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matt_baker1942

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About matt_baker1942

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  1. matt_baker1942

    Weapon Pool Based on Mods

    Ohhh this looks perfect, I'm gonna play around with this thank you!
  2. I'm trying to create a little script for some units im making that will randomize weapon selection. I already have an idea on how to randomly select weapons from a pool, but I want to know if its possible to have the weapons in the pool based on the mods in use. For example. The base mod I wanna use is RHS. So I want to have a pool of weapons from RHS (Basically some M4 Block IIs). But I also want the script to detect other mods like CUP or Specialist Military Arms, and add appropriate weapons from those mods into that pool, without overwriting the original RHS weapons in the pool. Does anybody know if this is possible? or will I have to make a whole bunch of different weapon pools that get activated based on mods?
  3. matt_baker1942

    Greek Armed Forces mod

    No that won't be necessary, I'll see what I can do with the AAF vest and some sort of BDU replacement. In the meantime I can try to upload the file again this time without any custom textures on the unforms right? that way it doesn't break any of Delta Hawk's wishes and people can still get a look at the structure of the units minus the cosmetic stuff. I'll leave that up to you guys.
  4. matt_baker1942

    Greek Armed Forces mod

    Yeah player models are tough, Ive only done it the quick and dirty way using the skin modifier in 3ds max, I could give it a try, but I'm usually slammed in time and I'll be honest, i don't know how far I'd get haha. I would, but RHS and CUP already have most of the vehicles you'd need. I'd stick with them because their stuff is pretty high quality. Leaving only me retexturing them to screw it up haha So is it possible at this point to close the thread or maybe have it moved out of the complete area? Again my apologies for screwing this whole thing up
  5. matt_baker1942

    Greek Armed Forces mod

    Yeah I think I just went with Delta Hawks gear because I was mainly shooting to use the harnesses insteam of actual body armor since it's what I saw in the photos. If they fit on another type of BDU model, it shouldn't be a problem because I didn't touch the texture on that at all. I also didn't mind the fact that it said "U.S." on it because I'm sure they'd be given to them that way. Yeah I'm gonna have to pull back and re-think how I can do this. My "skills" (if you want to call it that) really reside in configuration editing and less photoshop or any 3D software. And I was shooting for making this look somewhat high quality. I just saw the materials there to make the faction, and wanted to put them together. I have put models into the game before, but they were always from sources that weren't me and therefore I could never release them anywhere.
  6. matt_baker1942

    Greek Armed Forces mod

    I was under the impression that as long as I made it so my mod requires downloading his mod, it's completely okay. I'll remove the download link, my apologies because I did not get permission from him or anybody.
  7. Hey guys, I just wanted to take a moment to share a little mod I've been working on for not too long, my Greek Armed Forces. Now I wouldn't say this is a very accurate version of the modern day Greek Forces, but I had originally set out to create a present day AAF faction and wanted to pull from the real world location for inspiration. As a result, I essentially made some Greek forces. Using references photos from the websites below, I re-textured some of Delta Hawk's U.S. Military units and outfitted them with some of Robert Hammer's M16s and NIArms weapons. I'm fairly pleased with the result but I will add that this is far from a finished product and that its mainly a config file that makes a new faction from existing addons. In the addons folder are some extra .PBOs for optional mods to add their content into the Greek Faction. References: http://greekmilitary.net/greektroops.htm https://en.wikipedia.org/wiki/List_of_equipment_of_the_Hellenic_Army Required Addons: http://www.armaholic.com/page.php?id=30004 https://forums.bistudio.com/topic/183435-rhs-escalation-afrf-and-usaf/ http://www.armaholic.com/page.php?id=23277 http://credmo.updatedtuesdays.com/tier1/ (M60, MP5, G3, M14, FAL, MG3, AR15, Minimi LMGs) Optional Addons: http://www.armaholic.com/page.php?id=26067 (T-6 Texan II) http://www.armaholic.com/page.php?id=27766 (F16) http://cup-arma3.org/ (MTVR, UH-1 Huey) Crappy Photos: http://imgur.com/a/qX5bj Download: EDIT: sorry, didn't receive permission from Delta Hawk, was under the impression I could release an addon that builds on his. I tried to keep the faction nomenclature consistent with RHS, and I made the groups using ALiVE's Orbat creator, so they should be ALiVE compatible. I appreciate any feedback you guys can give me, this is the first addon I've ever released please keep that in mind. And lets just call it an alpha? Yeah sure lets go with that. Version: 0.1 Alpha
  8. matt_baker1942

