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Everything posted by HorribleGoat
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[WIP] Multiple Variant Patrol Boat
HorribleGoat replied to knightlight's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Heya. For boat configs Id start with downloading the Arma 3 Samples from steam and checking out the sample model (p3d) and configs (cpp/cfg) and how they are built. Also since you are using Blender to model do check out FHQ toolbox addon for it so you can export the ..p3d straight out of Blender. What kind of variants you want to make? Different colors/ parts/ weapons? The 2 first can be achieved with whats called HiddenSelections in Arma and the latter can to some extent be done with 1 model and hiddenSelections but depending on what kind of weapons you want to do it might require multiple model variants. -
Problem with Vegetation
HorribleGoat replied to suschi95's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Are the textures saved with _CA suffix? as in your_Plant_Texture_01_CA.paa? Also make sure the area around your plant is all transparent, that kind looks like 1bit (on or off) alpha of a _CO texture Just realised the black is the shape of the polyplane xP so either the texture has no alpha transparency at all or the suffix is wrong. -
RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
HorribleGoat replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That house fits right into the neighborhood! -
I would say usually all character weights need to be manually tweaked to work properly. Blender (and probalby Max too) have tools to copy weights from one model to another so you could copy weights from the sample vest and then tweak them to your liking. Object Builder does not have very great weighting tools so using external software is adviceable. You will likely need to make compromise with the weighting because rigid mesh parts may not move properly with the Arma animations.
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Addonbuilder in Windows contextual menu
HorribleGoat replied to Lyeed's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Just as a tip I would suggest avoiding Addon Builder with anything else but missions as it lets you pack in all kinds of errors. Mikeros PboProject is far better in regards of error reporting and ability to produce properly working .PBO Also never ever pack anything onto P: drive keep it clean from anything else but your development data. For easy and working tools setup: https://pmc.editing.wiki/doku.php?id=arma3:tools- 5 replies
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Animation - explanation of the magic behind
HorribleGoat replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Unfortunately there is no such full step by step turorial. It is little unclear what kind of animations you mean to do as there are multiple different ways to animate stuff in Arma You can have character movement animations (which are mostly the topic of this thread) These are in .RTM format (armas animation format) and are basically your default skeletal animations you see in all games Branching off the above there are static poses, gestures and weapon animations that to put it simple overlay the character movement animations All of the above need the character animation file made with appropriate skeleton model and also configs for the animations to run in game. Then there are the vehicle/static object animations that are driven by the model.cfg and the skeleton and animation classes that are defined within it. And here we probably are already way over your head. I'll take a leap of faith and assume you are talking about character animations so to begin with you should learn about generic character animating to understand the technique and how different tools work and what suits you and what you want to learn to use. Then when you understand how skeletal animations work you can start digging into what special quirks Arma has for those. Blender for example offers quite nice animation suite along the 3D modeling tools and its free and there are some nice Arma related community made plugins for it. IMO it is easiest to start with if you dont really know anything.- 121 replies
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[WIP] Female base model project
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well before a moderator slaps your fingers for making new posts just to ask how a mod is progressing I'll tell you its going slowly. Mainly because processing the thousands of animations is tedious and I've just had other things I've been concentrating on. Its not forgotten, just waiting for a right time I get back on it. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well to be hones manportable jetpack is pretty much a suicide machine so while its very cool we might not implement such equipment. Climbing equipment is more likely to be implemented along with small flying personal transportation vehicles that are slightly less dangerous for their driver. :D- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Uuh we are in the big leagues! :D Thanks Blud!!- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
New blocks have made their way in game and I did some hit geometry testing and thought Id take a quick video with live FPS counter as well to give you guys some idea on how these highly unoptimized assets work in game.- 420 replies
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Cant get a skin not to be blurry
HorribleGoat replied to Tilly898's topic in ARMA 3 - MODELLING - (O2)
The texture files also need to be right resolution. 2048x2048 is commonly used, but Arma 3 does support 4096x4096 textures too. The cost is performance as 4k texture takes a lot more power to run. And textures need to be transferred in right formats from your image editor into .paa for Arma -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Got residential units on the walls:- 420 replies
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Magazines I think are never directly in the world space but they are in the temporary ground holder thingies like all items/weapons when outside inventory.
