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AlexVestin

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Everything posted by AlexVestin

  1. AlexVestin

    Trackir 6 Degrees Of Freedom?...

    Soon I'll be a TrackIR user too! I actually ordered a TrackIR5 just a day ago for future use in both ArmA2 and ArmA3. I'm sure lots of others have too or will do soon, so it's definetly something BIS should have in mind. I'll just state my opinion here then and hope ArmA3 will have full support. Before I ordered it I noticed on the website that ArmA2 only supports 4DOF, and not a full 6. Looking through this thread I see that ToH has 6DOF support. That's a great improvement. If that can be kept from ToH and brought into ArmA3 it'll be a huge plus. Even if it's only inside of the vehicles. Altough I really trust in BIS and their way of continually building upon their engine, so it'll probably be there if everything goes the way they'd like. I got my fingers crossed for this one.
  2. I notified him on that triangle shadow! He said he fixed it a few posts above =)
  3. Thought I'd show it here atleast! I have a tendancy to work really slow or just abandon it for weeks! That won't happen. Those are just bulletproof fuse-boxes. With that ugly cloth in their face, making them look quite silly. What I've got is Crye Gen1 gear that mostly exists. Great link, ty!
  4. Well. Thanks to that, I think I've made some progress understanding atleast! I still get a weird error ingame, though. If I type in the init line: removeallweapons this; this addweapon "XM8" It tells me exactly this: Cannot open object gr_xm8_pack\gr_xm8\m8_carbine.p3d (magic) If I try to use the XM8 compact I get this: Cannot open object gr_xm8_pack\gr_xm8\m8_compact.p3d Only the first one had the "(Magic)" part there. Here's my config and what it looks like now: class CfgPatches { class GR_XM8_pack { units[]={}; weapons[]={xm8,xm8_xm320,xm8_compact,xm8_sharpshooter,xm8_lmg}; requiredVersion=1.6; requiredAddons[]={"CAweapons2"}; }; }; class CfgWeapons { class m8_carbine; class xm8 : m8_carbine { displayname="XM8 Carbine (Gray)"; model="\GR_XM8_pack\GR_XM8\m8_carbine"; picture="\CA\weapons2\data\W_m8_carbine_CA.paa"; descriptionShort="Standard Carbine."; class Library { libTextDesc="XM8 Standard carbine version."; }; }; class m8_carbineGL; class xm8_xm320 : m8_carbineGL { displayname="XM8 XM320 (Gray)"; model="\GR_XM8_pack\GR_XM8\m8_carbineGL"; picture="\CA\weapons2\data\W_m8_carbineGL_CA.paa"; descriptionShort="Carbine W/ GL"; class Library { libTextDesc="XM8 Standard carbine version with attached XM320 grenade launcher."; }; }; class m8_compact; class xm8_compact : m8_compact { displayname="XM8 Compact (Gray)"; model="\GR_XM8_pack\GR_XM8\m8_compact"; picture="\CA\weapons2\data\W_m8_compact_CA.paa"; descriptionShort="Short version."; class Library { libTextDesc="XM8 Compact version with shortened barrel."; }; }; class m8_sharpshooter; class xm8_sharpshooter : m8_sharpshooter { displayname="XM8 Sharpshooter (Gray)"; model="\GR_XM8_pack\GR_XM8\m8_sharpshooter"; picture="\CA\weapons2\data\W_m8_sharpshooter_CA.paa"; descriptionShort="Long version."; class Library { libTextDesc="XM8 Sharpshooter version with lengthened barrel."; }; }; class m8_SAW; class xm8_lmg : m8_SAW { displayname="XM8 LMG (Gray)"; model="\GR_XM8_pack\GR_XM8\m8_SAW"; picture="\CA\weapons2\data\W_m8_SAW_CA.paa"; descriptionShort="LMG version."; class Library { libTextDesc="XM8 Light machine gun version with drum mag, lengthened barrel and bipod."; }; }; }; Help is still greatly appreciated! /EDIT I just changed: model="\GR_XM8_pack\GR_XM8\m8_carbine"; to: model="P:\PROJECTS\GhostMod\@GhostMod\AddOns\GR_XM8_pack\GR_XM8\m8_carbine"; And it seems to work.. Why is that so?
  5. I'm in need of help. I've looked all over, but I can't seem to find a tutorial on how to retexture a unit or weapon. There's alot of reskins made for all kinds of things like vehicles, units and planes, but no real info on how to do it. I've checked the ArmA2 Editing section without finding anything related to the subject. Let's say I want to retexture the XM8, how would I go on about doing that, and then make it into a standalone addon too so I can have both my retextures ones and the original? Could someone maybe write up a very basic and simple 1,2,3 step guide? All help is apprecciated!
  6. Ah, thank you for the move. I need a response on this, cause I don't know at all what to try. What I'm trying to do right now is get the XM8's working ingame. Afterwards I'll retexture them. For now, just get them ingame. I'm uncertain on how "class" works, and how "Displayname" works. "Displayname" seems to link them to an already existing setup for the rifle, or is that the "class"? I'm really confused on this. What can I do to make the things I've got in my post above, work ingame as a copied XM8 with the same stats and everything as the original? / I made it a config.ccp now, and I got this error when using BinPBO, this is the log: Error reading binary file 'p:\projects\ghostmod\@ghostmod\addons\gr_xm8_pack\config.cpp' Config : some input after EndOfFile. Error 3 while parsing Error in config p:\projects\ghostmod\@ghostmod\addons\gr_xm8_pack\config.cpp Config : some input after EndOfFile. Error 3 while parsing Error in config p:\projects\ghostmod\@ghostmod\addons\gr_xm8_pack\config.cpp Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found <model = "p:\projects\ghostmod\@ghostmod\addons\gr_xm8_pack\GR_XM8\m8_carbine.p3d">
