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[evo] dan

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Posts posted by [evo] dan


  1. i think it is either your config, or the way you pack your addon with addonBuilder. for instance:

    1. addon source directory:

    P:\test

    2. destination directory

    G:\SteamLibrary\steamapps\common\Arma 3\@test\addons\

    CODE]

    I'm just packing it straight to desktop, I'm guessing that is wrong and it HAS to go to the arma directory?

    I'll give your code a try in a bit.

    Edit:

    Tried your code, no errors but still not object.

    Also tried packing it straight to A3 directory, but still no joy.

    for anyone interested, this is the config:

    class CfgPatches
    {
    class Stuff
    {
    	units[] = {"Stuff"};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {};
    };
    };
    
    class CfgVehicles
    {
    class Static;
    class Stuff : Static
    {
    	scope = 2;
    	model = "\Stuff\OilContainer.p3d";
    	displayName = "Test Item";
    	vehicleClass = "small_items";
    };
    };


  2. Hi guys,

    I've recently taken up making (well, at least attempting) models for A3 and have been following Burnes's tutorials on youtube. However my first model I have made as a little test for the workflow I cannot see in game. I can place it in the editor, and it does show up with the texture in bulldozer, but when I press preview, I cannot see it and the rpt isn't giving me any errors at all.

    Here is a link to all my stuff for this model including the .blend file I started with, and the p3d and texture and config:

    https://dl.dropboxusercontent.com/u/28062918/Dans%20model.rar

    I have added 3 lods and hopefully these are the right ones I needed. I packed the pbo with addonBuilder.

    Thanks in advance for any help I get on this.


  3. No joy i'm afraid even though i've unticked relative path on everything I can find. Object still shows up correctly but without the textures still. I'll reupload what I've done. As a question, does EVERYTHING need to be on the P: drive because at the moment i'm just going from my desktop where I created the .blend file.

    When I used colour instead of texture the correct colour showed up in Bulldozer.

    Edit after some testing:

    Removed all textures, put it onto the P: Drive, readded them in blender, then rexported and it worked! Thank you!!!


  4. For each combination of texture and RVMat, you need a material. You assign this material to the faces in question, and in the "Arma Material Properties" panel assign the texture and RVMat. Blender's face textures are irrelevant for the process.

    Is that what you mean?

    I did assign the material with the texture and the RVMAT, but it doesn't show any textures within O2/Bulldozer. I've assigned only 1 material and assigned it to the whole model before exporting. The model shows up fine in O2/Bulldozer but without the textures (although the UV unwrap is showing up in the UV sets in O2)


  5. Not true. He said that he doesn't like it and that it would be quite difficult to legislate against it's use.

    (The Independent) The Isis flag should not be banned because Britain is a 'free country', says Boris Johnson

    But if we are truely at war with ISIS, then surely anyone flying the flag could be arrested as a potential enemy of the state. Or is this just further proof that this whole ISIS thing is part of the phoney war??


  6. I play quite a lot of Warthunder but I´m really loosing interest in that game very fast.

    Both Tank and Airplane games are plagued by the horrible and unhistoric Battle Rating and Matchmaking system.

    The game is going more pay-to-win with each patch due to "Premium" planes and tanks that can only be bought with real money. Those planes and tanks are usually absolutelly OP often to a ridiculous level.

    Higher Tier vehicles are a painfully long grind until you unlock them, especially with tanks.

    Add to that the horrendous Soviet bias in this game where everything Soviet is great, and everything German or Japanese gets shafted and it just becomes very tedious to play.

    The new Leopard 1 for example (wich IRL was a very mobile tank) will have a top speed of only 40km/h, traverse super slow and have paper thin armor. And it still can´t pen the IS3 from the front....The new T10 will murder everything obviously.

    Reminds me of the T34 being put into ranked games much lower then it should be, and consequently he who has t34's always wins.


  7. The problem is, does the scale of the game support it?

    I don't know if the game supports enough players to make use of this stuff. You can't have 100 people on a MP server to man all these boats, helos, ground vehicles, while still having ground troops left over. If ARMA had more of a persistent universe with hundreds of players in a single world, I could see naval assets being more useful. As it stands, who's going to want to drive a boat or stand on the deck for hours while everyone else gets to go actually fight?

    I think you'd be surprised about people wanting to crew boats and do logisitic's stuff, just look at Euro Truck simulator and ship simulator and how well they have sold.

    I can see your point about lots of manpower, but I really don't think its an issue, especially when there are I play things like domi or I&A and you see 4 or 5 heli's in the air on a 40 player server.


  8. Please don't be naval focused, Please don't be naval focused , please don't be naval focused.

    Hopefully it wont just have naval stuff, but instead will seek to expand upon the physx implementation. Such as the aforementioned logistics stuff. I mean, why add slingloading and then no way of moving the object from the LZ to somewhere else via land?


  9. Only if the devs still have higher-resolution source textures for them (this is not guaranteed) than the PAAs that were bundled in the Licensed Data Pack... because without said higher-res sources they won't look better than their Arma 2 iterations, and wasn't a lot of said Warfare objects' gameplay functionality (beyond "scenery objects") specific to Warfare and therefore scripted or part of a Warfare module?

    I'm not even saying use the old models. But make new ones that function the same as they did in A2.


  10. I like the idea. As a DLC, not everyone is compelled to buy it, just those who wish to. I'm sure a lot of people will pay a nominal fee for the transfer, me included, as Chernarus represents one of the best game maps in game history (I mean that). Only thing it needs is more enterable buildings, that was its only weakness IMO.

    +1 to that


  11. UK has strange voting to seats mechanizm

    Nigel Farage has ca. 15% votes but doesn't have even 1% of seats - really weird seat mechanizm

    than EU may fall , and maybe let it be

    Yup, thats the First Past the Post system for you (i.e. whoever has most votes gets the seat, and noone else gets represented unless they get a seat). Its just a shame people voted against changing it to PR the other year, otherwise UKIP might have held 15% of the seats in parliament.


  12. Well, looks like Britain is in for a few more years of misery

    It was going to be like that no matter who won to be honest. We have an con artist for a PM, a Millipede who is a deficit denier, smegg who humps the EU, Farrage the former banker who says he's different, and the witch of the north who said that she wont destroy the union, despite the fact she tried it just last year.

    Long story short, 50 shades of poo.


  13. Physics or, PhysX in Arma 3... Hmmm. Driving vehicles use them, crates, oil barrels, water barrels, Greek Pillars, sports balls, sling load, explosive particles. All of those things have physX. So does the man class, and rag-dolls. However, PhysX could use a larger presence. As of current, there is little that catches the eye in terms of physx.

    **cough** walking on vehicles using physx simulation?

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