 
 
				
				
			shinkicker
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Everything posted by shinkicker
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	  Custom Vehicle Does Not Take Damageshinkicker replied to Karrr's topic in ARMA 2 & OA : MODELLING - (O2) Hi, I am also taking another crack at this having given up in the past. The part I can't make sense of is how to map the Model Animation classes to the proxy in oxygen? For example, I have the following wheel hide / unhide animations: How do I map those to my damaged wheel proxies. For example I have my proxies in place: And the animation named selections: But I have no idea if that's correct at all as its difficult to understand without visual reference. Thanks in advance for anyone that can help. I awoke this thread, rather then start a new one. ---------- Post added at 15:07 ---------- Previous post was at 15:02 ---------- Also, does anyone know of an MLOD I can look at to see how this is all done. There are the BI example models, but they have all the damage selections stripped out :(
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES Still no more failures, so looking good.
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	Hello, Within O2 you can select and delegate vertices to what I believe are formally known as named selections (amiright?). I have some additions I would like to make to one of the open MLODS supplied by BI (BIModels) - namely the wheel rotations / anims. Its basically some wheel spikes which stick out of each wheel rim. I want to group them to each wheel selection so that they rotate together with the wheel anims. Now to do this as far as I understand I need to add the selections 'levy predni', 'levy zadni' etc. Can this be done the same way as a LOD? For example to add a Land Geometry I would copy and paste the bottom vertices from one existing LOD to my newly created LOD of Land Geometry. Same again for standard Geometry, a lazy way of doing this could be to duplicate an existing lod and then change the property to 'Geometry' How would I do this for the named selections? For example if paste in the selected vertices to 'levy zadni' etc, they are not retained when i navigate away from the selection and then re-click back to it. Hope this makes sense. Here is photo if it helps; http://i.imgur.com/oC48Psl.png The unselected section in the green box is in my copy cache, I had hoped I could select 'pravy predni' and then paste in (the same as you would for a LOD).
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	  Add to existing name selectionsshinkicker replied to shinkicker's topic in ARMA 3 - MODELLING - (O2) Perfect thanks! In the end I copied into each named selection and then right click and redefine. By the way, do you know what "redefine and normalize" does?
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	Hello All, Recently moved over to using Blender and have taken advantage Alwarrens arma toolbox for blender addon. I have everything ported over to O2. Have all my LODS from 0.00 up to 5.000 + Geometry, Land_Contact. With DX enabled I can see my uv maps are correct. The problem is that once in game I don't see my textures until I am right up close to the models. I thought this might have been the 0.00 lod, but its the same as all the others and I can't spot anything wrong? This might be one of those issues that are hard to find the root cause for (considering the conversion from blender), but I though it still worth a try in here. Here is a video which makes it easier to see what I am on about. https://www.dropbox.com/s/r6i36j7f158hikh/lod_issue.mp4 Thanks in advance for anyone who can help. Cheers, shin
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	Dam, sorry! Apologies ADuke823 / Gnat. I should have updated this thread! It was due to me using a render engine that was non compatible with the P3D import script!
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	  Applied RVMAT's on a Rifle - Game crashesshinkicker replied to Sakai's topic in ARMA 3 - MODELLING - (O2) Are you binarizing your rvmats? I have the following options, under binPBO for 'List of files to copy directly' *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat I might be wrong here, but I remember not having the above clause for .rvmat and it either stopped the material from working or it crashed the game.
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES trying it out.
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES - Don't use non-power-of-two textures sizes. Yours is 800x600. Good point, i forgot about that arma quirk. - I wonder why you don't create the LOD's in blender as well? I usually place each lod n their own layer Looks like this could be a misunderstanding on my part, I thought the script only carried over 1 LOD (Custom)? - LODs normall start at 1, not 0. Yes, I have tried at 1.00, it was the same. Oxygen defaults you to a 0.00 LOD on a new file, so I figured it was there to be used. - Your 3.00-LOD seems empty Its not this, I have made around 10+ models trying to resolve the issue, likely I got careless after the 1.00 + LODS, as the issue is always when the player is greater then 10 Meters + away from the model. - On the blender side of things, I have never tried what happens when you select the Cycles engine. I have always left it on Blender internal. I will check that tonight, that could well be it as well.
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES Within oxygen? Yes.. What I did was started with a 0.00 LOD. Within that LOD I did a control A (select all) / control c (copy. Created new LODS for 1.00, 2.00 etc and control P (paste) into each LOD. The above has normally worked for me? ---------- Post added at 15:59 ---------- Previous post was at 15:56 ---------- I also did some more testing. 1. create a cube in blender. 2. make arma object 3. added material and assigned both a png under blenders material editor and under the Arma Material Editor I added a converted PAA file. 4. Exported to Oxygen 2 and then opened Oxygen. 5. Added a range of MLODS, geometry and land contact. 6. Created a PBO 7. Loaded it as mod. 8. Went into the 3d editor (alt-e) and added a unit and then Vehicle -> Test-model -> Cube 9. Here is the result https://www.dropbox.com/s/9j02csdu9phzx4o/My%20Movie.mp4 Here are the files if you need a reference (PBO also contains blend file) https://www.dropbox.com/s/p32o3pxuxgcpyme/test.rar A few other observations. The model often is of the wrong rotate transform, so I need to correct it. Also quite often the Material paths are wrong, they start with // and miss the root directory (for example P:\mymodel) EDIT: Something else just occurred to me. When you say "Did you assign the material to all of your LODS as well? ", do you mean the RVmat or the texture which I loaded into the Material editor in Blender and then shows up as an assigned texture in Oxygen 2. EDIT 2: Tried with an rvmat in both blender (under the toolbox material section) and then again under Oxygen 2, same issue persists :(
