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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    Arma 2 texture templates

    I dont think there are such templates.
  2. HorribleGoat

    Animating wheels on helicopter

    I dont think helicopter wheels turn at all. The simulation type does not have that animationSource available. Unless I remember wrong.
  3. HorribleGoat

    Weapon Importing

    If you are refering to the Blender to Arma tutorial series that are also pinned here on this forum that is pretty much the best you can get. There are not really many tutorials like that.
  4. HorribleGoat

    Adding a Name to a Vest

    you would need to create a vest_co texture for each name you want to use. Then create configs for each vest object you want to have and make each use a new texture from the selection you have made in their hiddenselectiontexture array. Each vest usually has its own texture so they can not be shared between objects.
  5. HorribleGoat

    Useaction not visible (Elevator)

    if someone happens here wondering why useractions might not show up on their terrain placed objects while they work in their 3den editor placed objects here: https://community.bistudio.com/wiki/The_Land_xx_class Is whats required for model to have animations and useractions working.
  6. HorribleGoat

    Strange behavior - Problems with sections?

    Weighting is the issue here. Backpack might be best to be weighted fully on the spine3 or between that and spine2 Floating parts like what you have the straps there should be connected to the main mesh so that their ends stick to the same spots whene the mesh deforms, otherwise they will likely never stay put. The rest should be made to have cuts where the backpacks topology under them has horizontal edges so that you can weight them the same to keep them as closely in position as possible. You can use Macsers Armarig to test the weighting in Blender. It is quite accurate (though some tweaking may still be required after you see it in game)
  7. They usually model the new parts.
  8. HorribleGoat

    Exporting with Blender 2.8

    You need to tick the "armaproperties" tickbox in the armatools tab. Heightfield stuff does not sound like related. Could be youre doing something weird.
  9. HorribleGoat

    I/o error Wrong MDL version

    Not possible. That would be breaking of the game EULA and will result in a BI platform wide ban. All custom content needs to be made from scratch
  10. do you have the right version of the toolbox? for 2.8x from the github?
  11. have you ticked your object to use Arma Properties in the ArmaToolbox Tab? It is best to export with "selected only" ticked so that the exporter does not touch any other objects but the ones you have set up as LOD objects.
  12. HorribleGoat

    Lost Dragons - Total Modification Alpha

    True the project has been ongoing for few years now. we got all kinds of stuff cooking.
  13. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Well they are not released yet. 😄
  14. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Heya! Just a lil 2020 reminder that we are still kicking! Still on slowmode, but that is likely to change sometime after summer when work loads shift. The above is a quick little pic for our newly activated Twitter account in response to mr Karel Morickys call for mod pictures
  15. Oh so this is the thing I've heard about on the Terrain_Makers channel. So Does this utilize binarize at all? Or what kind of PBOs is this intended to be used for? Apparently terrains dont work at all with this as there has been a couple of cases now that were related to this method of packing.
  16. HorribleGoat

    Flowing water

    Well Id take any water related improvement and not ask questions. xD
  17. HorribleGoat

    Flowing water

    Dunno about that 😈 I'll try to remember post video of a more advanced test when I get it in a bit better shape.
  18. HorribleGoat

    Flowing water

    Have done some concept testing with that. Its possible to make at least to some extent. Most difficult part is to blend a mesh water nicely with the sea water shader.
  19. HorribleGoat

    I/o error Wrong MDL version

    This belongs to the Editor section of the forums. You will need to describe your process bit more clearly for anyone to be able to help you. Where do you add the head template? What helmet p3d are you trying to add that makes the error? Arma 3 models from the game data can not be edited (or from any mod either) as the files are binarized when they are packed into the game and that makes them unopenable. All new models need to be created from scratch.
  20. Well there isn't really any better ways I'm afraid. As far as I know anyway. You cant really reliably attach stuff on characters other than making stuff gear and attached things would be drawn under the actual view from first person. But gear stuff can have added animations. If it does not have to be universal and only for your use for player, it could be implemented into the player character like the PipBoy in Fallout games. However it would still have to rely on texture changes.
  21. Very cool indeed! Is that build onto the character or using a gear slot?
  22. HorribleGoat

    Paths, AI Logic and Height

    No that I know of. AI pathing requires ground connection.
  23. HorribleGoat

    Paths, AI Logic and Height

    If theres no connection to the ground in the path lod, AI will bug on it. So floating things like that wont work.
  24. In Blender you can use FHQ Arma toolbox to import the P3D into Blender directly.
  25. You cant open binarized p3ds (unpacked from the game files or mods) You will have to make your own models from the beginning.
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