  7. BUMP, instead of creating a new thread. Same topic. Still not getting this to work. Would this work if I wanted to just have set of copied XM8's ingame? To just make them "hexed" if people are familiar with the term. My folder setup looks like this: GR_XM8_pack\config.bin GR_XM8_pack\GR_XM8\m8_carbine.p3d GR_XM8_pack\GR_XM8\m8_carbineGL.p3d GR_XM8_pack\GR_XM8\m8_compact.p3d GR_XM8_pack\GR_XM8\m8_SAW.p3d GR_XM8_pack\GR_XM8\m8_Sharpshooter.p3d Check my config: class CfgPatches { class GR_XM8_pack_patch { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class m8_carbine; class XM8 : m8_carbine { model="\GR_XM8\m8_carbine"; picture="\CA\weapons2\data\W_m8_carbine_CA.paa"; UiPicture="\CA\weapons\data\Ico\i_regular_CA.paa"; displayname="XM8"; }; class m8_carbineGL; class XM8_XM320 : m8_carbine { model="\GR_XM8\m8_carbineGL"; picture="\CA\weapons2\data\W_m8_carbineGL_CA.paa"; UiPicture="\CA\weapons\data\Ico\i_regular_CA.paa"; displayname="$STR_DN_XM8_GL"; }; class m8_compact; class XM8_Compact : m8_carbine { model="\GR_XM8\m8_compact"; picture="\CA\weapons2\data\W_m8_compact_CA.paa"; UiPicture="\CA\weapons\data\Ico\i_regular_CA.paa"; displayname="$STR_DN_XM8_COMPACT"; }; class m8_sharpshooter; class XM8_Sharpshooter : m8_carbine { model="\GR_XM8\m8_sharpshooter"; picture="\CA\weapons2\data\W_m8_sharpshooter_CA.paa"; UiPicture="\CA\weapons\data\Ico\i_sniper_CA.paa"; displayname="$STR_DN_XM8_LONG"; }; }; class m8_SAW; class XM8_SAW : m8_carbine { model="\GR_XM8\m8_SAW"; picture="\CA\weapons2\data\W_m8_SAW_CA.paa"; UiPicture="\CA\weapons\data\Ico\i_mg_CA.paa"; displayname="$STR_DN_XM8_SAW"; }; }; This is the best I could make of what I've been told. This part is what makes me wonder: class m8_carbine; class XM8 : m8_carbine
  8. Exactly the one I was looking for, and thank you! Thank you =) (Different versions: Light, Medium, Heavy) Another thing: Is it accepted to take one of BIS weapon models, reskin it, and release it here? The XM8 is mainly what I'm talking about. I've tried to get some help before in reskinning a rifle, but I couldn't get the config to work. I'll probably look through that thread again. It has become one of the Ghosts iconic rifles. Would be sweet if I could make some of them rifles with the GR camo too.
  9. Seems to be the only way to go around here! (understandable) There is that one 3ds max tool/script/plugin that you can use instead of oxygen. Never used it ,though. Wouldn't hurt at all, if it isn't too much hassle for you. Could be interesting to see their topology and ways of making proportions. I will probably not go into future stealth/super-thermal/invisible/autoaim/other lolz technology here that'll surely exist on those models. Only existing technology. More or less. Multicam would probably be the most authentic way to go with this body armor. As Crye Precision is the designer of the "Gen1 Cage armor" (I'm quite sure?). More camos are easy to make, though. Altough I'll probably be focusing on the multicam first. Don't worry. When this get's done, I'll make ALL the camos. Only have to get it done first.. (Notice the waist in the pic below. No belt or crotch protection) Not sure what these packs are called. Anyone? It's a small pack. I've only got molle pouches attached to the sides of it. Current gear, and what's been UVW'ed so far of it. Rest is WIP.
  10. Yeah. It is all from scratch, no porting/ripping/stealing. I've used the Ghost Recon Advanced Warfighter Intro as a reference. I haven't done much weighting in 3ds max, but I know the point of it all. Can I keep weighting from max when exporting to oxygen? I've kept it quite modular. Can be used w/o the belt with just a normalwaist underneath instead. Pockets could be re-aranged and replaced by something more fitting. Most armor except the vest can be hidden.If it turns out you need geometry under the vest too, then that can be done fixed later. I have the shirt modeled too.
  11. Here's my thought: I know there's alot of players who wants an more urban environment in ArmA. And I've stumbled upon this site, looking for useful stuff: http://archive3d.net I was going through all the different models categories and found 'buildings and Houses'. There's is literally hundreds of buildings and street props. I did not make any of these following models. I'm just showing a few of the good ones. There's much more: Most of these probably wont have textures or even be optimized for something like a game, but they sure can be made usable quite easy compared to starting from scratch. And ofcourse I'm not talking about making interiors. Only as static buildings that can be used to create a somewhat larger and modern town/city. But then there's the other side of this. Would the community accept using these models? They're not stolen since they're given out for free to the ones who wants them, so it's all done legally. So that's that aspect out of the question, but then there is the one about being lazy and not just modelling it yourself =p I thought these could be useful for anyone currently working on trying to get a more urban like island/city. This could speed things up a little. The easiest custom content would be a static object, right? No messy configs and such. I've been modding so little for ArmA in terms of actually putting things in the game. Once I have time I'll try to convert a building or two myself.
  12. AlexVestin

