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cavemanmods

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About cavemanmods

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  1. You need to be a bit more specific. You have your model (what type - car, boat, weapon etc) in OB and you want to know what to do next?
  2. cavemanmods

    Help with Trees modeling

    Blender is free. http://www.blender.org/ Tree tut for blender: http://cgcookie.com/blender/lessons/creating-a-tree-in-blender-part-1/ Note: The blender tutorials will create leaves in a way that does not suite Arma 3. The leaves and some branches are just planes with the textures of branches and leaves drawn on
  3. cavemanmods

    Quick Terrain Builder Tutorial

    I got the map in game working fine, objects on it too. One thing though, in the in game editor the buildings and plants etc do not show up. They are there on the map in game but are not displayed in the editor as squares or circles. Is this a known error or is it my problem, config or TB mistake on my part? (I'm using the tut's config.)
  4. cavemanmods

    How2: A handanimation for my Weapons

    Try this at armaholic. Has a chapter on hand anims I think. http://www.armaholic.com/page.php?id=20600
  5. cavemanmods

    Animals Texture

    Not possible to retexture the animals, I think. Not really looked at it much but unless they have hidden selections defined in the model and config, it would not be possible to texture it by scripting commands in the editor. If you wanted to add a custom textured animal to the game you can use the arma 2 mlods released by BIS and change those textures and add them to the game as a full addon.
  6. cavemanmods

    Where can I find sample heli?

    In the P drive the Sample_f folder has a test_heli model and config for reference. I think its a low res version of one of the CSAT transport helis with guns on it.
  7. Changed a few lines of the config file. Removed spaces in some of the "model" statements enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "MPP Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"soldier\Data\clothing1_co.paa"}; linkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "MPP Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuni form_rucamo_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; class Vest_Camo_Base; class VestItem; class ItemInfo; class N_vest : Vest_Camo_Base { scope = 2; displayName = "Nutria Vest"; picture = "\A3\characters_f_beta\Data\UI\icon_v_i_vest_02_ca .paa"; model = "\A3\Characters_F_Beta\indep\equip_ia_vest01.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"soldier\Data\vests_rgr_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; containerClass = "Supply100"; mass = 50; armor = 10*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Also when you are packing the addon in addon builder, what is in the path to project folder box when you compile? If you are getting a pbo called arma3.pbo it sounds like the target of addon builder is where your arma3.exe location is and you need to change it to the folder where the above config.cpp is. What I've changed in your config should get rid of the warning about space character. - in reply to your pm.
  8. cavemanmods

    Problem importing model into game

    When I was using Mondkalbs Addon tutorial I did everything he said to the letter, but I got the "Cannot load object ...p3d" error in game. However, when I reinstalled the BinPBO the error message disappeared and the wall appeared fine in-game. You could try a reinstall of the BinPBO tool, its quick and easy, although I can't think why you get an error concerning a bmp.p3d file.
  9. When you load your model into Visitor 3, is it from a file in the directory P:\AddonPBO\warehouse\warehouse.p3d". I believe that if file structure is not correct then problems may occur (from what I have read elsewhere).
  10. Looks like it could be a good idea. 1. From what I remember after looking at other threads and through my own experimentation a good size for a large map is a 2048x2048 terrain grid size. You can then mess with the cell size to find a map size in km2 that suites your needs (the lower the cell size the greater the impact on performance). However, for a fully populated urban area a large map could cause a couple of issues. It could impact performance and it would take a very long time to build accuratly. Assuming that your map will be relatively flat as it is a city with skyscrapers I would suggest that you attempt a map size at 512x512 with a 20m cell size, giving you a 10.2kmx10.2km map. Or even a 10m cell size at 5.12kmx5.12km. 2. Charon productions made a decent skyscraper pack. http://www.armaholic.com/page.php?id=11458 3. There are many different ways to get a SatMap. If you want sattelite image the only place I can suggest is google earth. However, I use l3dt to create heightmaps and it also generates basic textures for satelite map. I would then be painting on other features using GIMP. Hope this is usefull.
  11. The BIS UH1Y model belonging to the US marines faction has no hiddenslections so there is nothing you can really do. However, the model that is used for the Takistani army faction does have hidden selections so it can be retextured using hidden selection textures in your config.cpp if you are creating it as an addon. Just one thing, it is a different version of the aircraft. UH1H not the UH1Y.
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