Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

shinkicker

Member
  • Content Count

    218
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by shinkicker

  1. I will open an issue, and report back if any devs know the answer.
  2. shinkicker

    Make lower definition lods

    Depends on what application you use, but the principle is the same. 1. If your model is in quads, edge loop every other edge and delete it. Repeat for each LOD. 2. If you're already in tri's i use pro optimiser to reduce the count. Never use this on a character or the part of a mesh which will be animated, you need to maintain clean edge flow then. 3. Retopology tools (topogun, 3d coat, modo, graphite modelling tools (max).
  3. shinkicker

    2017 - Official Announcement!

    A long overdue update. I would do more, but I am to lazy to re-format all the pictures so they work on this forum. First off we have our own dedicated map. The location of the map is based in the UK, for three reasons; 1, the map developer who has joined the team (daringD) had already based parts of his map in this area. 2, The UK is an area not often offered in Arma maps. 3, Its a good location to get a 28 days later / hellraiser type feel. 4. Quite a number of the team are from the UK so we can get the map assets really looking at home (we are modeling are own buildings, objects etc to a UK look and feel) http://i.imgur.com/Jrlq704.jpg More characters are coming in.. http://i.imgur.com/5DgySxY.jpg There is a ton of other stuff, but visit the forums over on 2017mod.com as its easier for me to upload images there. Its 2014 and a bit silly to have to make thumbnails and to link to decent sized files.
  4. This was discussed not long back on the skype modellers channel and so I thought I would extend it to here to see if any developers add comment, or to allow others to contribute to the discussion. I started off with a question of 'how come I had a shadow, even though I did not have a shadow LOD in my model'. Turns out that, if no shadow LOD is available, it defaults to using one of the existing distance based LODS (but no one was sure which). This then opened up the question of optimization, because of course a shadow LOD is typically very low poly, unlike the first distance LOD of 0 or 1.000 Others in the chat made comment that with modern powerful GPU's, you could leave them to process the shaders using existing LODS and the overhead cost of resource requirements was very minimal. Now I admit, I am a bit clueless in this area, so thought I would raise this here so a consensus / correct view can be achieved. Is it still very important to have an optimized shadow LOD? To save the answer if 'depends on your mesh', lets use the examples of a car @ 20k, character @ 10k and a gun @ 3.5k
  5. Going to check this now..i was using the test car config from the arma tools samples directory I might try the civil truck config instead from A3.
  6. I had this before on a boat and put it aside. The same thing is happening again, but on a car port (Hilux Civil Open) I am doing a port of the A2 hilux into A3. I have all of the memory selections in place that I could map between both a2 > a3, Geometry Phys and everything else seems ok, but the engine always stops as soon as I start it: https://www.youtube.com/watch?v=OrOFVG8fl4I I am using the example config.cpp and models.cfg from the Arma 3 Tools Sample directory for car. In there i only had to change a few values (such as model name) and in the model.cfg i placed the model name towards the bottom (as i have done many times before). Anyone had this? Any clues as to what can normally cause this? Also as you can see, the hand positions are wrong. I have the following set up: driverLeftHandAnimName = "drivewheel"; /// according to what bone in model of car does hand move driverRightHandAnimName = "drivewheel"; /// beware, non-existent bones may cause game crashes (even if the bones are hidden during play) But how do I widen the arms? Or do I need to make the steering wheel smaller?
  7. Thanks for the cargo view tip. That is clearly the best easiest way. For the vehicle itself, I should have mentioned that it does not drive or move at all.
  8. Tried a few more things, but still have this issue. I toned down the mass and increased enginePower. Still the engine switches off. One point noted is the exhaust stays on.
  9. shinkicker

    Weapon Over Shoulder

    How do you set the position for a weapon (say for example a rifle) when its slung over the shoulder? Is there a memory or proxy that needs positioning?
  10. shinkicker

    2017 - Official Announcement!

    All Icewindos stuff has been swapped out now and we have are own models (you can see the new models on the far left photo top posts above). It would be up to Icewindo as to if they are released, if he is cool with it I am sure the rest of the team would not mind (pending a check ofc).
  11. shinkicker

    Our friend Randy Stratton is dying

    condolences to his family and friends, a sad loss.
  12. shinkicker

    2017 - Official Announcement!

