

contrails
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Everything posted by contrails
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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!
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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.
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Headgear and Glasses Pack
contrails replied to Binkowski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'll take a look. -
Another one of those "tell us newbs how to mod" thread
contrails replied to TheSensorium's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
Another one of those "tell us newbs how to mod" thread
contrails replied to TheSensorium's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What does your cfgSounds look like? http://community.bistudio.com/wiki/Description.ext#cfgSounds -
Ah, you're right - overlooked that there is an import function for the txt.
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Another one of those "tell us newbs how to mod" thread
contrails replied to TheSensorium's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
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?
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Transparency problem with heads or custom objects
contrails replied to adogmc's topic in ARMA 2 & OA : MODELLING - (O2)
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. -
Super low GPU usage on MP only???
contrails replied to burdy's topic in ARMA 2 & OA - TROUBLESHOOTING
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 -
Detached first person backpack shadow issue
contrails posted a topic in ARMA 2 & OA : MODELLING - (O2)
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 ) -
WIP: Stuff you are working on 2!
contrails replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 -
WIP: Stuff you are working on 2!
contrails replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 ;) -
WIP: Stuff you are working on 2!
contrails replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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WIP: Stuff you are working on 2!
contrails replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 -
I think it'd be worth it to go back to that map we got from the ARG: http://img828.imageshack.us/img828/8541/mapmf.jpg I have highlighted the real world geographical location of Lemnos as well as where NATO would be if those arrows are in fact movement of OPFOR. Note that the top left labels the plan as "phase 5" - it wouldn't be much of a stretch to assume that this is the point where our friend miller finds himself stranded on Lemnos. It's not clear what is going on in the rest of the world, but I'd bargain that Russia is in fact with China and Iran on OPFOR (china and iran aren't confirmed, but has been hinted at in ARG). - Russian front is stable - Atlantic seems to be in OPFOR hands, which would make the most sense held by Russian naval forces. China's role is probably to keep the US at bay in the Pacific. Japan was overstretched in WWII and did pretty well in the opening shots of WWII. A much more widespread and stronger military force would tie up the US and help explain OPFOR presence in the Atlantic. There are whole books devoted to the subject and I don't claim to be an expert, but I think it is possible, especially with China's current (real life) buildup of its blue water navy and developments like the DF-21 aimed at gaining power in the Pacific. And what I think about NATO and how it got there, I think a reasonable explanation is that many countries fell neutral. Maybe in the intervening 20 years in the future, NATO fell out of favor as a relic from the cold war and too unwieldy for low intensity warfare. Some members wouldn't see much point in staying and decide to sit out WWIII. Presence of Israeli gear is interesting too - I think it's a safe bet they wouldn't fall neutral ;) If their stuff is used by OPFOR, some radical changes have happened in the future... Soooo yeah... back to Lemnos The released storyline says that Lemnos is deep behind enemy lines, which would be correct according to its real life geographic location on the map. "well guarded military secret" is rather vague - I hope it isn't the cliche "hunt the nuclear/chemical/alien/super deadly weapon). It does seem like a rather insignificant island in the grand scheme of things, a good place to hide your secrets. As OP said, honestly a full out, large scale, conventional war setting on the mainland would interest me more, but I guess we're stuck with what we've got (for now) and it isn't half bad either :) this isn't true - the most obvious example is WWII where the Germans were able to pioneer military tech (rockets, jet engine, better armor and guns) while suffering heavy strategic bombing by the allies and fighting their armies pretty much up to the end of the war. War, especially conventional war, is a stimulant to the economy and production - people aren't going to say no to expenditures and unless your infrastructure is completely destroyed, (which would take a very high intensity prolonged conflict - look at how ineffective the bombing throughout WWII, and in some aspects Vietnam were) you are going to keep building things.
