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Vespa

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Everything posted by Vespa

  1. Hey guys, I prepared some material for Arma3 characters modding: http://community.bistudio.com/wiki/Arma_3_Modding_Characters I plan to expand it with configuration and implementation stuff soon. Let me know what you like, and what you miss. Stiltman's excellent guide to retexturing existing Arma3 uniforms and vests !!!>>>Mondkalb's complete units addon example<<<!!!! descrition how to add custom helmet by Stiltman example config of a vest, by RavenDK STALKERGB's Weighting overview - skinning directly in Oxygen2 Character retexture guide by Scarecrow398 additional/general Arma modding info: OFPEC (Operation Flashpoint Editing Center) tutorial collection Configuration of Arma1 soldier Armedassault.info tutorial collection Texturing and materials in Arma
  2. The alpha sorting trick only works to conceal non-opaque alpha objects. It will not conceal object with 100% white alpha, but it will work with 99% grey alpha. But I don't really see how could it help in this case? As for GL katiba - thats is different bug and only MRCO does it. Nobody knows why
  3. There aren't any special tricks with alpha. The tunnel is just modelled in a way to not obscure the view - the far end is enlarged and in some cases the whole model is deformed into a cone shape - it is not noticeable from 1st person anyway. Dunno about other modelling programs, but in 3dsmax I setup a camera for reference, then select the tubus of the scope and apply Free From Deformer Box 2x2x2. Then I stretch the tubus until the view is satisfactory.
  4. Sorry, selections deleted by mistake. Will be fixed in todays Dev branch update
  5. super-speed tapdancing prolapse fixed
  6. Seems like fix for going up the stair finally made it to dev branch - yesterday it didn't manifest for some reason. ---------- Post added at 02:16 PM ---------- Previous post was at 02:12 PM ---------- Thanks for detailed feedback! *butt visually clipping with walls - this is a tradeoff, I favoured slimmer geometry and less sticking *sticking at steep roadway/stairs - is fixed with this dev update *also random appearance of falling animations when backing off to some railings is reduced Ladders - all coudl be fixed, if not for AI. Currently it has to be this ugly, or AI wouldnt use the ladders. edit - but the animation speed is now synchronised
  7. Yes, that would be better, i'll ask if we can release it. Meanwhile, use "Face_Jawbone" for the specific issue
  8. Vespa

    Issue with vests

    bro, y u no read?
  9. Vespa

    Issue with vests

    it is best done in 3dsmax or Maya. - http://community.bistudio.com/wiki/Arma_3_Modding_Characters But if you absolutely must do it in O2, then look here http://forums.bistudio.com/showthread.php?114036-STALKERGB-s-Weighting-overview
  10. camo selections for helmets fix added to dev build, version 44086
  11. Scarecrow's guide linked in OP and in tutorial itself. Many thanks! wormeaten - it is part of the examples package https://community.bistudio.com/wikidata/images/a/a7/A3_Character_Examples_1.1.zip
  12. make sure to use non-alpha texture, and name it "something_CO.tga". If you use 8-bit alpha texture, it will confuse the Z channel. Quick check is to write "forcenotalpha = 1" into Named Property window of Geometry LOD. If it works, then it is an alpha problem. But, erase the alpha anyway, as it decreases performance. If you absolutely need something transparent, then use extra texture for alpha stuff. Btw, the ironsights look not very useful, in this case I advise to compromise and make the rear sight less view obscuring. In reality you can see pretty good even through very small hole, because of light bending and two eyes. In game you don't have that
  13. this is thermal imaging texture. For a character it looks like plain red, with alpha channel that indicates hot areas. White is hot, black cold. I will include it into tutorial covering textures, just W8 rvmat stage: class StageTI { texture="A3\Characters_F\BLUFOR\Data\armor1_ti_ca.tga"; };
  14. List of handanims existing in Alpha (might be useful to somebody) handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\LongRangeRifles\EBR\Data\Anim\ebr.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar_gl.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\mx.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\weapons_f\Rifles\SDAR\data\Anim\SDAR.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21G.rtm"};
  15. http://community.bistudio.com/wiki/Arma_3_Modding_Characters http://forums.bistudio.com/showthread.php?147718-Bringing-A2-weapon-addons-to-A3
  16. yeah, you have it wrong. If this is color texture, then it has to be called something_CO.tga, and it has to be applied directly onto the actual model, not in material. Look at Mondalb's example characters http://forums.bistudio.com/showthread.php?148650-Old-stlye-US-Army-BDU and use his sources as base
  17. You can't animate anything with that though. Your best bet is to use some handanim existing in Alpha - pick one: handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\LongRangeRifles\EBR\Data\Anim\ebr.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\Khaybar\data\anim\khaybar_gl.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\mx.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_cqc.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"}; handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\weapons_f\Rifles\SDAR\data\Anim\SDAR.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21.rtm"}; handAnim[]={"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\TRG20\Data\Anim\TRG_21G.rtm"}; etc. Just wait, more tools and tutorials are coming, it just takes time. Or suffer the horror of O2 :)
  18. Vespa

    Polygon/Verts limits?

    I think the engine will load around 19000 triangles on one model tops
  19. they should work on uniform and vests, selections name is "camo1" and "camo2". Helmets not prepared yet, will fix asap
  20. Vespa

    Pistol problem

    So out of curiosity I checked the configs and apparently the pistol base class has set zeroing for like 300m, so this creates the problem. To correct it, insert these lines into your pistol's config.cpp: discreteDistance[] = {50}; discreteDistanceInitIndex = 1; 50 is for 50meters zeroing, input whaterver you want. If you do this, the pistol will shoot right with memorypoints "konec hlavne" and "usti hlavne" aligned exactly on forward axis
  21. Vespa

    Pistol problem

    This is yet unresolved bug, I suspect something trivial like wrong zeroing parameter hidden deep in base classes. Meanwhile, compensate for this by memorypoints "konec hlavne"(move it higher) and "usti hlavne" (move lower) Sorry about that :rolleyes:
  22. additional/general Arma modding info posted: OFPEC (Operation Flashpoint Editing Center) tutorial collection Configuration of Arma1 soldier Armedassault.info tutorial collection Texturing and materials in Arma (thx Leaulux
  23. did you do anything with .rvmat? Is your texture named "something_co.tga"?
  24. I try to get it for you once approved
  25. convertBiTXT.bio2s - are you sure about that? I don't even have such file on my home computer, and I can import TXT just fine. Note - you import the maxscript generated txt directly into O2 - there is import option for that. The O2 weighting tutorial is nice! I add it
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