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Everything posted by x3kj
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Larger then 50 meters sections ok for player transitions?
x3kj replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
i've read somewhere that height is not a problem. Only length/width. -
Larger then 50 meters sections ok for player transitions?
x3kj replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
why ultra long walls? just make sections. way better for map making too. -
A3 Helicopter pilot boarding/proxy problem
x3kj replied to HorribleGoat's topic in ARMA 3 - MODELLING - (O2)
i've seen this parameter while browsing through vehicle configs with the Mission Editor Config Viewer cargoCompartments = ["Compartment1"]; (defined in vehicle main) gunnerCompartments= ["Compartment1"]; (defined for each turret) Maybe try and set it to the same, selfnamed compartment Manually. If 2 gunners have the same compartment they can switch according to wiki -
ok yes that's a start. However, nowhere near as this analysis tool devs have... You can't look into the mind of the gearbox with just rpm and gear indicator, you can only see the result. You have to guess what is going on and that's what killing me. I guessed every evening for a whole week to no avail. Enter new values, start game, check, fail, repeat. At some point you just realize that there are better things to waste your time with. So please do us the favor and release this script/tool for modders.
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Except devs can see vitally important things ingame, like engine rpm, current gear, effectivity of current gear and so on. Modders only see speed and can guess rpm by sound (differentiate high and low) that's it. And i pretty much copied RL values from a tiger tank but it still doesnt shift after countless attempts and tweaks.
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Good luck with the renewable energy then... Germany pulled panik lever and shut down all reactors (or rather merkel did because it gave her popularity for the panik stricken people) and look where we are now? Germany has to import large amounts of energy from all over europe to fulfill the demand. A giant wind park in the north sea was built but can't operate because the infrastructure for the power grid is not there and communities resist the expansion of the grid everywhere because it "defiles" the landscape... "renewable energy, right now! but only if i can't see it from my backyard!" It's running on bare minimum for quite a while now. Additionally the building of the first windpark disturbed local sealife a huge amount with maybe permanent damage. And this is just one windpark of many required. I wouldn't believe any Chernobyl number... too much is manipulated (ref german documentation " " - not sure if there is an english translation)How to knee-jerk break your knee 2.0
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This! The system is in place to help people that have "fallen down" for whatever reason, to help them back on their feet. I gladly pay taxes for these people, so they can back to a normal life because unemployment sucks. However, there are many people (in germany) that don't even attempt to get back on their feet or never worked at all... dropped from school because of lazyness straight into unemployment 4 life. Those are not homeless people, they get money for living, get a paid flat and also healthcare. The only reason in germany to be homeless is a) you refuse to receive state help b) you can't handle money and spent all of it on booze/drugs. So eitherway it's self inflicted. Yes additiction is hard to overcome but nontheless it's all self inflicted. However, the % of homeless people to unemployed people is very small, so imo these have little impact. Can't talk about other countries for obvious reasons...
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Does anybody know if/ how it's possible to 1) Allow higher degree of freedom in 3rd person movement when inside a vehicle 2) Stop the Camera from zooming in and out if obstacles are near ? I need this for testing new vehicles on obstacle courses - whenever i get near an obstacle course the bloody camera zooms extremely close into the vehicle so i can't see what's going on with the suspension and so on, so it wouldn't be a problem if the camera just clips through objects.
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This addon could help you testing penetration not just at pointblank but also at range
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If the rock doesnt has a road geometry LOD it can't be walked on. Seeing through stuff is most likely because of the camera. Objects that are too close to it are sliced off. Most notably when you try to create custom weapons and misplace them somehow.
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How to set up different proxies in one spot
x3kj replied to dezkit's topic in ARMA 3 - MODELLING - (O2)
with some google-fu you could have found this one http://forums.bistudio.com/showthread.php?113118-Tutorial-Weapon-proxy-handling-on-Planes-amp-Choppers That should cover your questions -
What glitches do you have in mind? I don't think the "mismatch" between full visible geometry and physx mesh is the reason for many glitches. The difference is only noticeable in very specific, precision moments like driving through a gap that is basically the width of the vehicle. From what i've seen so far (e.g. vehicle suddenly jumping) it's mainly if 2 collision geometries either intersect each other for whatever reason, or if they are forced into each other in an overstraint situation E.g. if you put a tank between two buildings that have exactly the same width as the tanks collision geometry in a non-simulated state. If you place them that way and hit the imaginary "simulate" Button weird things will happen because all the collision geometries will want to repell each other to prevent intersection. Also the underlying system for animation is partly fault. E.g. you can turn a whole tank if you collide with the tank barrel on a building. The rotation animation has infinite force, so it turns the tank no matter what if the user moves his mouse in the turret. So there's a chance to wedge collision geometry between the tanks own geometry again leading to "freakouts" For tanks driving behaviour you also have to keep in mind that the tracks are not simulated at all with PhysX. For simulation it's only a vehicle with many wheels, which creates great discrepancy between real behaviour and simulated behaviour.