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Clarification for an ARMA Modding Newbie
HorribleGoat replied to ORIGAMI ARMY's topic in ARMA 3 - MODELLING - (O2)
What is it you want to achieve exactly? If you explain you might be able to get right kind of help and straight answers what can be done and how and what cant be done. -
vest Vest, selecting blue verticels
HorribleGoat replied to cssx3's topic in ARMA 3 - MODELLING - (O2)
In blender you can use FHQToolbox addon to import the example character or vest into Blender and use Blenders "transfer weights" tool in weight paint mode to project one objects weighting to another. Its not 100% accurate, but usually provides a nice starting point. And you can use Macsers armarig to test your custom characters/clothing against Arma skeleton pretty accurately. -
https://pmc.editing.wiki/doku.php?id=arma3:tools following these guides will get you the easiest working develpment envionment setup.
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vest Vest, selecting blue verticels
HorribleGoat replied to cssx3's topic in ARMA 3 - MODELLING - (O2)
"N" Brings up the OB vertex weight paint tool, but I would strongly recommend doing weighting in better program with more appropriate interface for it. -
Clarification for an ARMA Modding Newbie
HorribleGoat replied to ORIGAMI ARMY's topic in ARMA 3 - MODELLING - (O2)
Would be easier to help if your were not so vague about it. (also vagueness has strong ripped model smell to it...) Some pointers tho. To use Armas animations on your character the size and dimensions must match the Arma man measurements. As in joints have to be in same places. Otherwise you will only create a chaos spawn creature because Armas animations do not scale to different sized characters. If your character is different sized you will need 100% new animations set for it. Even if its off like 5cm that will start to show fast with badly deforming animations. The movement animations consist from something like 2000 different animations (some short some longer) so it is far from easy task as there is also the configuring and adjusting to use weapons etc involved. So different sized character is pretty much the deepest end of Arma modding and requires many different skills to be completed. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Indeed ;D Youre too hasty! Also fixed it.. And if anyone knows how to center videos in posts on this forum Im all ears!- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No I accidentally managed to post the whole thing before I was finished. I dont quite like the new forums text editor. xP- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Modders Logbook - June 2018 Hello hello hello! Time flies again and I thought maybe I'd take a moment to write stuff up since such an opportunity does not seem to naturally present itself. Earlier I've posted a few shots of new city infrastructure blocks that have made their way in-game to be tested: And The pieces so far have worked flawlessly collision vise. Which of course was a great victory since our whole concept relies on this stuff working. Now testing these out also has already instigated lot of improvements: Where the shape of the residential block was improved a lot. Most major change being the increase in floor height to make it less cramped. This of course give us less actual floors.. But that I think is also a good thing. Largest vehicles wont fit in there though but that is also not a bad thing since it is supposed to be a residential area, not a highway. The floors are fully driveable though with smaller vehicles: Older environment upgrades also include testing out the largest cliff elements: Which have also worked very well despite their immense size (Arma has certain limits on object size vs workign collisions) And of course the updated WK-209 stuff which Im pretty proud of. The new legs are sexy: These have not however made their way into game yet as our teaser for 2018 shows. The old ones work though, the new ones area just a lot better. :D Also we would like to invite everyone interested in Lost Dragons to our Discord channel to discuss the mod and Lost Dragons universe development: LOST DRAGONS DISCORD Thats all for now and we'll be posting more new stuff when theres new stuff to show! Enjoy your summer!- 420 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Little progress shot of the new infrastructure sections in game.- 420 replies
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As far as I know magazines do not have geometry collision at all.
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Creating custom Building Questions
HorribleGoat replied to Kaleu's topic in ARMA 3 - MODELLING - (O2)
Take a look at the samlpe building models from Steam Arma 3 Samples. To simply put yes everything you want to appear on the model needs to be either modeled or part of a texture. -
Also exported objects must be at 1, 1, 1 scale and 0, 0, 0 rotations. so apply scale and rotation to it prior exporting to p3d