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AlexVestin

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Everything posted by AlexVestin

  1. AlexVestin

    SOC WIP Thread

    That looks really promising :) As you said yourself, the stitches are not sticking out enough. The normal could be enough like it is since the thread does not really stand out that much, but if you could have them on the diffuse texture later with it's own color you'd get some really nice detail. My only tip/critique at this moment.
  2. AlexVestin

    Gorgon

    I'm pretty sure there's no way to retexture it usingjust a config right now. From my tests those parts aren't assigned so they can be used with Hiddenselection. Someone from BIS must within Oxygen2 assign the model parts to their "camo" selection and then update the p3d file.
  3. AlexVestin

    Slatts WIP thread

    I'm guessing the tan one?
  4. AlexVestin

    FGM-148 Javelin, can we fix it?

    If I could have it as I wanted, I'd have it close to how it works IRL, but that is probably not an easy task and I can't do that myself. Someone will have to step fourth and do scripts like that since my knowledge in that area is limited.
  5. AlexVestin

    FGM-148 Javelin, can we fix it?

    That was the kind of thread I've been trying to find, thank you. Will try the solution in there ASAP :) Regarding the Javelin. I can't get this to work: lockAcquire = 1; My Javelin automatically lock onto a target if it is within my sight. I'm trying to have it try a lock if I aim at a target, then press my key defined for locking targets. My config settings can as always be found on the first page incase incase someone might know about it. I myself do not know if something can override my settings and make it autolock anyways.
  6. Alright, thank you. I see. So you'd see some pretty weird results with the animation restrictions if you were to carry, as an example, a breaching-shotgun in the launcher slot? Not able to go prone etc. You know if a additional "-~~-core" could be made? Like a Riflecore2, modified with an additional "type" that behaves like a rifle in all ways, but uses the launcher slot? If the weird part mostly are the stance restrictions per type, then it might not be all too bad if you're forced to switch to your primary just because you went prone with a shotgun equipped. It's not game-breaking anyhow. But there oughta be more serious problems.
  7. AlexVestin

    FGM-148 Javelin, can we fix it?

    I've been looking for a higher-res picture showing the back of the CLU. I've seen that there's a large green sticker there. Probably instructions on it? Since you'd be having this thing up in your face it would be kinda neat to have something to look at. This is the best reference I've found so far: http://pszwarc.com/graphics/jav_clu_handle.jpg My test with something like it: My test sticker is super low-res. I want something better :) I'm not going to increase the overall resolution for the weapon system, it's already 2048x2048. I could double it, but it isn't really needed for anything else besides for making the instructional text readable in that case. I could always make a thin geometry added specificly for any stickers if their text is unreadable at a 2048x2048 resolution. If someone knows where a pic of that green sticker can be found, please, do link :) Anyhow, is there somehow I could increase the texture quality in the Oxygen (buldozer) viewer? I have pressed + and - and it does increase texture resolution displayed, but it does not show full resolution still. Here's also just a WIP picture of the interface, with coloured buttons: http://imageshack.us/a/img29/8193/6u8k.png
  8. AlexVestin

    FGM-148 Javelin, can we fix it?

    My Model.cfg: http://pastebin.com/sf2mJxhr I've been having trouble figuring out what I am mixing up. I've tried a few things now, and have now left it like it is there. Going to fix the rvmats maybe. I've tried to hide my tube (that is my magazine containing one missile) from the model when I reload. Can't get it to work. I can neither get my missile model to hide inside of the tube once I've fired it. I will go through all my configs later since there might be something I've forgotten.
  9. AlexVestin

    FGM-148 Javelin, can we fix it?

    More work done to the Javelin interface. Compared to my first WIP screen of the interface it's a huge improvement in my opinion. WIP screenshot: http://imageshack.us/a/img29/5307/7s77.png I don't know myself how to script that. That's were I was hoping the community comes in. :) I will provide the improved models and textures, but I have no idea on where to begin with giving the Javelin new functions.
  10. AlexVestin

    FGM-148 Javelin, can we fix it?

    WIP picture of the interface: http://imageshack.us/a/img15/6898/c3cu.png Created in a 2048x2048 resolution. Crosshairs are missing because I'm unsure of how they should be implemented. Thanks for the links and color-channel info btw!
  11. AlexVestin

    FGM-148 Javelin, can we fix it?

    I find it tricky finding good references from the real interface. Someone got a good source? Will try my hand at making optic textures that looks authentic.
  12. AlexVestin

    FGM-148 Javelin, can we fix it?