    Jets physics

    Check the most recently released footage showing helicopters. Helicopter interiors are the same as in TOH from what I can see, altough the ability to press buttons and the like in the cockpit won't be possible I think.
  13. AlexVestin

    Does jogging and running seem odd?

    That sounded like an excellent idea to me. Would make that feature quite useful compared to what it is now.
  14. AlexVestin

    Jets physics

    Actually, I'm certain there is footage of jet's in flight. Looked just like A2 from what I recall. There's your answer. Someone might have a link.
  15. Custom faces! There's one wish there about changing your texture + specular and such, but just to be sure, I'll add this more worded out. Being able to create and use your own custom created texture. Just like before. Maybe being able to have the file larger than 100kb in size this time around.
  16. If you mean that you want to scrap the stairs completely, and just make a door in the cargo bay, i'd say it'd be a shame. But understandable. Probably loads of more work to get the stairs working. However, if you manage to do so that you have to actually get the stairs down, then walk up them to get the "get in" scroll meny command it'd be awesome. Then trying to get in would make you actually interact with the dropship to get inside.
  17. Updates coming along? =) I tried downloading something called "@mar_inf_marines" with sixupdater, but that addon does not work for me. You can't find the units in the editor. Neither does missions work that required this addon if you replace it with the sixupdater version.
  18. Most surely will get ported. The multiplayer community will build itself in no-time. BIS can just sit back and watch us do the rest =)
  19. You can reload while being mounted. When I've just pressed "W", and aren't holding down "ALT", reload works just fine. Check if you actually have your primary weapon selected by pressing "F".
  20. AlexVestin

    Customizing - How far will it go??