    Aim Assist

    Hi everyone, now before I begin I just want to state that what I'm trying to achieve is specifically for local use mainly because 1. I don't play online in Arma 2. I can see how this script I'm attempting can be exploited online. With that being said I'm messing around with making some sort of super hero type mod for myself that would allow me to play as some fun characters from the movies. Two good examples I want to try to achieve is the character Deadshot from Suicide Squad and Hawkeye from basically any marvel movie. As many of you know these two characters in particular have a superhuman ability in marksmanship and I wanted to emulate that in game somehow. My idea is basically a watered down aim bot, something not nearly as cheap or devastating as an aim bot, but a little more than an aim assist you'd see on a console game. What I want to achieve is that any enemy within a certain range of the character and is being aimed at by the player (with some relative accuracy) will automatically get hit when the player shoots. The shot doesn't have to be a head shot, but instead it just has to make contact with any part of the enemy's body. As a result, in a situation where a lot of enemies are present, the player will feel a sense of superhuman ability when being considerably outnumbered while still being vulnerable. Again I can see how a script like this would be taboo to talk about on here, but I'm certainly not looking to use it in multiplayer and if I had the knowledge to even get a script like this into multiplayer without anti-cheat detecting it, I probably wouldn't need any help writing it.
  9. matt_baker1942

