shinkicker
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Everything posted by shinkicker
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Hi, So trying to use the new tools, but have this issue when trying to binarise my models / addon; Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinConvert model p:\2017_bike\2017_Bike.p3d -> C:\Users\luke\AppData\Local\Temp\2017_bike\2017_Bike.p3d MakeCannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMakeCannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake Creating texture headers file... Texture headers file was not created - no textures found. Has anyone seen this and fixed the issue? I followed Abs tutorial (thanks!) and I am using a P drive (set up with mikeros tools)
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WeaponHolderSimulated & GroundWeapoonHolder
shinkicker posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Neither of these work very well for placing weapons or items onto the ground. They have either appear elevated 2 foot in the air or sunk underground. I am doing the following: _Object = createVehicle ["WeaponHolderSimulated", [0,0,0], [], 0, "CAN_COLLIDE"]; _Object addWeaponCargoGlobal [_shop_items,1]; _Object setPos (_x buildingPos _pos); The other option would be to map everything out with worldToModel, but that's a lot of work, and I am lazy, so I thought I would check if there is a way around this. Also I think its been like this since A2? -
I just take the arma example model in Samples, line it up with my new uniform and then use 'Skin Wrap' in 3DS max to transfer over. From there I add in some static animations (prone, arms in air etc) and then clean up the vertices when things contort to much. An example done using skin wrap:
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2017mod - full conversion mod
shinkicker replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thought I would post up a few of the characters -
On my third clean install here and cannot set Oxygen 2 to launch Buldozer. Every time I attempt to start Buldozer I get "No entry for .CfgWorld" My options appear to be set up right. I have the latest version installed '2.5.1' My P Drive is present and working well from what I can see. This is where Buldozer is (as a result of the default install). Here are my options: My P Drive: http://i.imgur.com/DMksl.png > 100KB The nearest I have found to solution is someone said to check if there is a config.bin in the bin folder. I only have a config.cpp, but there is no other mention about where to get this file from? I am can't of stuck now and keen to try modeling, but this is just not wanting to happen right now, so any help would be much appreciated.
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Animation - explanation of the magic behind
shinkicker replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Many thanks to Bad Benson! You need these to enable walk (tweak the value below zero to change speed of movement)- 121 replies
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Animation - explanation of the magic behind
shinkicker replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I now have my animations and rigged character in game. Seems if a joint extends even a tiny bit beyond the mesh, it won't move, so that is resolved now. I am now wondering how to get walk cycles to work? My character stays on the spot. There is the following section in O2, but no documentation on how to use it. Has anyone used this before? What values map to each entry field?- 121 replies
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Animation - explanation of the magic behind
shinkicker replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You're right. Just checked. The skin weight of the terminating joints get passed over with the mesh, but if you import your skeleton its always missing the last child joints. Must be a bug.- 121 replies
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Someone on my youtube channel was having troubles with creating a geo LOD, so I made a video tutorial. Thought I would share it there. If any veterans notice a serious mistake, let me know and I will annotate. If useful I will do some more. God only knows how much struggled to learn this myself in the past, so its only right I try to save others from the same lack of info pains.
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I am going to do something on that. Could do a skin wrap overview and bring that into game.
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Animation - explanation of the magic behind
shinkicker replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That would be really useful. Do you know if there are any factors that make it problematic to go from Maya > FBX > RTM. As I say, everything is ok in Object Builder, but I always get problems in game.- 121 replies
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What tool to use for binarization?
shinkicker replied to MrSanchez's topic in ARMA 3 - MODELLING - (O2)
Pboproject again. It handles prefixes correctly and also debugs my configs for me. Its a lot quicker knowing I missed a , or ; while building then having to try and load up the game to then find it fail. -
Animation - explanation of the magic behind
shinkicker replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The part that I could really use help with is getting my own animations and skinned character into game. Here is what I mean: 1. I export my character from Maya with all the skin weight data and then again with my animation data baked in with full the joint hierarchy. I have tried this part with hundreds of different FBX option variations to try and guess what is the best way. 2. I then import my mesh separately with all the skin weights into Object Builder. Everything looks good. 3. I then import my animation data. Set the t-pose to -0.5, the first frame to 0.0 and the last to 1.0. I then do a 'Auto time 1'. 4. I test the animation out in Object Builder by going through the key frames. Everything looks great! 5. I create a model.cfg using the same joint hierarchy as my skeleton. I set up a basic gesture cfg to test the animation. 6. I export matrices to an RTM file. 7. I binarise and load the addon. 8. Start the game. From here, something always goes wrong. Usually part of the mesh distorts. It seems keyframe data is not being fully realized by the engine in the same way as in object builder, so joints are left isolated where as the rest deform with the animation data. Its not mesh issues, as the t-pose without the animation is fine. As said it also works fine in object builder. I have spent so many hours trying to crack this now. Every time changing one small detail and running through different work flows. I can do the whole thing into Unity / UE4 with my eyes closed, as its quite well documented. But I cannot find anything to give me a direction to take. If you guys could share this part of your work flow, I would be really grateful. Perhaps you could just show your FBX export options / animation baking options?- 121 replies
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EDIT: Read Johny's reply and I am ok with this now. Especially means if action will be taken against those monetizing without permission.
