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SuperOPS

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About SuperOPS

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  1. SuperOPS

    Failed to open object builder

    So I have the following, on the VM that works http://prntscr.com/fawla0 and on my desktop which still does not function http://prntscr.com/fawlgh I had previously installed the vc++ package that Tom had asked me to so I don't really know why the VM works and my desktop doesn't.
  2. SuperOPS

    Failed to open object builder

    Tom, that did not work on the original system it still fails with the same side by side configuration error.
  3. I think you might like what this is >> http://prntscr.com/3if96z
  4. SuperOPS

    Shotfinder Script 2.0

    https://dl.dropboxusercontent.com/u/29314101/screens/shotupdate.png (140 kB) updating mapping on the tripod < No its not final> Sadly Zephyrdark is no longer working on the project but Sniping Coward has come on board to assist me with finishing this project up so look for it on the battlefield soon.
  5. SuperOPS

    Light UAS animation issue

    Worked nearly on spot' date=' the prop now spins be it in a round about matter. the only error that appears has to do with Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. [url']http://prntscr.com/1hyeep[/url] http://prntscr.com/1hyegk http://prntscr.com/1hyeit So its doing this So I think it has to do with the alignment of the axis if I am not mistaken. *update* http://prntscr.com/1hyfwz Fixed it alignment issue occurred when I rescaled ** From the Arma3 RPT ** Binmake log Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation <model = "p:\ech_uas\Canaris.p3d"> Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1190,1188,1260 - very small normal 0,-0,0 Warnings in p:\ech_uas\canaris.p3d:0 Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1190,1188,1260 - very small normal 0,-0,0 Warnings in p:\ech_uas\canaris.p3d:1 Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\cConvert model p:\ech_uas\Canaris.p3d -> C:\Users\OPS\AppData\Local\Temp\ARMAaddons\ech_uas\Canaris.p3d anaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Warning: Degenerated faces found in model p:\ech_uas\canaris.p3d:10008 Warning: 'p:\ech_uas\canaris.p3d': LODs not ordered by face count 0 (0): 2419 faces < 1 (1) 2419 faces </model> Creating texture headers file... 2 texture headers saved to file "C:\Users\OPS\AppData\Local\Temp\ARMAaddons\ech_uas\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1 Arma3 RPT Warning Message: Cannot open object ech_muas\canaris.p3d ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape Warning: 'p:\ech_uas\canaris.p3d': LODs not ordered by face count 0 (0): 2419 faces < 1 (1) 2419 faces It did not appear in Binmake log but in the rpt after a failure to load error message.
  6. SuperOPS

    Light UAS animation issue

    Sorry for that and thanks again for taking the time to help. Here is the whole cfg I made the appends where you pointed out and removed the "Mini_UAS" as its the whole model and I was just mussing about with the props axis. model.cfg class CfgSkeletons { class Default; class Mini_UAS { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "prop", "", "wingtips", "", "camera", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; }; class Canaris : default { sectionsInherit=""; sections[]={}; skeletonName="Mini_UAS"; class Animations { class Mini_UAS { type="rotationY"; // Switching between X and Y gave no results source="rotor"; animPeriod=1; sourceAddress="loop"; memory="true"; angle0="360"; // I belive this varies the angle along the ZY axis angle1="180"; // XY axis axis="prop_spin"; selection="prop"; }; }; }; };
  7. SuperOPS

    Light UAS animation issue

    Thank you for the response, The first propblem is now fixed and I am greatful for this now I have to solve this; ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape which from what I can gather is myfault for being over eager with the model.cfg and not defining all of the components of the UAS in it which I have done now. So I am going to test and see what happens next. Thanks Again V/R Echo *Update* I tried the above mentioned fix and I'm not sure if I did it correctly in parallel with what the sections of the model are named same as the screenshot class Default; class canaris { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "prop", "Mini_UAS", "wingtips", "camera" }; }; }; One train of thought however After reading through what bin make tells me. I fell the error lies in here; <model = "p:\ech_uas\Canaris - back.p3d"> File p:\ech_uas\model.cfg, line 23: /CfgModels/Canaris.sectionsInherit: Member already defined. Warning: p:\ech_uas\canaris - back.p3d:0 Face 1977, point 1177, face points 1247,1175,1177 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris - back.p3d:0 Warning: p:\ech_uas\canaris - back.p3d:5.44608e-037 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris - back.p3d:1 Warning: p:\ech_uas\canaris - back.p3d:5.44577e-037 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris - back.p3d:7 Too detailed shadow lod in p:\ech_uas\canaris - back.p3d (2:7.000000 : 2419) - shadows disabled Warning: 'p:\ech_uas\canaris - back.p3d': LODs not ordered by face count 1 (1): 2419 faces < 2 (7) 2419 faces </model> <model = "p:\ech_uas\Canaris.p3d"> File p:\ech_uas\model.cfg, line 23: /CfgModels/Canaris.sectionsInherit: Member already defined. Mini_UAS: Invalid parent bone 'mini_uas' for 'prop' Mini_UAS: Invalid parent bone 'camera' for 'wingtips' Mini_UAS: Invalid parent bone 'mini_uas' for 'prop' Mini_UAS: Invalid parent bone 'camera' for 'wingtips' Warning: p:\ech_uas\canaris.p3d:0 Face 1977, point 1177, face points 1247,1175,1177 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris.p3d:0 Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris.p3d:1 Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris.p3d:7 Too detailed shadow lod in p:\ech_uas\canaris.p3d (2:7.000000 : 2419) - shadows disabled Missing axis in model p:\ech_uas\canaris.p3d:0, sel prop, axis prop_spin Missing axis in model p:\ech_uas\canaris.p3d:1, sel prop, axis prop_spin Missing axis in model p:\ech_uas\canaris.p3d:7, sel prop, axis prop_spin Warning: 'p:\ech_uas\canaris.p3d': LODs not ordered by face count 1 (1): 2419 faces < 2 (7) 2419 faces </model> Creating So I am going in to modify the lods and double check how the axis's are being defined. :) thanks for the tip as well. * Updating as I work* (not sure if a good idea) I found that the prop_spin and prop_axis were not properly named (probably a bad idea to be working this late after a rescue call) Added a proper Shadow lod as well as removing the excess faces from the lower res lods. *Final Update for the night* Success to a degree, the prop is spinning but its spinning perpendicular to the way with the prop rotating on itself. And I feel that with some finesse it will be working.
  8. SuperOPS