    Hiding groups from editor

    Has anybody attempted anything like this?
  10. Hey guys, Im trying to make a replacement config for myself that will essentially create an organized German army utilizing an assortment of mods in the community that feature certain equipment. Clearly one of these mods is the BWmod. My plan is to make a replacement config for this mod that will remove the units of it from the editor so I can later remake a faction from scratch. It was easy to remove the units from the editor by making the scope on them 0. My only issue is I cant seem to remove the groups from the editor. I've put "scope=0;" in almost every line of the cfggroups and it will always show up in the editor. Anybody have any idea what im doing wrong? This code here shows the old Bundeswher in the groups but when you spawn the group doesnt actually spawn and whatever unit you make the player will spawn the blufor equivalent. Example: spawn the mechanized squad and make APC the player. I'll spawn as the NATO apc commander and not in a puma //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.88 //Fri Aug 21 19:13:21 2015 : Source 'file' date Fri Aug 21 19:13:21 2015 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class bwa3_units_config : config.bin{ class CfgPatches { class BWA3_Units_clear { units[] = {}; requiredVersion = 0.1; requiredAddons[] = {"BWA3_Units"}; }; }; class UniformSlotInfo; class CfgVehicles { class B_Soldier_base_F; class B_Soldier_02_f: B_Soldier_base_F{}; class B_Soldier_03_f: B_Soldier_base_F{}; class B_Soldier_sniper_base_F: B_Soldier_base_F{}; class BWA3_Rifleman_base: B_Soldier_base_F { scope=0; }; class BWA3_Rifleman_02_base: B_Soldier_02_f { scope=0; }; class BWA3_Rifleman_03_base: B_Soldier_03_f { scope=0; }; class BWA3_Sniper_base: B_Soldier_sniper_base_F { scope=0; }; class BWA3_Crew_base: B_Soldier_base_F { scope=0; hiddenSelectionsMaterials[] = {}; }; class BWA3_Rifleman_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_Rifleman_Tropen: BWA3_Rifleman_Fleck { scope=0; }; class BWA3_RiflemanG27_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_RiflemanG27_Tropen: BWA3_RiflemanG27_Fleck { scope=0; }; class BWA3_Grenadier_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_Grenadier_Tropen: BWA3_Grenadier_Fleck { scope=0; }; class BWA3_GrenadierG27_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_GrenadierG27_Tropen: BWA3_GrenadierG27_Fleck { scope=0; }; class BWA3_Autorifleman_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_Autorifleman_Tropen: BWA3_Autorifleman_Fleck { scope=0; }; class BWA3_AutoriflemanMG5_Fleck: BWA3_Rifleman_02_base { scope=0; }; class BWA3_AutoriflemanMG5_Tropen: BWA3_AutoriflemanMG5_Fleck { scope=0; }; class BWA3_CombatLifeSaver_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_CombatLifeSaver_Tropen: BWA3_CombatLifeSaver_Fleck { scope=0; }; class BWA3_Marksman_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_Marksman_Tropen: BWA3_Marksman_Fleck { scope=0; }; class BWA3_RiflemanG28_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanG28_Tropen: BWA3_RiflemanG28_Fleck { scope=0; }; class BWA3_SniperG82_Fleck: BWA3_Sniper_base { scope=0; }; class BWA3_SniperG82_Tropen: BWA3_SniperG82_Fleck { scope=0; }; class BWA3_Spotter_Fleck: BWA3_Sniper_base { scope=0; }; class BWA3_Spotter_Tropen: BWA3_Spotter_Fleck { scope=0; }; class BWA3_RiflemanAT_RGW90_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanAT_RGW90_Tropen: BWA3_RiflemanAT_RGW90_Fleck { scope=0; }; class BWA3_RiflemanAT_Pzf3_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanAT_Pzf3_Tropen: BWA3_RiflemanAT_Pzf3_Fleck { scope=0; }; class BWA3_RiflemanAA_Fliegerfaust_Fleck: BWA3_Rifleman_base { scope=0; }; class BWA3_RiflemanAA_Fliegerfaust_Tropen: BWA3_RiflemanAA_Fliegerfaust_Fleck { scope=0; }; class BWA3_Engineer_Fleck: BWA3_Rifleman_02_base { scope=0; }; class BWA3_Engineer_Tropen: BWA3_Engineer_Fleck { scope=0; }; class BWA3_TL_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_TL_Tropen: BWA3_TL_Fleck { scope=0; }; class BWA3_SL_Fleck: BWA3_Rifleman_03_base { scope=0; }; class BWA3_SL_Tropen: BWA3_SL_Fleck { scope=0; }; class BWA3_Crew_Fleck: BWA3_Crew_base { scope=0; }; class BWA3_Crew_Tropen: BWA3_Crew_Fleck { scope=0; }; class I_Soldier_base_F; class I_Soldier_02_F: I_Soldier_base_F{}; class I_Soldier_sniper_base_F: I_Soldier_base_F{}; class BWA3_Rifleman_04_base: I_Soldier_base_F { scope=0; }; class BWA3_Rifleman_04_Tropen: BWA3_Rifleman_04_base { scope=0; }; class BWA3_Rifleman_05_base: I_Soldier_02_F { scope=0; }; class BWA3_Rifleman_05_Tropen: BWA3_Rifleman_05_base { scope=0; }; class BWA3_Sniper_02_base: I_Soldier_sniper_base_F { scope=0; }; class BWA3_Sniper_02_Tropen: BWA3_Sniper_02_base { scope=0; }; }; class CfgGroups { class West { scope=0; class Bundeswehr { scope=0; name = "$STR_BWA3_FactionClassBundeswehrName"; class Infantry_Fleck { name = "$STR_BWA3_GroupClassInfFleckName"; scope=0; class Jaegertrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassJaegerFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "SERGEANT"; side = 1; vehicle = "BWA3_TL_Fleck"; }; class Unit1: Unit0 { position[] = {5,-5,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Fleck"; }; class Unit2: Unit1 { position[] = {10,-5,0}; vehicle = "BWA3_AutoriflemanMG5_Fleck"; }; class Unit3: Unit1 { position[] = {15,-5,0}; vehicle = "BWA3_Grenadier_Fleck"; }; class Unit4: Unit1 { position[] = {20,-5,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Fleck"; }; class Unit5: Unit1 { position[] = {25,-5,0}; vehicle = "BWA3_RiflemanAT_RGW90_Fleck"; }; class Unit6: Unit1 { position[] = {30,-5,0}; vehicle = "BWA3_CombatLifeSaver_Fleck"; }; class Unit7: Unit1 { position[] = {35,-5,0}; vehicle = "BWA3_Marksman_Fleck"; }; }; class Panzerabwehrtrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassATFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "CORPORAL"; side = 1; vehicle = "BWA3_RiflemanAT_Pzf3_Fleck"; }; class Unit1 { position[] = {5,0,0}; rank = "PRIVATE"; side = 1; vehicle = "BWA3_RiflemanAT_RGW90_Fleck"; }; }; }; class Infantry_Tropen { name = "$STR_BWA3_GroupClassInfTropenName"; scope=0; class Jaegertrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassJaegerTropenName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "SERGEANT"; side = 1; vehicle = "BWA3_TL_Tropen"; }; class Unit1: Unit0 { position[] = {5,-5,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Tropen"; }; class Unit2: Unit1 { position[] = {10,-5,0}; vehicle = "BWA3_AutoriflemanMG5_Tropen"; }; class Unit3: Unit1 { position[] = {15,-5,0}; vehicle = "BWA3_Grenadier_Tropen"; }; class Unit4: Unit1 { position[] = {20,-5,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Tropen"; }; class Unit5: Unit1 { position[] = {25,-5,0}; vehicle = "BWA3_RiflemanAT_RGW90_Tropen"; }; class Unit6: Unit1 { position[] = {30,-5,0}; vehicle = "BWA3_CombatLifeSaver_Tropen"; }; class Unit7: Unit1 { position[] = {35,-5,0}; vehicle = "BWA3_Marksman_Tropen"; }; }; class Panzerabwehrtrupp { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassATFleckName"; scope=0; side = 1; class Unit0 { position[] = {0,0,0}; rank = "CORPORAL"; side = 1; vehicle = "BWA3_RiflemanAT_Pzf3_Tropen"; }; class Unit1 { position[] = {5,0,0}; rank = "PRIVATE"; side = 1; vehicle = "BWA3_RiflemanAT_RGW90_Tropen"; }; }; }; class Mechanized_Fleck { name = "$STR_BWA3_GroupClassMechFleckName"; scope=0; class Panzergrenadiergruppe { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPzGrenFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Puma_Fleck"; }; class Unit1: Unit0 { position[] = {0,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_TL_Fleck"; }; class Unit2: Unit1 { position[] = {5,-15,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Fleck"; }; class Unit3: Unit2 { position[] = {10,-15,0}; vehicle = "BWA3_Grenadier_Fleck"; }; class Unit4: Unit2 { position[] = {15,-15,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Fleck"; }; class Unit5: Unit2 { position[] = {20,-15,0}; vehicle = "BWA3_CombatLifeSaver_Fleck"; }; class Unit6: Unit2 { position[] = {25,-15,0}; vehicle = "BWA3_Marksman_Fleck"; }; }; class Panzerzug { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPanzerFleckName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Leopard2A6M_Fleck"; }; class Unit1: Unit0 { position[] = {10,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Fleck"; }; class Unit2: Unit1 { position[] = {20,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Fleck"; }; class Unit3: Unit2 { position[] = {30,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Fleck"; }; }; }; class Mechanized_Tropen { name = "$STR_BWA3_GroupClassMechTropenName"; scope=0; class Panzergrenadiergruppe { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPzGrenTropenName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Puma_Tropen"; }; class Unit1: Unit0 { position[] = {0,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_TL_Tropen"; }; class Unit2: Unit1 { position[] = {5,-15,0}; rank = "PRIVATE"; vehicle = "BWA3_Autorifleman_Tropen"; }; class Unit3: Unit2 { position[] = {10,-15,0}; vehicle = "BWA3_Grenadier_Tropen"; }; class Unit4: Unit2 { position[] = {15,-15,0}; vehicle = "BWA3_RiflemanAT_Pzf3_Tropen"; }; class Unit5: Unit2 { position[] = {20,-15,0}; vehicle = "BWA3_CombatLifeSaver_Tropen"; }; class Unit6: Unit2 { position[] = {25,-15,0}; vehicle = "BWA3_Marksman_Tropen"; }; }; class Panzerzug { faction = "BWA3_Faction"; name = "$STR_BWA3_GroupClassPanzerTropenName"; side = 1; scope=0; class Unit0 { position[] = {0,0,0}; rank = "LIEUTENANT"; side = 1; vehicle = "BWA3_Leopard2A6M_Tropen"; }; class Unit1: Unit0 { position[] = {10,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Tropen"; }; class Unit2: Unit1 { position[] = {20,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Tropen"; }; class Unit3: Unit2 { position[] = {30,-10,0}; rank = "SERGEANT"; vehicle = "BWA3_Leopard2A6M_Tropen"; }; }; }; }; }; };
  11. matt_baker1942

