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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

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  1. [evo] dan

    Vehicle Model Issues

    I've managed to get this to work pretty much now. I had a re-read on the vehicle configs and adjusted the bounds as I think they were set wrong. I added an exit location to the ViV config, and the respective memory point, and that can load equipment now too.
  2. Hi all, I'm attempting to make a test vehicle to make sure that I can get a functioning system, before I go and do a more detailed model. I've managed to import it into the game, and its even driveable as I used the sample cars settings. However, this is an issue: https://www.dropbox.com/s/cq5esbxdu0netea/ArmaModelNotOnGround.png?dl=0 Now, I don't think its related to physics, as I set it to spawn 10m higher and it fell to that position. If I spawn it correctly with the wheels on the ground (it will do this correctly in the editor preview), then the model will fly off into the air like its being compressed underground. I have also defined my ViV settings, and checking it via code in the editor says it is active, but that nothing fits, even a small ammobox, despite the fact the ViV markers are quite well space, what am I doing wrong here? I have tried swapping the points around to check them, and I've checked the names are correct multiple times. What have I done wrong here? Here is my project so far: https://www.dropbox.com/s/xfaug6m3zld5n4r/EVO_Test_Forklift.zip?dl=0
  3. Ok, I've rebooted the PC and reexported the model as it was causing the error it seems. I can load the barrel into the back of the Xian, but I have to use scripting in the editor to get it to be loaded in, the unload works correctly from the vehicle however.
  4. Copied the code into the config.cpp, game gave me an error when placing the object of "No Entry 'model.cfg/cfgmodels/evo_oil_barrel.sectioninherit. Didn't give me the option to load it. Dunno if its related but I couldn't binarize it for some reason, just ended up packing it so i'm not sure if that could be doing it. Kept giving me an error code of -1073740791 and saying binarize task failed, even when I deleted that piece of code so I have no idea whats going on with the addon builder.
  5. No, using the default ViV system. I know you can add it via addaction in the editor, but is there a config option to just enable the action automatically like cars have?
  6. Hi, I've got an object that I would like to be able to be loaded into a nearby ViV capable unit. Is there an option for the config to activate this automatically and then handle it for me like with some of the cars, or do I have to create a scripted solution to load it in via add action? I'm using the ThingX Class for this.
  7. Turns out I had been messing with parameters, but without ticking the box to activate it!
  8. Quick question, in the 2.80 blender version, where is the option to attach the RVMAT and texture to the model? Or do I not need to do it anymore? Can't seem to find it where it used to be in the old 2.79 version.
  9. [evo] dan

    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.
  10. [evo] dan

    Texture Showing as Transparent

    I had a thought of maybe they are reflecting stuff, i'll give it a try later.
  11. [evo] dan

    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
  12. 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.
  13. [evo] dan

    [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.
  14. 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.
  15. 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
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