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About contrails

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  1. Hey guys quick question: Is it possible to preview a multimaterial in the O2 viewport? Like how you can put .tga's in the texture field and have it pop up in the viewport, can somehow I do the same for a multimaterial rvmat? Reason being is that I'm working on buildings and would rather not have to open up bulldozer every time to preview the textures. Cheers!
  2. Hexedit is the only way I know as well - you would do it with a binarized P3D which comes from unpbo'ing the addon. As for the config, you can make a quick config by inheriingt from the class you are retexturing and change only the name and hidden selections values.
  3. contrails

    Headgear and Glasses Pack

    I'll take a look.
  4. Hmmm actually it seems to be an unrelated issue - you're using, correct? http://community.bistudio.com/wiki/playSound3D it appears to be a function to play a sound that is not defined in cfgSounds. Looks like then it would start referencing from the root of your A3 installation (useful to play from addon .pbo's) the command you want is: http://community.bistudio.com/wiki/playSound playSound "soundname"; where "soundname" would be "samplesound" in your example
  5. What does your cfgSounds look like? http://community.bistudio.com/wiki/Description.ext#cfgSounds
  6. Ah, you're right - overlooked that there is an import function for the txt.
  7. Number one piece of advice? When asking for help, ask specific questions, not "tell me how to mod". To answer what the file structure is like: everything is based off the .pbo. So whether in a mission or in an addon, the root of the .pbo is the root of your file structure. Let's say you have a mission called CO40_runaway.stratis.pbo and are looking to reference a script surrender.sqf: If it's in the root folder (where the mission.sqf is that your tutorial is talking about), just reference surrender.sqf. If its in a folder called "scripts", then reference scripts\surrender.sqf Similarly for an addon, a texture called body.paa inside the folder data would be referenced data\body.paa So to specifically answer your issue, if your script is inside a folder, it doesn't matter - it still goes off the root folder. You'd need to reference where your sounds are in relation to the root.
  8. The maxscript refers to an O2 script that we're missing: convertBiTXT.bio2s. It appears to handle the conversion of the maxscript text file output to a .p3d readable by Oxygen 2. Vespa, can you also add this to the tutorial: http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview for people who would want to skin/fix small errors in O2?
  9. It's alpha ordering as you may have guessed - two things at play here: 1. Move top orders the faces selected to be processed last (top in the hierarchy) 2. Other proxy objects (the glasses, etc) are still being processed after your model, so your visor appears opaque where they occlude. Put the visor in its own proxy so that it is processed after all the other ones (total guess, but I think it goes by alphabetical order) max1048, check if your rvmats are applied and set correctly.
  10. I'm running into the same issue - recently my Nvidia 9800GT died, so I upgraded to a Nvidia 450GTS which runs superbly in SP (40-50 FPS), but drops to 30-40% GPU usage in MP, getting around 10-25 FPS. I have no data to back it up, but I feel like ArmA 2 ran better with the 9800. Have only tested with graphics settings and launch options (maxmem, CPU count, exthreads) with no effect, will roll back drivers to see if that does anything. System info (same across the upgrade except GPU): Intel® Core2 CPU 6400 @ 2.13GHz (2 CPUs), ~2.1GHz 4096MB RAM NVIDIA GeForce GTS 450
  11. My first person backpack shadow is not attached to the body, but rather floats off of it. The movement is linked to the head, but third person shadow and the textured model LODs are fine and in the right spot, so it can't be a selection issue. I know it's something I've systematically overlooked as it occurs in all of my backpacks, but can't for the life of me figure out what. Help is appreciated :) (images: http://i.imgur.com/T0siol.jpg http://i.imgur.com/CWtddl.jpg )
  12. Working on the rumored stealth blackhawk variant that was 'uncovered' during the Osama Bin Ladin raid a couple weeks ago. I decided to go the more conventional approach which resembles more of a bolt on kit to a MH-60 (as opposed an entire redesign to make it stealthy) It's a blockout just to help me put ideas onto paper and as such is really messy; I'll start over to do the actual high/low poly although I'm not entirely sure if I bit off more than I can chew. We'll see :) some fancy renders in the meantime http://img42.imageshack.us/img42/1696/stealthhawkland.jpg http://img818.imageshack.us/img818/9085/stealthhawkwires.jpg
  13. Fox - looking good :) Textures seem a bit washed out to me (same on your recently released SF) - might be a matter of personal taste, but where did the green in the 3-color desert go? Kneepads are also so worn I'd worry about using them IRL ;) JDog - I'm going to echo a lot of what Max Power said a couple pages back, I think the biggest issue with the animation currently is that movements are too precise and static. It's too precise and exact to the point where it's almost robotic. Don't be afraid to exaggerate movements, even when he is supposed to stand still, as Max said - most of the ArmA 2 anims already do this for readability. Also keep in mind that IRL these guys are bouncing around on a pitching deck so exaggerated movements wouldn't be too far fetched. Here is some reference: Good job on doing follow-throughs on movement - I was actually going to point some stuff out like bouncing back up when he kneels down, but you've already seen and done that. :) Just in general make sure that he's always moving and rocking, even have him adjust his stance a little as if to keep on falling over if that's what is required. The little knee kick at the beginning of the video from the other animation is a good example of what I'm talking about. I'm also going to direct you to this: http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/lasseter_s94.htm#moving%20holds just as a reinforcement of what I mean if it's not clear Great job on the animations so far - must've taken a lot of innovation to get to this point - and I don't mean to trivialize what you've done. These are just suggestions to take it to the next level; I'm by no means an animator, but it's what I see with my untrained eyes ;)
  14. DCU reskins of bink, cameron, ebud, and johannes' 2005 infantry units (with permission of course) :) full: http://img803.imageshack.us/img803/6576/dcufull.jpg thermals