    Just noticed the latest dev blog is not up. Two new AI characters.. The Sadist and The Creeper:
  13. shinkicker

    Jurassic Arma

    Amazing work!! What tools are you using? Motionbuilder? Would love to know how your converting to rtm.
  14. shinkicker

    Arma 3 SeaLife Project

    Dam, that's a big loss.
  15. I should be more descriptive, the problem I currently have is that I am not working with the arma man skeleton, so the rigged models are not so much use to me. I have a mesh with a new skeleton, rigged and animated in max, that I want to get into game. And the fbx2rtm is again only useful for arma man bones. What I would really love to know how to do would be use the FBX import and have it bring my mesh, weights and animations into game without warping the mesh out. I have tried a few different ways now. 3ds renames all the bones as $$$DUMMY. The P3D ('VM') max export script only outputs the skin weights, not the animation. There might be a way of doing it, but it just seems wrong that you have to try and second guess and go through everything that does not work first. I don't get why BI don't share there workflows with us. Its not like we can use them in another engine and breach a EULA.
  16. So almost a year later and still no skeleton is available and little to no documentation on animation support. Any eta known at all? Or should I come back next year :)
  17. shinkicker

    2017 - Official Announcement!

    Thanks man, really big fan of your work btw!
  18. Happened without me know how. I can nownavigate the view in buldozer using the keyboard, but I can't do a perspective / axis based rotate using the LMB / RMB (as well as zoom with the mouse wheel). All of the mouse buttons are dead? Did I have a wayward digit strike disable something ?
  19. shinkicker

    MLOD examples needed

    We do need boats and helicopters too, i don't even mind if they are just made from simple primatives. Perhaps they could drop the competition prize money to 400k and then spend a 100k on getting some consultants to document everything and provide examples. I honestly believe that would bring in more content (which is what BI wants?) then everyone working in silos with their own trade secrets hoping to win the big prize and not give the other side the advantage. Its not an enviroment that promotes sharing and knowledge transfer.
  20. shinkicker

    2017 - Official Announcement!

    Work still going on: We have a replacement for the basic underwear model (as it seems a bit daft to be wearing a new tshirt and boxers after a global apocalypse) (warning NSFW) http://www.youtube.com/watch?v=4t270KpPKhk One of the hobo skins (still needs a little work) http://youtu.be/hwK5stJVrvU
  21. shinkicker

    2017 - Official Announcement!

    Thanks g00d69 Update: We are on the look to expand the team. We need scripters, modelers, texture artists and mission makers! We have a ton of features planned to go in and need some extra hands doing so. We are talking a lot of crafting, working with modular systems (attaching items to players and objects, such as player accessories, fortifications). We also need anyone who is nifty at AI and knows the finite state machine app. Also a skilled mission maker, who can develop dynamic events (think every full moon something happens at the church type thing). Modeling and art wise, we want to 'mad max all the things!'. We also want creative ways of making Atlis into a abject shithole, rather then a sunny getaway in a thomas cook brochure:) Skill requirements? At least some exposure to Arma modding helps ofc. If you already can code, model etc, but have no arma experiences, that's ok, we can get you up to speed, but it definitely is a + to already have some experience with the VR engine. Perhaps more so for modeling as making the stuff is only half the work, getting it in game tends to be a more arduous task, especially for moving objects. Perhaps more then anything though, we need people with a fire in their belly and enough juice to choose a task and complete it. Skills can always be developed, staying power and passion not so much. We well understand life stuff happens (uni, work, families etc), but we have a had a lot of people join, and then just fizzle out after two months. This won't help us and won't help you. We don't expect anyone to be gabe newel, but we do want someone who can commit to getting their job done (no matter how big or small). What do we offer in return, well you get to be part of an exciting mod and have your name in lights ;-), and you can tap into the whole team for any knowledge you want to gain, and make some good friends in the process. We try to have meet ups when we can and there is a good camaraderie between us (and we are from all over the globe France, UK, Holland, the US). Anyone interested please send an email to [email protected] More background on the mod can be found at http://2017mod.com All we need is a little bit of background on your work, and if you have any previous works you can show, please add them in!
  22. shinkicker

    2017 - Official Announcement!

    A quick update. Working on character modeling. Here is one of the hobos / survivors: https://sketchfab.com/show/533343634c154bd39b27ba8bcc14a56d Still a WIP, a lot more detail will be going in. We want to make the units modular as you can see from the work of our concept artist http://2017mod.com/forums/attachments/05-pwbe4z4-jpg.21/
  23. The thing is they were working, and then someone changed something in the code, could not have tested it and it got pushed out as a steam update (from what I can understand). As yep, I am kinda of pretty cheesed off about this too.
  24. Needed to do a fresh OS install on my machine, and followed Abs excellent tutorial which got me set up with no problems last time. I am sure I follwed the steps to a T again, but alas buldozer is crashing: Any help much appreciated. EDIT: Hmm if I link directory to the game folder (with buldozer.exe in there). It works?! ---------- Post added at 22:23 ---------- Previous post was at 20:57 ---------- ok, this can be deleted now, I am now at the same place as these guys: http://forums.bistudio.com/showthread.php?170357-ArmA3-BI-Tools-No-entry-Config-bin-cfgBuldozer
×