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[evo] dan

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About [evo] dan

  • Rank
    Sergeant Major

core_pfieldgroups_3

  • Interests
    Mission Making in Arma 2
  • Occupation
    Student
  1. Texture Showing as Transparent

    I tried making the background of the image black, seemed to fix most of it so I guess its the shader i'm using that's using some sort of transparent shading.
  2. Texture Showing as Transparent

    I had a thought of maybe they are reflecting stuff, i'll give it a try later.
  3. Texture Showing as Transparent

    I have no transparent texture and I don't want one. or could it be because the second barrel doesn't have its texture yet? Here is a picture of what I mean: https://steamcommunity.com/sharedfiles/filedetails/?id=1494205398
  4. Hi all, I've copied an rvmat and renamed it to match my new model but when I load it into the game, the colour shows up correctly, but I can see the ground through the model. I haven't changed anything in my rvmat but I suspect its something to do with it. here is my rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=0.05; PixelShaderID="Normal"; VertexShaderID="Basic"; fresnel(7.53,5.44); Could it be that its not assigned the rvmat correctly? I can see it in object builder though.
  5. [EVO] Dan's Small Objects Mod

    I've been making some progress on the model and have managed to get it in game and with ViV. I think the model would make a good LOD3 with its current detail level. https://imgur.com/a/rqNuX I think I've managed to get the scaling right although its taken me a few hours to get the handling close to what I think is right. I've got more memory points to add as I currently don't have that many of them and some are shared with multiple things.
  6. I didn't apply any transformations. It did this on its own and looks fine in blender. Its when it ends up in object builder that's wrong. I exported something a few days ago and it worked fine then. I had to rotate in object builder and then export back to blender to get it to work. Still not sure why though but it fixed it. Now when I export it its fine. However, I cannot save without getting an error now in object builder. I think I've figured it out. I think I rotated the "plane" when I created it in object mode and so it permanently rotated it, I've managed to repeat it several times now. Creating the plane, going into edit then rotating it works fine.
  7. Quick question, on my new model, when I export it from Blender the LOD1 only flips itself onto its side when opened in object builder. All the other LOD's work correctly. Is there anything I'm missing here or do you need my blend? Heres my files if anyone wants to check them and see if it happens to them too: https://www.dropbox.com/s/oec39hky75q86wg/Dan Blend.zip?dl=0
  8. [EVO] Dan's Small Objects Mod

    I've managed to get back to where I was with creating some smaller naval craft that can be used within the game. Here is an early render of a model that is still in WIP: Any guesses as to what it is?
  9. Ship/Vehicle GetIn GetOut Config Help

    Yes. I've even tried increasing the getInRadius to 25m, only get the gunner seat still. I've figured it out. You NEED to have driverAction = driver_mid01; Otherwise it doesn't work. I added this and its fine now.
  10. Ship/Vehicle GetIn GetOut Config Help

    No luck, I've changed the config and added a couple of memory points but I still have no action to get in the vehicle although I now get out in the right place. Heres the updated project: https://www.dropbox.com/s/gsb1hyb2artsu8v/Dan_BoatPT.rar?dl=0
  11. Ship/Vehicle GetIn GetOut Config Help

    Ok, thanks for that, i'll give it a try later.
  12. Ship/Vehicle GetIn GetOut Config Help

    I just used that mem point to try it. I'll give it a try later. I understand the first point now about defining the standing point rather than the access point. How would I define the direction as memory points, is there anything special I have to do ?
  13. Hi all, I am making a test boat object so that I can get used to the workflow for making some small boats but i'm having trouble with my vehicle config. I can only get into the driver seat by dragging a player into the drivers seat. I cannot get into the drivers seat when in game. I can however get into the gunners seat even though I haven't defined it. Once i'm in the gunners seat, no option is available to move to the drivers seat either. I've been using this biki page for reference purposes: https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines I have defined the memory point type "memoryPointsGetInDriver" but it doesn't seem to do anything for me. Have I missed something obvious here that's preventing me from getting in as a driver? Here is my config.cpp: class CfgPatches { class Dan_BoatPT { units[] = {"Dan_BoatPT"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{}; class CfgVehicles { class Ship; class Ship_F: Ship { class ViewPilot; class AnimationSources; class Eventhandlers; }; class Dan_BoatPT: Ship_F { scope = 2; author = "[EVO] Dan"; model = "\Dan_BoatPT\dan_boatpt.p3d"; displayName = "TestBoat"; faction = "CIV_F"; hasDriver = true; //allow a driver hasGunner = true; //allow a gunner memoryPointsGetInDriver = "engine1_axis"; radarType = 8; side = 3; simulation = "shipx"; idleRpm = 1000; redRpm = 4000; maxSpeed = 20; thrustDelay = 30; overSpeedBrakeCoef = 0.5; enginePower = 8000; engineShiftY = 2; waterLeakiness = 1000; waterResistanceCoef = 0.01; waterLinearDampingCoefX = 10; waterLinearDampingCoefY = 1.2; rudderForceCoef = 12; rudderForceCoefAtMaxSpeed = 15; memoryPointsLeftWaterEffect = "engine1_axis"; memoryPointsRightWaterEffect = "engine2_axis"; memoryPointsLeftEngineEffect = "engine2_axis"; memoryPointsRightEngineEffect = "engine1_axis"; class complexGearbox { GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2,"D2",1.85,"D3",1.75}; TransmissionRatios[] = {"High",1}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; destrType = "DestructBuilding"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; class Damage { tex[] = {}; mat[] = {}; }; damageHalf[] = {}; damageFull[] = {}; }; }; Here is a link to my whole test object: https://www.dropbox.com/s/gsb1hyb2artsu8v/Dan_BoatPT.rar?dl=0 https://www.dropbox.com/s/xumx7310p5lro60/BoatPBo.rar?dl=0
  14. Thanks for answering that. I hope you can get a vanilla working solution at some point, or at least the ability to preload cargo in the Eden editor. I assume the Bobcat is set to invincible during the mission rather than the plow being down taking all the hits? Also, whats the memory point to animate the plow?
  15. Out of interest, I noticed a few nice things during the campaign which I really liked (I liked the campaign a LOT too), i'm just wondering if they were scripted or engine solutions: 1) The Bobcat can lower its dozer, and then sweeps the road of mines. How do I get it to do this minesweeping or was it a scripted solution as I couldn't figure out how to do it within the editor. 2) The supply drop drops multiple items, does this mean that we can load normal items in such as ammoboxes? Again, I tried this but couldn't do so in the editor, am I missing something here?
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