    More WIP pictures! http://imageshack.us/a/img440/5011/r520.png http://imageshack.us/a/img22/1903/k1xj.png http://imageshack.us/a/img202/7184/koxs.png It's ingame. It's over shiny, I know that, but I'll fix that later. WIP picture of it firing: http://imageshack.us/a/img18/337/o4f6.png WIP picture of my tube vs default ammo: http://imageshack.us/a/img689/1901/b0vv.png These are all wip pictures of how the config worked etc. I'll update the picture at the top of the first post whenever I have made any progress on the textures/model.
  13. AlexVestin

    FGM-148 Javelin, can we fix it?

    I've added the config.cpp parts to the first post! I'll be adding all of my configs in the first post for others to look at. They're really really heavy WIP atm I posted this. I could maybe add the .rvmats after sometime so I could get some help with that? I'm not too great with those either. There's not that many parts left of the Javelin to texture now. The Javelin missile is only untextured at the rear/fins. Missile is also missing some text and markings to be finished, but it'll come ater. The CLU has the most parts untextured as seen at the top of the first post. The missile tube itself is not something I'm happy with yet. It looks like a iron tube at best. I haven't gotten the material for it to look quite right yet. From reference pictures it looks like plastic with a thin layer of some sort of fabric over it.
  14. AlexVestin

    T.C.'s Hummingbird

    I believe it's for the interior. I think it adds a nicer leather material to the inside :)
  15. AlexVestin

    FGM-148 Javelin, can we fix it?

    I've made some progress on the model and the textures. I've added my latest wip screen to the top of the first page. I'll try to keep it updated. The CLU has been resized to 0.8 of it's original size. The missile has been resized to 1.15 of it's original size. Tube remains the same size. This is because when I looked at my reference pictures and compared it to BIS version, BIS version was all disproportionate. BIS CLU was too big and the missile did not even fit tightly in the tube. I'm now going to reskin the missile. The CLU texture isn't finished and neither the tube texture, but they're coming along nicely.
  16. AlexVestin

    VTS Simple gesture commo rose

    I've been trying this and it's been a nice addition so far. The only prob I have is the character doing a halt everytime I bring up the gesture-menu. Is there a way to have the gesture-menu not pause my forward movement?
  17. AlexVestin

    EA-6B Prowler (Work In Progress)

    What do you even mean by that? No ripped content is allowed on these forums.
  18. AlexVestin

    AV_IndUs (US Army inspired units)

    That's exactly the kind of m249 I want to have. Altough I do not have time to re-model it myself. If the A2 model library get's released, there will sure be people converting weapons into A3 standard. If a pack of them is created, They'll be included asap. Else I'll look through the files myself to get the models into A3. There might also be something released by RH since I know he has had permission for weapons like that in the past. But I will not be able to create anything like that, not now anyways.
  19. AlexVestin

    AV_IndUs (US Army inspired units)

    Much could change in the future :) This is not much to look at, but it shows the basic setup of units so far. Not shown are officers and crew/pilots. http://imageshack.com/a/img541/8494/s0lb.jpg Here's a A3 vs IndUs unit comparison in one of the brighter areas of Altis: http://imageshack.us/a/img23/5474/b3mn.png http://imageshack.us/a/img14/4783/qwh9.png
  20. I did check it out, thanks for the suggestion. Altough I did not find anything. The values did not make any sense to me in there either. There must be some kind of converter to get the right color values for the config.
  21. Much appreciated! That explains my issues I'm having. Been trying to change clothes for all civilian by script, but the problem must be them spawning in after the script initialized. Thanks :)
  22. I stumbled upon this just recently myself. My init.sqf launches a script on the unit/player who belongs to a certain faction. Works perfect in SP, in MP only the host can get a uniform with the addUniform command.
  23. I'm interested in what the civilians faction name is. I'm using AiA and I placed a "Ambient civilian - expansion" module. Civilians are spawning, but I can't seem to find what faction they are spawned as. I've tried all civilian faction names that I know of, like CIV, BIS_TK_CIV, CIV_RU, CIV_F etc. etc. Anybody knows? If one of those are infact the civilian faction name, please let me know wich one so I can be sure of that not being the problem.
  24. AlexVestin

    AV_IndUs (US Army inspired units)

    I wanted railcovers to be removed to get some more variation. They aren't separate attachments or anything, it was intentional. It is the only way of having rifles with and without railcovers by not having to create a completely new weapon for it. Only explanation I can give for it :)
  25. AlexVestin

    JSRS2.0 WIP Thread

    Am even using your new JSRS for ArmA3 + JSRS1.5 combined with All In ArmA. Works great :)
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