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General Discussion on the new tools.
x3kj replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
I wouldnt be surprised if people just keep the knowledge they collect to themself right until the deadline... because money and competition. The last thing you need for a good flow of creativity and community work >.< The contest should have been postponed until there are actually all tools and more tutorials around. But there's another thread for that... So the answer is - maybe, but you will not know until maybe in Q3 of this year. -
yeah, i've tried different values and the vehicle behaviour changed (particulary downhill), but it never shifted Maybe there is a combination of values that work together well, but i haven't found it and the hourlong trial&error when there is no way to analyze what is going on is very frustrating
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General Discussion on the new tools.
x3kj replied to 1para{god-father}'s topic in ARMA 3 - BI TOOLS - GENERAL
I also started with a weapon a couple of weeks ago, the basics are comparatively easy to learn (the arma specific process, not talking about the modelling) once you actually find some usefull guides. I can recommend Zachs Weapon Tutorial. It's a good starting point, although it does not cover the reason of everything. Additionally Kiory was kind enough to release an unbinarised (non-"encrypted") version of his L85A2 rifle. Coupled with Zachs Files, and the Sample Weapon you can learn from the models by comparing how their configuration files and the model file work together/ what they do and so on. If you are new to modelling i would recommend going for a very simple basic model and put that into the game, just so you can see how the process works. The Model Quality can be improved later when you have a better idea what is actually required for ingame use. I find that less frustrating then spending a ton of time on something i don't know for certain will work/look the way i want ingame. For O2, check out Should give you a basic understanding how Arma 3's model files (.P3D) are structured in O2.The configuration files are basically C++ esque, so it helps to have some basic understanding of the class system of the language - or a similar one. Inheritance is pretty important to understand. A vehicle is a big step up from a weapon tbh, especially PhysX is a stubborn biatch for new guys, as i had to find out myself in the last weeks. It also requires alot more to be configured and set up in the model. I would go Weapon, then Vehicle and when you are used to the process start with custom character animations (e.g. make soldiers dance). Then maybe you can figure out how to create custom skeletons, because that is what you need if you want to create a non-human-sized/shaped robots. Kiory released a custom animation tutorial and said someone worked on a custom skeleton tutorial, but nothing was released as of yet. This is some pretty complicated stuff, just be aware of that. I'm also looking forward to any new guide on this as i'm interested in getting mecha walkers into the game aswell. cheers, gutes gelingen und starke Nerven -
you need to be more specific what you want to learn about, scripting? modelling/texturing? mission making? there are different tools for different jobs obviously
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there are folders and shortcuts for that... no need for a fake drive. Arma is important to me but not THAT important If you have to install stuff (e.g. BinPBO) from Arma 2 Tools (V2.5) you can just leave the P drive option unchecked... Putting models into the game works without P drive.
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Quick and fun projectile path tracing!
x3kj replied to Hypnomatic's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've created some RHA plates for testing with your script (1mm, 5mm, 20mm, 50mm, 100mm) I spaced them 1.5m apart, should be sufficient for normal-time testing -
commercial modding... pretty bad idea. Leads to multiple people doing the same thing and in the end fighting over it... provided it's even worth it. And then there's the devil thing called copyrights, licenses, etc Only a fraction of modders have commercial licenses for their software because that stuff is more expensive then the consolidation price they might get from succesfull mods/donations... @OP Just create a take and give thread - You state what you wish and offer donation in return.
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BIS Config is confusing -- Ammo related--
x3kj replied to carlostex's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
typical speed doesnt seem to affect anything... i tested different settings and neither the penetration changed, nor the drop in energy or anything else... -
Haven't been able to solve it. I tried alot of different effectivity settings but no luck. This is completely frustrating :mad: There is no way to tell what is going on/ why it's not working and i'm not spending yet another week trial and erroring around >.< ____ unrelated question: Is it problematic if 2 physx wheels overlap ? Can they influence each other?
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Textures not showing up on models in-game
x3kj replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
the right texturepath is "\myaddonfolder\...\texture.paa" not sure if you need .paa, but it doesnt hurt. If you have C:/... in your path, other people using your addon will not see textures because they dont exist in that place on their machine you dont need rvmat for the diffuse map to show up -
I asked the same, and was told that it doesn't matter what numbers/intervalls you choose, as long as it's ordered correctly (full detail= LOD0, lowest rez=LOD highest nr.) The game will decide on it's own when to change, depending on how many LOD steps you have and on the size of the object, and the number of objects in the scene - a smaller object will switch faster to lowest LOD then a higher LOD. And if there are 100 tanks in the field of view, it will reduce their LOD faster then if it was just a single tank.
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How would i go around making a gunner turret for an attack helicopter?
x3kj replied to x hunter33's topic in ARMA 3 - MODELLING - (O2)
in the vehicle config you define a new class inside the vehicles "turrets" class this class contains the turret. I suggest you look at the Sample Tank BIS provided with the Tools. If you look at the cfgvehicles you see that inside the Mainturret Class, there is another Turret defined, that's the commander turret. Many of the other parameters/things you see in there should be self explanatory. Also take a look here -
How would i go around making a gunner turret for an attack helicopter?
x3kj replied to x hunter33's topic in ARMA 3 - MODELLING - (O2)
there is nothing special to helicopter turrets, it works just like with tanks and other vehicles Class you need to inherit from is NewTurret