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES Hi Al, I keep having this issue where textures will not appear until the player is really close? I don't understand this as I have all of my LODS set up (0.00 to 5.00). I understand its not likely due to the blender script, but thought I would check anyway to see if you ever had this happen Here is a video: https://www.dropbox.com/s/r6i36j7f158hikh/lod_issue.mp4 And My BI thread: http://forums.bistudio.com/showthread.php?159622-Frustrating-LOD%28-%29-issue
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES ok, I totally get it now. Will try and record something.
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES Played around with it tonight and was not sure about a few things; So the work flow is: 1. Convert all texture files to paa / tga format. 2. Select Object / Edit Mode 3. Select each face and hit the 'Make Arma Object' button. 4. Assign paa texture created in step 1. 5. Repeat for every face. A few questions. Judging the above is correct, should you export under object / edit?
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES I am an idiot and RTM this time. I was trying to load the script instead of the zip archive.
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	  Arma Toolbox for Blender - Arma 2/3 exporter scriptshinkicker replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES Does this work with 2.67b? I tried playing with the following line: But no luck. After trying to load under addons '__init__.py' I don't get the properties screen shown here: http://friedenhq.org/wp-content/uploads/2013/04/user_prefs.png (133 kB) I don't mind downgrading if need be as blender is my main modeling tool now and with your script meaning no more dammed O2, well sign me up please!
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	Hello All, Not sure why, but I don't have an RPT: Start up params: start arma3server.exe -port=2302 -config=cfg\config.cfg -mod=@iniDB -world=Stratis The config file referenced (cfg\config.cfg): hostname = "Arma 3 Server"; password = ""; passwordAdmin = "<not telling you lot>"; reportingIP = "master.gamespy.com"; motd[] = { "Welcome to ARMA3 server!", "", "", }; motdInterval = 0; maxPlayers = 25; verifySignatures = 0; class Missions { class ARMA3 { template = MP_Hunted.Stratis; difficulty = "Regular"; }; }; I assumed it would be created in /cfg but its not (its not in the root as well). I do have my client RPT ok in 'C:\Users\shinkicker\AppData\Local\Arma 3 Alpha', just no server RPT? Any ideas?
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	I discovered VM_s-P3D_Export.mcr from the Arma 3 Modding Characters and cannot get it to work. I can run the script ok, add it to the toolbar, run export. This results in file with no extension. It then imports into Universal BI Studio TXT and from there O2 is deviod of any model at all. Has anyone had any luck with this script yet?
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	Will try this now, (also forgot about this thread, so thanks for the response too stalkergb) ---------- Post added at 19:54 ---------- Previous post was at 19:36 ---------- ok, I recently upgraded (new install) to 3ds 2013. Installed the script again, followed foxtrop's method and this is the result, a text file containing: ---------- Post added at 20:01 ---------- Previous post was at 19:54 ---------- got it now, will make a video tutorial on this for anyone else.
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	  playSound on MP Mission start / player Spawnshinkicker posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING I would like a ogg file to play when a player first spawns into a multiplayer mission. I have my CfgSounds set up ok, but I am not sure of the best way to have the sound only play when the player arrives in game (not during init / mission loading). I have tried messing around with sleep commands and onPlayerConnected, but not having any luck? Has anyone done this before? Like a mission briefing in audio?
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	  playSound on MP Mission start / player Spawnshinkicker replied to shinkicker's topic in ARMA 3 - MISSION EDITING & SCRIPTING Hmm, does that cover the initial spawn too? (will try it now and report back).
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	  Arma2MySQLshinkicker replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting Yup, its in the standard location. Not to worry. There must be something specific about my machine that I need to change. I will keep my thinking head on and hopefully something becomes apparent.
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	  Arma2MySQLshinkicker replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting Good point, but I already tried this :( The section where it states 'Unblock'? I double checked all the DLL's again to be sure, they are all unblocked. I am going to have one last pop, by uninstalling visual studio, .net etc and then try from fresh.
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	  Arma2MySQLshinkicker replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting Sadly still getting the same error, but with the new version number: Exception has been thrown by the target of an invocation. ---> System.IO.FileLoadException: Could not load file or assembly 'System.Data.SQLite, Version=1.0.85.0 It seems this might be the more telling part: attempt to load an unverifiable executable with fixups (IAT with more than 2 sections or a TLS section.)
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	  Arma2MySQLshinkicker replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting Thanks. Also just wanted to confirm I am grateful for your support. i don't want to come across with false entitlements, hopefully this is useful to you too. Just on laptop at the moment, but will give it a test later.
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	  Arma2MySQLshinkicker replied to firefly2442's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting This is dependency hell! You use: 1.0.84.0 The only version available now is 1.0.85.' So I get: 05/17/2013 14:59:20 System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileLoadException: Could not load file or assembly 'System.Data.SQLite, Version=1.0.84.0, Culture=neutral, PublicKeyToken=db937bc2d44ff139' or one of its dependencies. Attempt to load an unverifiable executable with fixups (IAT with more than 2 sections or a TLS section.) (Exception from HRESULT: 0x80131019) ---> System.IO.FileLoadException: Attempt to load an unverifiable executable with fixups (IAT with more than 2 sections or a TLS section.) (Exception from HRESULT: 0x80131019) I don't even need SQLite, can it not be disabled?
 
            