    Sure gloves are in, but there's still a difference between being customizable and being just another model. Same with uniforms :O There has always been a completely different model for other camouflage patterns. Same for gloves and all that. Helmets and other outer vest accessories I can see how it could just be a proxy. Gloves could be too, but it's such a small detail with no impact on gameplay. What maionaze said sounded like the most logical solution. Similar to CoD models. One base model, there's just a ton of bodygroups (in this case as the option of a different vest) that changes the look of the model alot. I'm not really arguing against you, just wording my mind. If BIS have found ways to make the most gear customizable, I'm nothing but happy!
  21. AlexVestin

    Customizing - How far will it go??

    I stand corrected at some points. So changable camouflage is in? Not just other uniforms? :) Still haven't heard anything about gloves for example. Screenshots do not confirm if they are customizable or not. The vehicle part sounded interesting, tho.
  22. AlexVestin

    Customizing - How far will it go??

    Still, the only confirmed customization is vest and helmet and optics on your rifle? I've heard nothing about being able to change, pants, shirt, gloves, camo, helmet attachments. Face and eyewear and voice pitch have been customizable all through the ArmA/OFP series, but nothing has still been mentioned now as far as I know. Too much people here just saying it's confirmed or jumping to conclusions with no real evidence or DEV quotes to back it up.
  23. AlexVestin

    Underwater element. What is the point?

    CoD just made an underwater rail-shooter/cutscene :D Oh, and Pummel: Atmosphere, More freeworld gameplay possibilities, Realism, Engine development! You name it. Lots of great stuff :)
  24. You've been very helpful. That last bit of code worked. I appreciate the help me you've given me. All works like it should now :D EDIT: About the MoveToTurret. I just kept as if you close the hatch, you get moved to cargo. Then if you open the hatch, you can manually get in as gunner again. As there's supposed to be around 8 players coop, and no one really has the 'gunner' role.
  25. You know what. It worked. I only have to remove the init lines that makes it close at spawn, cause that's the only time it bugged. (get in as gunner displayed you through the roof if you have't opened/closed the hatch once) I'm making it work for a multiplayer map, where you spawn at your FOB in two small groups, and you get to choose what to drive out of there. This added one more kind of vehicle, thank you once again! :) Just need to fix some problems regarding who gets the gunner pos, when several people tries to use it. EDIT: I tried to do something like this for the close hatch script: (gunner pmcsuv1) action ["moveToCargo", pmcsuv1,2]; pmcsuv1 animate ["HideGun_01", 1]; sleep 1; pmcsuv1 animate ["CloseCover1", 1]; pmcsuv1 animate ["CloseCover2", 1]; It works great, except for AI, wheter I use "this assignAsGunner pmcsuv1;" or not in their init line. Here's something I'd like to have. When I use the close hatch script, I want to make the gunner position locked. So after the hatch is closed and the gunner that was there has been moved to the backseat, you can't get in the SUV as a gunner. Then I want to make that position unlocked again once you use the open hatch script. To make it easier to help for anyone I'll just post what the scripts all are so far again: -------------------------------------------------------------------------------------------- Here's the init script for the SUV now: this addAction ["Open m134 hatch", "scripts\PMCSUV1open.sqf"];this addAction ["Close m134 hatch", "scripts\PMCSUV1close.sqf"]; -------------------------------------------------------------------------------------------- This is my close hatch script (PMCSUV1open.sqf): This close script needs something to lock the gunner position. (gunner pmcsuv1) action ["moveToCargo", pmcsuv1,2]; pmcsuv1 animate ["HideGun_01", 1]; sleep 1; pmcsuv1 animate ["CloseCover1", 1]; pmcsuv1 animate ["CloseCover2", 1]; -------------------------------------------------------------------------------------------- This is my open hatch script (PMCSUV1open.sqf): This open script needs something to unlock the gunner position. pmcsuv1 animate ["HideGun_01", 0]; pmcsuv1 animate ["CloseCover1", 0]; pmcsuv1 animate ["CloseCover2", 0]; -------------------------------------------------------------------------------------------- Possible? :)
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