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Everything posted by x3kj
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Do Proxies retain full operability if i put them into a model? For example, i want to Model a Base Vehicle that has multiple variants with different turrets. Instead of using many P3D files with almost the same content for every combination i just want have the individual models as p3ds and assemble it using proxies. Is that possible? Do the proxies take all their properties (Fire Geometry, PhysX properties, Memory points, Hitpoints) with them? Is there something i have to make different in the config then if it was just a regular P3D Model with no proxies? thanks
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So i guess named selections in the proxy dont move either if it's defined in modelcfg? Then it would be useless to put a turret in a proxy
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Yes you totally can start to learn modelling first. I wouldnt rush porting to the game though, or spent too much time fiddling on your very first models. Errors are part of the learning process. There are multiple different aspects of modelling to learn. e.g. "how to use the basic tools". Equally important and not so straight forward is "how to create good geometry (topology) for game purposes" and maybe "how to create easily re-editable geometry". Just to give you an idea. You can learn most of that by looking for online tutorials. For first steps youtube is the best source imo. Starting with configs may not be a good idea if your goal is to create a ship yourself. If you want to create a config for a vehicle you need to know how your model looks like/what it does/ what parts move which way etc. It's like trying to solve one equation with 20 unknown variables. At least that's what it was like for me. @LOD Max has a ProOptimize modifier. It's quite good, you just have to play around abit with the settings. Make sure you texture/UV-map your model before starting LOD, because UV-ing all LOD seperately is a pain in the behind. I use ProOptimize, but i always remove small details by hand first. For optimal control you can split your mesh into multiple objects and use different ProOptimize settings on each of them.
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@RedPhoenix In your Guide you recommended using evenly spaced sections for the curve, but BIS vehicles don't have this. You can distribute points to the curve where it's needed the most, as in the beginning its pretty linear anyway.
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Hi, i have a weaponsystem with 2 barrels and i would like it to fire from the other barrel after each shot. How can i achieve that in my configs? Atm they shoot simultaneously like the AA Tanks in A3.
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General Discussion on the new tools.
x3kj replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
No idea... i'm just an arma3 mod beginner as well @Tool comissars: O2 / Objectbuilder has 2 untranslated functions in the "tools" menu : "Normalicaze animsomething" and another one -
He might have the same problem like i do... stuck in one gear, so never going fast
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if there is a specific unit for a value, its most likely metric... so yes kph.
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Well maybe not fall down (propably not really realistic in most cases), but at least have severe accuracy penalty/ sudden move of aiming direction, magnitude depending on bullet force, and having to reaquire the target with penalty to "reaquiring time" (time it takes to align the shot). If round penetrated / wounded the penalty should be bigger then if the bullet was stopped. Maybe some randomness for adrenaline accounting but not too much.
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General Discussion on the new tools.
x3kj replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
Loading objects and then deleting them with scripts vs. not loading at all... Loadtime will be lower for the later. If it is that noticeable is another question, unless you delete huge amounts of objects. -
For the tank - there are many many steps to take. That's propably why there is no tutorial, because it's alooooot of things to cover. Do you already have your p3d ready? With Memory LOD and so on? You should do that first for your tank before starting with the config, otherwise you will get stuck alot. Maybe a short breakdown of what you need for the configs: model.cfg ,there are 2 main classes in there that you need to edit. CfgSkeletons (rotation points/axis of wheels, turrets, hatches, etc) and CfgModels (contains animations). This file basically fuses the p3d and Vehicle Config file config.cfg - mainly CfgPatches and CfgVehicles. CfgPatches should be easy, look at the sample tank. CfgVehicles is where the most work has to be done. Display stuff (names, icons, model etc), damage and hitpoint stuff, stuff for AI , sounds, physx definition, turret definition (in a sub class). If you have no idea about C#/similar programming languages you should maybe start with a hand weapon, because a tank is very complicated and possibly very frustrating for a first try. Zach Gibson wrote a tutorial for a handweapon, this should help (you also should always cross check the sample weapon and maybe Kiory's L85 source files he made available. There are sometimes multiple ways to achieve a certain thing in configs). You don't need to model something pretty, only the principle how to do it is important.
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I'm lost again :rolleyes: I want to keep my config files more structured for building my addon (maybe i merge everything later), The problem is , that the game complains when loading the addon File myaddon\Weapons_Can.hpp, line 0: .W_VehicleCannon_Base: Undefined base class 'Cannon Core' i seperated my weapon config into 3 parts for now: class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class Default; class MGunCore; class CannonCore; ///BASE DEFINITIONS /// Small Caliber Guns #include "Weapons_MG.hpp" /// Medium Caliber #include "Weapons_AC.hpp" /// Large Caliber #include "Weapons_Can.hpp" }; in Weapons_Can.hpp for example i start with base classes for my new weapons class W_VehicleCannon_Base: CannonCore { scope=1; displayName="Generic Cannon"; cursor="EmptyCursor"; cursorAim="cannon"; nameSound="cannon"; reloadSound[]={"A3\sounds_f\vehicles\armor\noises\reload_tank_cannon_3",3.1622777, 1, 10}; magazines[]={"32Rnd_120mm_APFSDS_shells_Tracer_Green","16Rnd_120mm_HE_shells_Tracer_Green"}; reloadTime=6; magazineReloadTime=6; autoReload=1; ballisticsComputer=1; canLock=2; autoFire=0; ///etcetera }; Why is that? i already defined the CannonCore before the #include ??? Also, i use a similar system for a new vehicle turret and it works just fine there :confused:
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yeah was my typo Thanks! Weapons_AC indeed had one bracket too much, now it works.