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I'm trying to compile a unit which I think I have setup correctly - I copied the model.cfg from the arma 2 sample units and have checked that the MLODs are properly rigged with that pack of animation poses from arma 1. Everything seems OK, so I compile with binpbo - but when I try to test them in game, it freezes immediately upon loading (progress bar never fills) and the RPT gets spammed: Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueFaction/ Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueClass/ Error loading control bin\config.bin/RscDisplayArcadeUnit/controls/CA_ValueVehicle/ Warning Message: Cannot load texture ca\characters\data\hhl_nohq.paa. Warning Message: Cannot load texture ca\characters\data\hhl_22_co.paa. Warning Message: Cannot load texture ca\characters\data\hhl_smdi.paa. Warning Message: Cannot load material file ctl_dcu\data\r2_w1.rvmat. Cannot load material file ctl_dcu\data\r2_w1.rvmat Warning Message: Cannot load material file ctl_dcu\data\r2_w2.rvmat. Cannot load material file ctl_dcu\data\r2_w2.rvmat Obsolete CfgSkeletons for OFP2_ManSkeleton, move to model.cfg Warning Message: No entry 'bin\config.bin.CfgSkeletons'. Warning Message: No entry '.OFP2_ManSkeleton'. Warning Message: No entry '.skeletonInherit'. Warning Message: '/' is not a value Warning Message: No entry '.skeletonBones'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry '.isDiscrete'. Warning Message: '/' is not a value Error: Bone weapon doesn't exist in some skeleton after here the 'error: bone' message is repeated for what seems to be every bone in the skeleton and repeated again a million times for good measure (until I force quit arma 2) I have double and triple checked everything - config.cpp seems to be fine, MLODs and model.cfg seem to be fine as well as described above - folder structure is: ctl_dcu (my mod name) - data - textures - MLODs - config.cpp - model.cfg and I am not running any other mods when testing (combined ops). What am I missing?
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figured it out - neglected to add these lines: class ar : ArmaMan {}; class rifleman : ArmaMan {}; class teamleader : ArmaMan {}; they actually assign each .p3d to a class, correct?
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Am I the only one who disliked the futuristic approach?
contrails replied to ray243's topic in ARMA 3 - GENERAL
BIS likes to take a plausible "futuristic" approach to their games it seems - ArmA 2 while mostly accurate, included the F-35C which is slated for a 2012+ introduction, set in a 2009 campaign. OA took it a bit further with the SCARs (2012 campaign I think) which were being discussed at the time of development, but as far as I know have now been abandoned in terms of US Army standard assault rifle replacements. PMC has no end to fancy gear, (cancelled) XM-8s, the automatic shotgun, and that UFO looking russian drone being the most obvious examples. I see this as only a slightly bigger leap in their progression - all the equipment either currently exists or is based in reality (Mi-28). Of note is that from the ARG, we know Scott Miller (the protagonist) was born June 22, 1992. Being around his mid 30s (more or less the average age for a special forces soldier) puts the campaign in the 2020-2030 range. Who knows what type of stuff soldiers (special forces no less) would be using then? It might as well be possible that they are testing out bullpup rifles. A Mi-28 coaxial variant might have been developed by then as a cost effective upgrade to a proven platform. etc I think it's pretty interesting... Anyways what I'd like to see is the inclusion of A2 and OA content into ArmA 3 - they already have them made and it doesn't seem like that large of a jump content-wise between engines - that way we could get new content and keep everyone happy :) -
Binkowski's WIP thread
contrails replied to Binkowski's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
both the multicam reskins and the SF guys? Looking forwards to it :) -
I know you're going in a bit of a different direction, but here's some sexy concept art to inspire you :) http://radojavor.deviantart.com/art/Blackhawk-on-the-Hunt-208712305 also would you be OK with me taking a stab at my own interpretation? Been eyeing this helo and have got a few ideas and our models are probably going to be different anyways ;)
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http://maps.google.com/maps?q=39.935665,25.234748&num=1&t=h&sll=37.0625,-95.677068&sspn=23.875,57.630033&ie=UTF8&ll=39.935474,25.234405&spn=0.001744,0.006464&z=18 I'm thinking this is the approximate location of where the picture was taken: only one airfield on the whole island, building matches up, water matches up, etc That would mean the town on fire is called Lyncha. Is that significant? EDIT: heli on the right could be Ka-50 (http://en.wikipedia.org/wiki/File:Russian_Air_Force_Kamov_Ka-50.jpg)
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the line is from the word formatting - I think it copied over some of the forum formatting when I copy pasted
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hopefully no one beat me to it: I may have missed some, but it gives the general idea :) (ignore the ugly red/green lines from word spellcheck)
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What would we do if it turns out to be a note pointing to some remote location in Iran? it is an iranian hacker group after all...