    Model Config, Flip Sights for Ranging

    Its discreteDistance[]={50, 50, 100, 200, 300, 400, 500, 600} so 8 of them. I have two 50m distances so you can choose to have the sights down or up at 50m. I'll make a video and post anyway, kinda proud of how it turned out. Edit: Here's a little video
  12. matt_baker1942

    Model Config, Flip Sights for Ranging

    I fixed it! I changed the max and min values. class LadderROT { type="rotationZ"; memory = true; source = "zeroing1"; sourceAddress = "clamp"; selection = "IRN_Ladder"; axis = "IRN_ROT_axis"; minValue= 0; maxValue= 0.125; angle0 = "0"; angle1 = "rad 90"; }; class ApertureSLIDE { type="translation"; memory = true; source="zeroing1"; sourceAddress="clamp"; selection="IRN_Aperture"; axis = "IRN_SLIDE_axis"; minValue = 0.125; maxValue = 1.00; offset0=0; offset1=1.75; }; For some reason I thought screw it and made the max value it reaches as 1 instead of 8. so for the sights to flip up when it goes to the next range, its the first of 8 values so the max is 1/8th. Then the sliding part activates the next 7/8th so its from 1/8th to 1. And it works! I could try and post a video if anybody wants to see it, but the model isn't mine and although I don't intend to release it, I don't wanna break any forum rules.
  13. matt_baker1942

    Model Config, Flip Sights for Ranging

    I'm Working on this right now, I'll let you know if I get any success and maybe post a picture or two of it working (If it works :p) Edit: okay initial results are ehh so far the whole assembly just rotates incrementally. Config: cameraDir = "IRN_look"; discreteDistance[] = {50, 100, 200, 300, 400, 500, 600}; discreteDistanceCameraPoint[] = {"eye", "IRN_eye2", "IRN_eye3", "IRN_eye4", "IRN_eye5", "IRN_eye6", "IRN_eye7"}; /// the angle of gun changes with zeroing discreteDistanceInitIndex = 0; /// 50 is the default zero Model Cfg: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class thompson_M1928_skeleton: Default { skeletonInherit=""; skeletonBones[]= { "magazine","", "trigger","", "bolt","", "IRN_ladder","", "IRN_SLIDE_axis", "IRN_ladder", "IRN_aperture","IRN_ladder" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class thompson_M1928: Default { sections[]= { "zasleh" }; skeletonName="thompson_M1928_skeleton"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.2; maxValue=0.25; hideValue=0.1; }; class trigger { type="translationX"; source="reload"; selection="trigger"; axis=""; animPeriod=0; memory="false"; minValue=0; maxValue=0.016; }; class bolt_action { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; begin="bolt_axis_begin"; end="bolt_axis_end"; sourceAddress = "loop"; animPeriod=0.08571; minValue=0; maxValue=0.09; offset0="0"; offset1="1"; }; class bolt_empty { type="translation"; source="isempty"; selection="bolt"; axis="bolt_axis"; begin="bolt_axis_begin"; end="bolt_axis_end"; animPeriod=0; minValue=0; maxValue=0.09; offset0="0"; offset1="1"; }; class LadderROT { type="rotation"; memory = 1; source="zeroing1"; sourceAddress="clamp"; selection="IRN_ladder"; axis = "IRN_ROT_axis"; minValue = "0"; maxValue = "1"; angle0 = "0"; angle1 = "rad -90"; }; class ApertureSLIDE { type="translation"; memory = 1; source="zeroing1"; sourceAddress="clamp"; selection="IRN_aperture"; axis = "IRN_SLIDE_axis"; minValue = "1"; maxValue = "6"; offset0=0; offset1=0.1; animperiod=1; }; }; }; }; don't know what could be wrong. Although I found out apparently there's no 50m configuration for sights :/ even though that's what I want the sights folded down at and then flipped up for 100 - 600. EDIT: Nevermind I fixed the ranges, but the problem is still the same, the whole sight rotates little by little for each distance until it reaches 90 degrees. I think it has something to do with the source, or the min/max values. Even though I set the values to what should be correct, it doesnt seem to following anything resembling what it should.
  14. Hey I was wondering if it was possible/ if anybody had any ideas on how to make a flip up sight for ranging. For example, this sight from a M1928 Thompson When the sights are ranged at their closest, the assembly is flipped down and uses a standard sight like so Then when shooting furthur, the assembly flips up and the circular sight is used. I was wondering how I'd be able to do this in a model.cfg (assuming thats the best or only way). I figured the zeroing controller was the best bet, but what would need to be added to the model in order to make it work and ensure the sights are always aligned. Any feedback would be great thanks.
  15. Hey guys, Im having trouble applying a material to a player model. it seems that everytime I apply the material in O2, even with just a normal map applied the left arm seems to become really dark, as if theres a constant shadown on it. I've tried remove the shadow lod but that doesnt seem to help. Idk how exactly this was happening and I wanted to see if anybody here had any ideas. http://imgur.com/6xCgHWB As you can see the left arm is just dark. And when I go into a shadow it seems to get brighter, but it is all part of the same texture/material. Any ideas? EDIT: So apparently its my normal map, I white out that sleeve on the normal map and the color seemed alot better. Im not exactly sure how the normal map is doing this, alls I did was take the Nvidia filter to the diffuse.
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