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Are you sure that it's stuck because of the model? I assume it's actually the gearbox not shifting... that's the problem i have with my 2 new tanks... Tried alot of different settings and nothing changed. Gearbox doesn't seem to change gears.
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ok thanks the swapping did it, and for the seemingly opposite moving up/down it turned out that the barrel wasn't moving at all because of a missing selection
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Hi, my turret behaves strangely - Left and Right movement are inverted for the viewport, as well as the viewable Model. Up and Down are also inverted, but only for the viewable Model, not for the viewport, so they move in opposite direction. Why is that? :confused: Turret CFG class TurretFront: NewTurret { //Base definition of all things //weapons[]={cannon_120mm,LMG_M200}; weapons[]={LMG_M200}; magazines[]={2000Rnd_65x39_belt}; turretAxis="ax_tur2_trav"; gunAxis="ax_tur2_elev"; minElev=-12; maxElev=+22.5; initElev=0; minTurn=-25; maxTurn=+25; initTurn=0; maxVerticalRotSpeed= 0.4; // Main gun gunBeg = "tur2_mzl_start"; gunEnd = "tur2_mzl_end"; body="SecondaryTurret"; gun="SecondaryGun"; // animationSourceBody="tur2_trav_AnimSrc"; animationSourceGun="tur2_elev_AnimSrc"; gunnerAction = "mbt2_slot2a_out"; gunnerInAction = "mbt2_slot2a_in"; gunnerName="Vox Operator"; gunnerOpticsModel="\ca\wheeled\optika_BRDM"; animationSourceHatch = "hatch_gnr2_AnimSrc"; startEngine=0; primaryGunner = 0; primaryObserver = 0; hasGunner = 1; /// Coaxial gun selectionFireAnim = "tur2_mzl_start"; // Optics view memoryPointGunnerOptics= "view_gnr2"; gunnerOutOpticsModel = ""; gunnerOutOpticsEffect[] = {}; gunnerOpticsEffect[] = {}; gunnerForceOptics = 1; // Field of view values: 1 = 120° class OpticsIn { class Wide: ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.3; minFov=0.3; maxFov=0.3; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {4,5}; //red hot chilli gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_m_F.p3d"; initFov=0.07; minFov=0.07; maxFov=0.07; }; }; // Gunner operations and animations forceHideGunner = 0; inGunnerMayFire = 1; // set to 0 to let gunner look around the internal compartment if modeled viewGunnerInExternal = 1; // Needed to make gunner possible to be killed with penetrating rounds. class HitPoints { class HitTurret { armor = 0.8; material = -1; name = "vez"; visual="vez"; passThrough = 0; minimalHit = 0.02; explosionShielding = 0.3; radius = 0.25; }; class HitGun { armor = 0.3; material = -1; name = "zbran"; visual=""; passThrough = 0; minimalHit = 0; explosionShielding = 1; radius = 0.25; }; }; }; Animation part of model cfg class SecondaryTurret { //Frontgun //type="rotationY"; type="rotation"; source="tur2_trav_AnimSrc"; selection="tur2_trav"; axis="ax_tur2_trav"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; memory = 1; }; class SecondaryGun: SecondaryTurret { type="rotationX"; source="tur2_elev_AnimSrc"; selection="tur2_elev"; axis="ax_tur2_elev"; angle0="rad -360"; angle1="rad +360"; };
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Ok.. i've assumed they are working as they where added to main branch Maybe a complete List of usable fire geometry materials in general (not just for tanks, buildings and other stuff as well) would be helpfull to have in the wiki
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Just a question - did you try and test any sloped armor plates in Arma 3 and seen any inconsitencies? I've set up a vehicle with sloped armor, and the gun i was using would have been enough to penetrate material at the LOS thickness, but it didn't ingame. *scratching head* Gun is 245@ 0m, Armor is 150mm @45° , so 212mm.
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Play against civilians then... or create a no bodyarmor server. :rolleyes: welcome to the 20th century where there is bodyarmor.
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Can somebody tell me where i can find the definition of bullet impact/ explosion effects? e.g. class HitEffects {hitMetal="ImpactMetal";}; where can i find the definition of "ImpactMetal"?
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When was the last time you used a tank? Tank physx has improved since 2 days or so now. Much better climbing and offroading in general.
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In one of the DEV Versions a couple of weeks ago there was a patch note saying that there where additional armor plate rvmats added with different thickness. How are they called? Could you add those to the Tank Wiki Entry please?
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The tank traction seems to have improved alot, now tanks can manage ~67.5° climbs - big improvement, very nice. Tractionwise at least... Kuma design is physically pretty shitty because it's body collides first, so it can't go up that slope. But that's not really BIS fault. Where there any changes to how the physX class handels now? Or where all of the changes internal? Any additional info for modders?
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having no textures or uv mapping doesnt stop the game from loading the addon/model. It will just appear grey/white
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They move but often it just doesn't look right like one would imagine, very robotic. It doesn't look like it's worth the efford.
