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AmericanFAC

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Everything posted by AmericanFAC

  1. So I found the 3 proxies required for weapons to use them. \A3\data_f\proxies\weapon_slots\TOP \A3\data_f\proxies\weapon_slots\MUZZLE \A3\data_f\proxies\weapon_slots\SIDE You place the proxies as you would any other proxy from Arma 2 in Oxygen2. However there is a massive offset and you need to play around until you get the attachment centered. Here is an example of a non-alpha weapon working with the alpha. Notice that I still need to move things around a bit. Still working on how to make custom attachments themselves. Thought it would be neat to start sharing how stuff is done. IMAGES REMOVED I'll upload a sample cfg in a second.
  2. So I have the basic understanding of how to make the PiP show up on screen with modules in the editor, but I cannot figure out how the vehicles are doing it. To me it reads as if it their should be a variable that is the "Eye" for the pip camera, a variable for the direction of the camera, and then the thing it renders on. So after debpoing the A3 files, specifically the Humvee vehicle I noticed this code that was called during the init class for the base humvee. class RenderTargets { class Driver_display { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderVisionMode = 0; renderQuality = 2; fov = 0.7; }; }; }; So pip1_pos and pip1_dir are memory points in the model is is calling to. And here I have them placed But my issue is the render target, I assumed it wanted me to make a selection for the screen in the 0.000 and pilot lods called rendertarget0. Didn't work. Afterwards I did some digging around in the files and found #(argb,512,512,1)r2t(rendertarget0,1.0) as a material for the hunter.p3d. So I tried making a rvmat with a stage that referred to that, then applying that material to the screen selection. I'm guessing this is more of a scripting thing, than a modelling issue, and this is what the code I ahve so far looks like class acc_ipip : ItemCore { scope = 2; displayName = "Ipip"; picture = "\A3\weapons_F\Data\UI\gear_acco_aco_CA.paa"; model = "*****\ipip.p3d"; descriptionShort = "ICU"; usePip = 1; class ItemInfo : InventoryflashlightItem_Base_F { mass = 2; RMBhint = "Thermal Imagery"; modelOptics = "\A3\Weapons_F\empty"; optics = 1; class RenderTargets { class Gunner_display { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderVisionMode = 0; renderQuality = 2; fov = 0.7; }; }; }; }; }; But it doesn't work, however, what it does do is draw 4-5 shadows on the ground evenly spaced from me in the shape of the attachment If anyone else has any discoveries, it'll be greatly appreciated.
  3. With that logic you might as well just use the RH library for A2.
  4. This has been a problem for me since I started using AiA? Want to take an awesome screenshot? Can't, because there is some insignificant error in some script somewhere that I can't be assed to fix. In the middle of a firefight? Can't see the guy because the game is more concerned with telling you that a variable isn't defined? Too bad you got shot. If it doesn't crash the mission, if it doesn't make the mission not do what it should, then it is not worth ruining my gameplay experience for. Errors are only an issue if they cause problems. The only thing causing a problem right now is that damn, unmoveable, unmoddable (trust me, I found the script that makes it and tried to get rid of it that way), and unhideable bastard black box. Make matters worse? They say that it should only be enabled in the dev mode in the latest patch, low and behold its still enabled in both the dev mode and regular mode.
  5. Awesome, hope to see the ability to create and modify rtm's via blender in the future.
  6. Ever since the beta update I noticed that custom weapons that I've made personally will cause the game to crash. Essentially I can load the entire game, set up a mission and everything, but as soon as a unit shoots with my weapon and it connects with another unit, it ctd's. Now, its not being caused by any other mods. I've tried it by itself. I've also tested any other weapon mods that I have. I highly doubt it is being caused by the model itself, so I figure it must be in the config (there was a recent beta upgrade so why not). I decided to look into another beta updated weapon pack's config files to see if anything radically changed, and nothing did. So, has anyone else experienced these issues and how do I fix them?
  7. AmericanFAC

    Color Artifacting

    When importing models in O2 to preview color textures, or even how the Super shader's normal and specular will appear, everything will seem normal. Yet when I bring the object into Arma 3, what should be a flat color now has bits of a dull green/blue/ and purple all through out giving it an odd appearance. This only happens when greys that would be dark enough for guns, how do I prevent this?
  8. AmericanFAC

