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[evo] dan

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Posts posted by [evo] dan


  1. It's usual to place a wreck in it's own p3d and then place a proxy placeholder in the main model Wreck LOD.

     

    The reason for this is because the wreck model is not just a visual image, but also commonly has differing Geometry, LandContact, Shadow and FireGeometry LOD's.

    Looking at the tank sample, I can't seem to find a reference outside of the model to the p3d for the wreck model. Do I need to define it in the model.cfg or config.cfg or is just putting the proxy in to the model from the current config good enough? Having a bit of trouble finding anything on wreck models on the biki.


  2. I got it to work now. Thank you for helping me with that. Just got to set up a wreck lod as if you drop it from a height, the object can't be slingloaded, you cant walk or shoot through it but you can pass the littlebird skids through it!

     

    Thanks for those links, i'll have a look through them tonight.

     

    Once I get the wreck to work, i'll add another LOD or 2 to the model.

     

    I assume I definitely have to use the wreck as a proxy (to a dedicated wreck p3d) for it to switch correctly once I drop the model from a height and it stops being able to be interacted with via slingloading?


  3. Your p3d is workable as it is.

    You might want to add a visual LOD 2 / 3 with less polys that will display at distance and use less CPU time (eg. LOD 2 would have 1/2 the polys of LOD 1 etc).

    You might also want to configure the damage of the model so that damage textures show, ending up with the Wreck LOD. Currently they're indestructible (I think- brief check only).

    That was my next question as I added the mod for the wreck but cant get it to destroy. Been trying to figure it out the weekend and the wreck lod was as far as I got. When I drop the barrel from a height it does lose the ability to he slingloaded though but it doesn't get destroyed atm. Samples weren't too helpful as only the tank seems to have one and not the car or boat.

  4. I'm trying to make my object slingload capable. I've added 2 memory points on the model in the memory LOD. I've named them "SlingLoadCargo1" & "SlingLoadCargo2" but when I go into the game it isn't liftable. The weight of the object is only 70 so I would have thought the Huron is able to lift it. I've been using the information here:

     

    http://wiki.cup-arma3.org/index.php?title=Porting_Guide

    
    
    
    

    Heres my project folder for anyone who wants to have a look around:

     

    https://www.dropbox.com/s/quui40vqul78qq7/Dan_Barrels.rar?dl=0

     

    I've managed to get it to work by putting it into the config.cpp and not the model.cpp, but my object wont lift once I've attached it, do I need to add PhysX lod to it or something else? (or is static wrong class?)


  5. I think even having this as a static carrier would be good, especially if its included in CUP as aren't some of the aircraft in the pack suited for it? Would also make a good OPFOR base against the LHD.

     

    I'd give you a hand but my modding skills are "limited" if you've seen my help threads on the forums. I might just be able to make some missile models and textures up.


  6. This referendum was just as bad as the Scottish one, probably best described as "bullshit, bullshit everywhere". Hard for people to make a logical choice.

     

    Given the EU said it wouldn't reform, I voted leave.

     

    Before anyone decides to jump on me, my main reason was because of democracy, who of us here got to vote for Junker? or even his party? At least now if I disagree with the government I can try and vote them out (provided you can convince people, with a sound logical argument). Pretty much everything else within the debate was so surrounded with bullshit that it was impossible to make a good decision.

     

    Who knows, maybe the EU will see the light and make the changes it really needs to survive.

    • Like 1

  7. I've just created a second texture for the unit and modified the cfg file appropriately. However, even when I select the 2nd object in the editor, it still leaves the original skin on it. I've created a named selection within object builder and the name matches without giving me any errors. Can someone point me to where I am going wrong?

     

    Here is the code from my config.cfg:

    class CfgPatches
    {
    	class dan_skydrol_drum
    	{
    		units[] = {"dan_skydrol_drum"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    	class dan_water_drum
    	{
    		units[] = {"dan_water_drum"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles
    {
    	class Static;
    	class dan_skydrol_drum : Static
    	{
    		scope = 2;
    		model = "\Oil_Drums\Oil_Drum.p3d";
    		displayName = "Skydrol Drum";
    		vehicleClass = "small_items";
    	};
    	class dan_water_drum : Static
    	{
    		scope = 2;
    		model = "\Oil_Drums\Oil_Drum.p3d";
    		displayName = "Water Drum";
    		vehicleClass = "small_items";
    		hiddenSelections[] = {"CAMO_All"};
    		hiddenSelectionsTextures[] = {"\Oil_Drums\Oil_Drum_Water_Texture.paa"};
    	};
    };
    

    And here is as link to the project folder if anyone is interested:

     

    https://www.dropbox.com/s/1xxrms1wfy5171h/Oil_Drums.rar?dl=0

     

    And the prebuilt PBO:

     

    https://www.dropbox.com/s/hadrzwcsc651f9b/Oil_Drums.pbo?dl=0


  8. You can use one model with "with a single config file with multiple defined classes in" and the corresponding scripts for fuel, water, etc.  In your model, select the parts of the barrel whose textures you want to change and create named selections.  I might do something like Camo_Lid, Camo_Label, Camo_Body (I usually preface the tex selection names with Camo so they're easy to distinguish, but they can be called whatever you like).  In your config you then have a HiddenSelections entry and you list all of those IN ORDER, even if you're not going to change one or two of them, and then you wind up with something similar to:

    		hiddenSelections[] = {"Camo_Breeches","Camo_Coat","Camo_Hose","Camo_NeckStock","Camo_Overalls","Camo_Shirt","Camo_Waistcoat","Camo_Z"};
    		hiddenSelectionsTextures[] = {"ART\ART_Character\Clothing\Breeches_Linen_CO.paa","ART\ART_Character\Clothing\Coatee_2dVA_1777_CO.paa","ART\ART_Character\Clothing\Hose_Linen_CO.paa","ART\ART_Character\Clothing\NeckStock_Black_CO.paa","ART\ART_Character\Clothing\Overalls_Linen_co.paa","ART\ART_Character\Clothing\Shirt_Linen_CO.paa","ART\ART_Character\Clothing\Waistcoat_Linen_CO.paa","ART\ART_Character\Clothing\Z_co.paa"};
    

    Using the above I'm able to change out for example Breeches_Linen_CO.paa for Breeches_Wool_CO.paa and so on.  If you think you'll only ever want to change one texture on a version you can simply select the entire model, add a named selection like "Camo" and be done with it.

     

    I have a lot of barrels and would like to have one version that supplies drinking water -- what script are you using for that?

    Thanks for that advice. I'll just make the barrel just a single hidden selection because of its simplicity.

     

    I've not put any scripts into the config yet as I've been busy with work. Going to do a couple of reskins first before putting some scripts in but I don't think the model is too far off.

     

    I'm probably not going to do water as we don't use any survival mods, but who knows if someone tells me how to interact with their mod I might add it in.


  9. I've made another object, a basic oil drum. Now, i'm planning on making several using the same model but with a different texture on each one, also each one will have a different function such as being able to fuel cars or fuel aircraft etc. Would I need to have multiple p3d's of my model to be able to achieve this or could it be done with a single config file with multiple defined classes in? Also how would I go about telling it which texture to use as a replacement.

     

    Heres a picture of the first texture (yes I know the top is a little bugged because the normal is the wrong way around).

     

    https://www.dropbox.com/s/hadrzwcsc651f9b/Oil_Drums.pbo?dl=0

     

    https://www.dropbox.com/s/th1m6vgm140e1ax/Oil%20Drum%20Early%20Render%201.png?dl=0


  10. Hi all,

     

    I've been trying to get the P Drive to mount via the A3 tools but I seem unable to get it to work at all.

     

    Now, i've been trying to follow the advice given to me by BIS:

    The P Drive source should not be in the same directory as the tools.​

     

    However, I've gone through the preferences menu, selected settings and then gone to the P Drive tab, I've set it to a folder within the C Directory. I then go and press the mount P drive, it pops up the cmd window, then shuts shortly, without having actually mounted the P drive, even though it says it has completed it successfully. I try to even go to the P Drive via the tools but Windows says no. I'm running tools as Admin on Win 10 if that makes any difference.

     

    Am I missing something somewhere like copying everything to a work folder manually or something?

     

    Heres the excerpt from the log, not sure why its saying mounting from undefined since the C folder I have pointed to exists and I've install bulldozer into there.

     

    2016-05-16 19:58:59,046 1 [iNFO] [WorkDrive.Program.DoTask]: Mounting the work drive from "undefined"
    2016-05-16 19:58:59,090 1 [iNFO] [WorkDrive.Program.NewInstance]: Child Started: FileName: WorkDrive.exe - Arguments: /mount P "C:\P Drive Stuff" /parent=7360
    2016-05-16 19:58:59,400 1 [iNFO] [WorkDrive.Logger.Start]: Child process from: 7360
    2016-05-16 19:58:59,431 1 [iNFO] [WorkDrive.Program.DoTask]: Mounting the work drive from "undefined"
    2016-05-16 19:58:59,433 1 [iNFO] [WorkDrive.Modules.PDrive.Mount]: Work drive mounted from C:\P Drive Stuff
    2016-05-16 19:58:59,444 1 [iNFO] [WorkDrive.Modules.PDrive.Mount]: Work drive mounted from C:\P Drive Stuff
    2016-05-16 19:58:59,445 1 [iNFO] [WorkDrive.Program.DoTask]: Success

     

    I've followed the instructions here, but no P drive ever gets mounted unless I go through and do it manually every time:

     

    https://forums.bistudio.com/topic/190353-howto-work-drive-setup-buldozer/

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