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Everything posted by HorribleGoat
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you preferably will make a custom model.cfg skeleton for it and not use the manskeleton for it. There are no samples for custom skeletons though.
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Optical Camouflage material research
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've described the issue in the second post on this thread.- 59 replies
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Optical Camouflage material research
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
there is no final working simple solution provided. Only examples on how some of the tests worked out.- 59 replies
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Not yet but perhaps later this year 😅 Great to have you back!
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[WIP] Samarsk Uprising - a W40k total conversion
HorribleGoat replied to x3kj's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Really digging the new look of the chaos mask! Fits on chaos turned factory worker as well as chaos veteran. The plasma looks great too, the sights look very fitting to it. You got any pic of how aiming looks like through them? -
Fast Sea Frame - Sea Fighter - Assault Craft
HorribleGoat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks like we might not have seen the last of mr President yet. He just recently posted that they turned the ship mods private instead of deleting them and still stick to the story that they are original. -
Optical Camouflage material research
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
rvmat files are basically text files that are renamed as filename.rvmat instead of filename.txt You may need to turn off file extension hiding that is on by default in windows.- 59 replies
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Fast Sea Frame - Sea Fighter - Assault Craft
HorribleGoat replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good to see you around Gnat! -
Optical Camouflage material research
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thats pretty cool indeed! From distance its probably impossible to see if it stays transparent like that and does not have any reflections that would give it away. Im myself still looking into how to best use the refraction shader as I like how it looks like the air simmering. I dont think that effect can be done with other shaders- 59 replies
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Optical Camouflage material research
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@cervantes Looks like youve put some effort into this indeed. Do you have any pictures on how that material you set up looks like in game? I do wonder about your use of fresnel in the stage2 as that stage is supposed to take in a texture file. Are you sure what you put in it does anything?- 59 replies
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Is it possible to make character fat?
HorribleGoat replied to MysticMac's topic in ARMA 3 - MODELLING - (O2)
The vanilla characters however can not be edited so a completely new one would need to be made. -
hiddenSelection textures help
HorribleGoat replied to fat_lurch's topic in ARMA 3 - MODELLING - (O2)
You would need to have another mesh slightly on top of the main mesh for that second "decal" texture. -
Hiding parts of Vanilla Vests
HorribleGoat replied to TheRoostergod's topic in ARMA 3 - MODELLING - (O2)
no. -
map/terrain building Arma3 Map/Terrain Building Guides & Tutorials Compilation
HorribleGoat replied to Gunter Severloh's topic in ARMA 3 - TERRAIN - (BUILDER)
I would perhaps sort it with PMC on top as its the most latest guide. From experience people will just click on the first link which right now contains pretty much invalid way of setting up the tools. Also it might be good idea to separate A2 and A3 stuff to avoid confusion Lot of visitor 3 stuff there too which is also obsolete now. -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Blenders mirror tool does that. As in changes _l to _r. -
ARMA 3 Addon Request Thread
HorribleGoat replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@outlaw4life "Porting" aka. ripping would be prohibited as it breaks IP ownership. You can likely find similar enough gear in other mods though. Take a look what Steam Workshop has to offer. -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Did you activate it? -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Added. Also could you help me understand how I could run the P3D import with Blenders python? I have a bunch of P3Ds Id like to import and process with few automated things for Blender terrain placement but my Python skillz are only so and so when it comes to running addon stuff. -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hey @Alwarren Might it be possible to have some sort mass copy named properties tool included? -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
@RacerX By default no, vehicles are not animated like that in Arma. Vehicles run with model.cfg defined animations. See BI wiki for "how to animate a model". Cycles has also nothing to do with animations or the toolbox, so yes cycles renderer can be used along the toolbox but nothing from it really translates into Arma. -
Is it ok two polygon cross each other?
HorribleGoat replied to orlagno's topic in ARMA 3 - MODELLING - (O2)
It would work fine both ways. -
Edit roads mid-range textures
HorribleGoat replied to haleks's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
@haleks You would have to create a completely new terrain for that. Vanilla maps are not accessible for editing. -
There are no commands for that. In theory you could fire lineIntersectSurface rays at it from multiple angles but that may not be very performance friendly in live environment. It could perhaps be done once and stored externally.
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Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
You have this empty material in all your objects. That is what the exporter cant handle. -
AnimationPhase and sequence of the animation
HorribleGoat replied to Brother Makabeus The Bullet's topic in ARMA 3 - MODELLING - (O2)
you would want to set all moving parts to use same animation source that is timed differently for different parts lets say the rods move from 0.0-0.5 and the rest of the door from 0.51-1.0 then when you use animateSource command on the door to play animation from 0 to 1 it will play the whole sequence on 1 command you can set the animations length in the config.cpp animationSources class for you AS for the door with the animperiod = X; parameter.