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Object Builder crashes since latest update
shinkicker posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Just got the Helicopters DLC update and now I can't use Object Builder. I keep getting this error: I have tried completely removing the tools and installing again, not helping though: -
Object Builder crashes since latest update
shinkicker replied to shinkicker's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Sorry for late reply. This is what I have after verify game cache: http://i.imgur.com/mU1t9ed.png (156 kB) -
I am expecting 2017 mod to get a lot of assets ripped out when we release, so I am sure I can learn from this. To be honest we won't be able to stop people doing what they want, but I would like to draw the line at any using it commercially.
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Object Builder crashes since latest update
shinkicker replied to shinkicker's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Both are installed: Unless I meant to install both architectures, or there is no 64 bit support yet? ---------- Post added at 20:44 ---------- Previous post was at 20:42 ---------- EDIT; Its the same error with x86 ---------- Post added at 20:54 ---------- Previous post was at 20:44 ---------- edit 2; Worked out the issue. Object builder requires 2005 and a specific version at that I looked at the manifest: INFO: Parsing Manifest File E:\SteamLibrary\SteamApps\common\Arma 3 Tools\ObjectBuilder\ObjectBuilder.exe. INFO: Manifest Definition Identity is (null). INFO: Reference: Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" INFO: Reference: Microsoft.VC80.MFC,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195" INFO: Resolving reference Microsoft.VC80.CRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="8.0.50727.6195". You need to use the following exact MFC update to resolve the error: Microsoft Visual C++ 2005 Service Pack 1 Redistributable Package MFC Security Update My suggestion is 2005 is added to the _CommonRedist folder (there is only 2010 & 2012 in there), or better still compile under a more readily supported vs release. -
alpha channel not showing when using hiddenselections
shinkicker posted a topic in ARMA 3 - MODELLING - (O2)
I have set up two classes with one model. The second class inherits from the first, but with a hiddenselection pointed to a diffuse that contains an alpha channel (transparent). The p3d has a namedselection called 'camo' in each of my lods. I want to create a ghost model in effect. When the diffuse with the alpha channel is applied using hiddenselections, it loses the transparency. When I apply the diffuse (_ca.paa) with the alpha channel directly to the object, I can see the transparency with no issues. When I apply the same _ca.paa alpha based diffuse via hiddenselections, it ignore the alpha channel (thereby out-ruling an issue with the alpha channel itself) class CfgModels { class Default; class box: Default { sections[]={"camo"}; sectionsInherit = ""; }; class ghost: box{}; }; class CfgVehicles { class ThingX; class box: ThingX { model = "objtest\box.p3d"; mapSize = 1.50; vehicleClass = "objtest"; scope = 2; displayName ="Normal Box"; icon = "iconObject_circle"; }; class ghost: box { vehicleClass = "objtest"; model = "objtest\ghost.p3d"; displayName ="Ghost Box"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"objtest\texture\mtl_trans_ca.paa"}; }; }; The top image is the mtl_trans_ca.paa set as a hiddenselection to the class 'ghost' (shown to left). The lower image is the mtl_trans_ca.paa applied directly as the main diffuse. http://i.imgur.com/u4xlCb5.png (490 kB) -
alpha channel not showing when using hiddenselections
shinkicker replied to shinkicker's topic in ARMA 3 - MODELLING - (O2)
The alpha is fine, as you can see it works when applied to an object. The problem is he does not explain how to add '#(argb,8,8,3)color(0,0,0,0,CA) (invisible)' to the mesh? How would I do that without overwriting the diffuse? EDIT: ok you can use mass renaming and enter it as a mask, still does not work though. -
alpha channel not showing when using hiddenselections
shinkicker replied to shinkicker's topic in ARMA 3 - MODELLING - (O2)
Sorry for late reply and thanks for answering. So by using this procedure I will need two different P3D's? If so that defeats the purpose somewhat as I was doing this so that I only needed one p3d. If I have two P3D's I may as well not bother with a hiddenselection and just apply the regular diffuse to box.p3d and the alpha diffuse to ghost.p3d. Here is my desired set up: class ghost: box { vehicleClass = "objtest"; displayName ="Ghost Box"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"objtest\texture\mtl_trans_ca.paa"}; }; }; * no model set (just inherit and then render the alpha diffuse with camo) This way I don't need two models (twice the disc space), just to render a transparent texture. -
please delete, worked it out.
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I know that, but my question was about loading FBX direct into the engine.
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I just seen rockets stream on DayZ @ PAX, and I understand that engine is a different branch to arma 3, but was interested to hear him say they are loading FBX model formats directly into the engine. Will this also be happening for arma 3?
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Need more information then that really? Are you talking about using OfpManSkeleton or do you have you're own rig?