    Color Artifacting

    Yes, without it. There are no artifacts, but also no appropriate shading/specular, etc.
  9. The stream is for all intents and purposes a tutorial
  10. I can see binarizing the model, but as for how its made. There's really no reason why people should have to re-invent the wheel EACH TIME. Good thing someone is making tutorials for A3 though, the only other How to content for Arma is from some ancient game called Flashpoint
  11. FINALLY. Someone gives us a look at how to texture things for Arma specifically and not for things in general! Thank you
  12. AmericanFAC

    FHQ M4 for Arma 3 (Prerelease)

    What did you do to get the cases to eject?
  13. AmericanFAC

    M16A4 Example

    May I ask with what? It seems the A3 character models are animated via FBX exports from 3DSmax. And in my experience, trying to use the A2 BI character to animated results in the hands experiencing strange contortions. So what are you using?
  14. I've spent about the past 2 hours gathering information from multiple arma/ofp websites on how to make animations work with weapons. My understanding is that it goes like this: Define the selections : "magazine,bolt, etc" Define those selections in cfg skeleton Define those selections again in cfg models Make an animation class in cfg models and then do the animating there. So while reading this it says a3 allows me to fold optics. Well, when I define optics selections, put that code into the cfg model, it doesn't work. Another example would be I break apart the cfgskeleton/cfgmodel of another mod that I have to see if the person did something that I did not. Even if I change my model's selections to match theirs it still doesn't work. Is there something I am missing in this process? Here is the model.cfg as of right now. class CfgSkeletons { class Default; class Weapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "magazine", }; }; }; class CfgModels { class Default; class Weapon: Default { sections[]= { "zasleh" }; skeletonName="Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=1.000000; hideValue=0.220000; unhidevalue = 0.550; }; }; }; };
  15. AmericanFAC

    How to make Animations for A3A

    Yeah, offset did it. I also got it to work with the axis so that I can have the bolt rotate. Now I need to find a tutorial on .rtm's so that I can make custom anims without O2 crashing.
  16. AmericanFAC

    Can you customize magazine's like attachments?

    I'd love to see a working version of this. I'd much rather have one model, that has 20rnd/30rnd/magpul etc all together but as different selections. Is there even a way to define a variable like that? Such as you'd have CfgWeapon->define magazine type class->set magazinetype variable to 1-2-3 etc, then in the cfgmodel's call upon that variable in some way?
  17. AmericanFAC

    RH wip Thread

    @Seth. Yes and no. Now that Arma 3 has a better animation/reloading system we can have more personalized animations. However, the issue is Oxygen and how poor it is for making animations and exporting them without error or crashing.
  18. Really? We still have people supporting that third party application? Why not put it on mediafire, or hell at this point, Steamworks
  19. AmericanFAC

    What defines size of used model texture?

    Yes. Recalculated normals, and sorted faces. Its weird. Right now I am working on an weapon with a wooden texture, I'd prefer it to be nice in resolution. But it makes my hands visible through. Its strange
  20. AmericanFAC

    How to make Animations for A3A

    I guess this is a better representation. Similar problem to the backsights not flipping. I have the bolt defined as a selection. In the modelcfg I am telling it to do something when it reloads. In game it does nothing.
  21. AmericanFAC

    What defines size of used model texture?

    @Pathetic Whenever I've applied a texture larger than 1024^2 it makes whatever the object is rendered secondly causing it to phase through things
  22. AmericanFAC

    What defines size of used model texture?

    For what I understand, its 1024,1024. Anything higher causes the item to be drawn after everything else is and appear transparent.
  23. AmericanFAC

    How to make Animations for A3A

    Okay, I see what I did. The initial class name has to be the exact name of the model, not the cfgweapon classname that the model is assigned to. Still can't get the ironsights to flip, but atleast I have a magazine that'll dissapear! Alright, new question. I have the iron sights named backsight as a selection in the main and pilot lods, and an axis in the memory called backsight_axis. It is set to the source of "hasOptics". Do I need to define that source in the weapons config? Because it isn't doing anything when I assign or remove the optics in game.
  24. Yeah, then I would make a variable like isFull or something. player addEventHandler ["Fired", { (_this select 0) isfull = 0 }] player addEventHandler ["reloadMagazine", { (_this select 0) isfull = 1 }] I dunno, haven't toyed with variables too much in arma.
  25. When you say rifle grenade, you mean like the old school put on the end of the barrel thing?
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