a wider engagement range. Also, any artillery in Arma that makes use of the artillery system (using artilleryCharge, Dispersion, and option for ballistic computer) is forced by the game engine to use airfriction=0 (no matter what you set in the config). So compared to RL, the rounds have much longer range for the same muzzle velocity. So achieving minimum range you would have to shoot at extremely low barrel elevation. For mortar flipping issue, you can increase PhysX and GeoLOD mass. Another option is available in devbranch currently - changing recoil force of a weapon has been recently added (was hardcoded previously), but i don't remember the exact property name on top of my head. Look into the last devbranch changelogs to find it.
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Like i said, there is no simple equation for this, since there still is mystic behaviour that nobody knows the formula for. You can use relativity... Say you want 2 times the explosive resistance compared to vanilla vest XYZ that you know the behaviour of. Then it's only a matter of applying a factor to the vests stats.
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p3d are opened with objectbuilder. Download Arma 3 tools on steam to get it.
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CargoTurret gunners do not engage
x3kj replied to zwobot's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
raise their proxies above ground to check if the underground thing really is the problem. I suspect this could be a different issue. Try and define a "bounding" and "memoryPointAim" memorypoint above ground (see https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#bounding ) -
This is precisely why the current hitpoint and damage system is a nightmare for any modder/dev. Most important is that total damage can act really weird and result in values that do not match with calculation. As a result, everything based on total damage is flawed. When indirect damage is received, your soldiers generally die from total damage in vanilla. So passthrough directly influences your resistance to explosives, but only to a certain limit - that is where the individual hitpoints take more damage than totaldamage-> individual hitpoints are the killer, not totaldamage. When direct damage is received... you can no longer calculate anything either. If a bullet with hit=100 hits the foot of a soldier, not only does the leg take damage, but possibly also the torso arms and head. I call this "internal damage bleeding". The higher the hit value, the greater the radius in which internal damage is spread. Another problem that leads you to beeing unable to calculate anything is, that bullets that do penetrate through only deal a fraction of their damage. So unless the hitvalue of the weapon is low, and the bullet ends in the soldiers torso, you can't predict how much damage the soldier takes. Both issues are described on the damage description biki page that kju linked (read the damage vs. penetration section). I wrote a ticket about these problems here https://feedback.bistudio.com/T120542
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thanks, just tested it (visually only) and it works. But it does not solve the IK issue unfortunately
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Now that the steering wheel animation works, i found that hand-IK on tanks only works when turned out. When turned in, it freezes and updates only when chaning to exterior or optic view. Is this possibly related to the issue/ "feature" that tank drivers are forced hidden for 'spectators' when turning in (https://feedback.bistudio.com/T83066)? Iirc a birdy told me that this has been looked at recently - any news on that front? Steeringwheel looks totally arkward when in reverse, because the sides are switched from game controller input side. Logically the side where you pull down should apply brake force. This doesnt apply currently. I guess this is one of those complicated ease of game controll <-> visual situations where everyone has their preference. No it doesn't. This fix has been requested since years, repeatedly. Doesn't disprove that there wouldnt be interiors, but it certainly doesnt prove that there will be.
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fack yes! Thank you so much. No. It's 'just' the animation source that enables modellers to animate the steering wheel based on steering input- like we already have for cars. Now it works for tanks too. If you have gone through the pain and modelled tank interior, then this change makes all the difference...
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it can be used to clear mines in soft ground. Not the best or safest way but works https://youtu.be/MiWCpIJ5dBw?t=13m
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Just checking - i'm getting rpt errors when loading my custom vehicles, but i'm extremely certain that i have never defined anything like it in the config (and can't find anything either): c:\w\dev\futura\el\evaluator\express.cpp(617) : Assertion failed '_context' Error compiling '0.6*(HitGun01TR + HitGun01TL + HitGun01BR + HitGun01BL)' in 'HitGun' Does this have something to do with recent work on turret hitpoints? Should i ignored it for now? Or am i getting mad?
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yes, by reducing indirectHit and indirectHitRange property of all explosive ammunition (via mod only).
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How was this fixed? Via hitpoint dependency, or via hardcoding? If it is the later i vote for removal of this, or at least implementation of a config parameter to controll this. Because it makes no sense that when the main turretring is damaged (therefore turret is stuck), that the commander can't use his mg cupola on top of the turret properly anymore. This is a step backwards - tailored to fit only special configurations and setups that are vanilla alike.
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AI Not Firing At Vehicle
x3kj replied to soldierman's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i dont think AI attempt to fire at turned in crew (no matter if visible or not). When it's also turned out and no bueno then i have no better answer. Maybe check the baseclasses for the parameter that defines if crew is vulnerable or not. I can't remember the exact parameter name. But iirc car baseclass should have this defined as "yes" already.
