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Vespa

Former Developer
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Everything posted by Vespa

  1. Vespa

    Helmet Addons

    you need to have Geometry LOD (even if empty) and it has to have "autocenter = 0" set in Named Property window. See the cap model in examples
  2. This is first class! Linked. Thank you so much for this!
  3. No no, our universal culprit is Pettka :-D So you managed to make the texture switching work for vests and uniforms? Care to post some description/example? I'll include it in the tutorial
  4. nope, SOMEONE :j: forgot to add the selection in models :rolleyes: I fix soon
  5. might be connected to something else or bugged, I plan to explore this myself - I too get the feeling vests offer too little protection atm.
  6. Maya exporting: http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial&p=2320156&viewfull=1#post2320156 helmet specifically : http://forums.bistudio.com/showthread.php?147988-Helmet-Addons&p=2318293&viewfull=1#post2318293 Arma3 character modding in detail : http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial
  7. added link to Mondkalb's complete units addon example
  8. Vespa

    Old stlye US Army BDU

    Thanks for this Mondkalb, this is what I was lacking. Linked this in my tutorial, hope thats okay? - link
  9. Pettka saves the day yet again, here's character model.cfg: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; }; Hope you guys can make something out of it. Updated in the tutorial as well.
  10. I try to get some qualified help on configing tomorow. FreakJoe, make sure you have "autocenter = 0" property in Geometry LOD. But if you say you used the original model, then its probably not it. Just wait guys, I ask pettka.
  11. Vespa

    Headgear and Glasses Pack

    way ahead of you.. I used to be Arma3 hipster before it was cool only you have to wait for Arma3 full game :p Binkowski> LOL
  12. Vespa

    Headgear and Glasses Pack

    I want the wig from maionaize's avatar ASAP
  13. Vespa

    Texture modding

    except helmets, all BLUFOR clothing and equipment have selection named "camo" in their models, and we already use that for swappig skins in internal version. Dunno what made it to alpha
  14. right, thanks for pointing that out -will be arranged. The actual crye vests HAVE "camo" selection on them, but dunno what else need to be done in config. Helmets lack it, so I fix
  15. I have no idea myself. Configs are not my area, but I will try to ask around. If some skilled community haxxor feels like providing insight, I welcome that!
  16. A small bit of help: http://forums.bistudio.com/showthread.php?148130-Arma3-Characters-Modding-Tutorial
  17. Vespa

    Changing weapon while moving?

    Extremely difficult/impossible in our animation system atm. What we could do is make the weapon change very fast/instant - thoughts on that?
  18. Vespa

    OPFOR too Futuristic?

    Post pictures what you think OPFOR troops should look like!
  19. Vespa

    Character run speed

    n7snk> I think in this video the "turboeffect" is due to lag. The actual sprinting animation is 1:1 IRL Smookie, exhausted after whole day mocaping. Apparently the guy can run really fast.
  20. Vespa

    Character run speed

    yep, sprinting will be slowed down slightly
  21. Vespa

    Diamond Ironsights, Why?

    Yeah, AA-12 was a good joke :-D Worry not, I understand the eye vs camera issue - without stereo vision or transparency, the model has to accomodate and be less obstructive. We did that in case of MX and Katiba sights, but TRG somehow eluded our attention.
  22. Vespa

    Diamond Ironsights, Why?

    Yeah, these sights on the TRG are a bit unpractical and obstructive, I make note and we'll remodel them, this is easily done. Thanks for pointing it out!
  23. Vespa

    Better animations?

    This is because GTA is 3rd person only, so they can make very purposed animations without compromises. 99% of other games have separate animation set for 1st and 3rd person modes. Arma has only one set for both first person and third person, plus the actual animations make the character move, so that limits what we can do. Of course we considered modifying the engine so it allowed for separate anim sets, but because of structure of the RV engine, this was practically impossible. Because of that, at some points we ended up having to ballance between handling/gameplay or look, between 1st person look and 3rd person look, and thats why especially combat animations are on the stiff side.
  24. Vespa

    Better animations?

    Thank YOU for supporting us! It is nice to finally see reactions of the public. Definitely keep the feedback coming, we try to make the best out of it. ---------- Post added at 12:46 PM ---------- Previous post was at 12:44 PM ---------- This is weird, I can reassign anything on my steam copy. Are you sure you don"t forget to click OK or anything? EDIT> Make sure to manually unassign W+S from toggle walk too!
  25. Vespa

    Better animations?

    In next update of the Alpha, there will be slight tweak of movement speeds - particularly sprinting will be slowed down. The other speed issue, I believe it concerns the combat pace while in sights? In that case, you don't need to use it at all - in controls options, just assign "toggle walk/run" to RMB and it will override. The whole controls scheme is yet to be properly fleshed out, so no panic!
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