    Shotfinder Script 2.0

    Nearly read for release just a few more bugs to iron out.
  9. Hello I have been working on a general UAS no fancy name nor doe it need one yet but I have run in too a few proplemes ;). 1. I have read the following resources and understand how the animation is supposed to be created but I seem to be missing something http://forums.bistudio.com/showthread.php?150125-Is-this-type-of-animated-prop-even-possible-in-the-Arma-3-engine&highlight=prop+animation http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson9/lesson9_f.htm <REF1 and 2> as I was not sure of the tag usage in the forums. https://dl.dropboxusercontent.com/u/29314101/TG/Screens/prop/prop1.png https://dl.dropboxusercontent.com/u/29314101/TG/Screens/prop/prop2.png model.cfg class CfgSkeletons { class Default; class Mini_UAS { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "Mini_UAS_Base", "", "prop_spin", "Mini_UAS_Base" }; }; }; class CfgModels { class rotation; class Default { sectionsInherit=""; sections[]={}; }; class Mini_UASefault { sectionsInherit=""; sections[]={}; skeletonName="Mini_UAS"; class Animations { class Mini_UAS { type="rotationY"; source="time"; animPeriod=1; sourceAddress="loop"; memory="true"; angle0="rad -360"; angle1="rad 360"; axis="prop_spin"; selection="prop"; }; }; }; }; Here is the model.cfg entry for the Prop as reworked from the other thread above. Config.cpp #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class ops_objects { units[] = {""}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class ech_muas_veh { displayName = "MUAS Systems"; }; }; // animation - Prop rotation class ani_prop { angle0=0; angle1="-20000 * 3.141592654"; multiplyer=20; type="rotation"; animPeriod=100000; selection="prop"; axis="prop_axis"; }; }; /* Animation class end */ class CfgVehicles { class House; // External class reference class ech_muas : House { scope = public; model = "\ech_muas\Canaris"; mapSize = 10; displayName = " MUAS"; vehicleClass = "ech_muas_veh"; nameSound = "Building"; accuracy = 0.2; // accuracy needed to recognize type of this target animated = true; cost = 0; armor = 100000; }; }; class eventhandlers { init="(_this select 0) animate [""ani_prop"", 1]"; }; }; /* Model class end*/ }; /* ^The config is a rough draft as the model does not appear in game yet but its a quick fix Im not sure where the problem lies. If anyone could help with this animation issue I would be very grateful.
  10. SuperOPS

    Shotfinder Script 2.0

    I have nearly redone the inter model from scratch and Zypher Dark and I are begining to near the end with this project as the scripts are working and now we are just getting set to texture map the model and then paint it.
  11. SuperOPS

    Shotfinder Script 2.0

    Sorry for the delay I scratched the old model as I did not like and and began work on the new one. Face image by LowspeedHighDrag
  12. SuperOPS

    Steering Wheel Rotates Incorrectly

    Ok I have done the steps similar to what is called for here and yet I still arrive at the same issue. https://dl.dropbox.com/u/29314101/car/Axis%200%20lod.PNG https://dl.dropbox.com/u/29314101/car/axis%20memory%20lod.PNG Model.cfg class DrivingWheel { type = "rotation"; source = "drivingWheel"; selection = "volant"; begin = "osaVolantZac"; end = "osaVolantKon"; memory = "false"; animPeriod = 0; minValue = -1; maxValue = 1; angle0 = -8; angle1 = 8; }; The steering wheel is named volant and the axis points are defined as above which puzzles me because I have spent the better part of a week trying to sort it. Its frustrating because it seems to be a simple fix but it keeps alluding me.
  13. SuperOPS

    Change clotes

    A quick search turned up this script. this addaction ["change clothes", "uniswitch.sqf"]; private ["_snipos","_rfmpos","_dir","_group"]; _snipos = getPos sni; _rfmpos = getPos rf; _dir = getDir player; _group = group player; titleText ["Changing Clothes", "BLACK OUT", 2]; sleep 2; sni setPos _rfmpos; rf setPos _snipos; if (player == rf) then { [rf] join grpNull; selectPlayer sni; [sni] joinSilent _group; } else { [sni] join grpNull; selectPlayer rf; [rf] joinSilent _group; }; sleep 1; titleText ["Changing Clothes", "BLACK IN", 2]; player setDir _dir; exit; http://forums.bistudio.com/showthread.php?126661-Changing-Unit-Appearance Hope it helps
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