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Everything posted by HorribleGoat
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I dont think there are such templates.
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I dont think helicopter wheels turn at all. The simulation type does not have that animationSource available. Unless I remember wrong.
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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.
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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.
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Useaction not visible (Elevator)
HorribleGoat replied to Walkero0's topic in ARMA 3 - MODELLING - (O2)
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. -
Strange behavior - Problems with sections?
HorribleGoat replied to fortune144's topic in ARMA 3 - MODELLING - (O2)
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) -
Adding weapon to preexisting A2 sample model
HorribleGoat replied to B. Aidan's topic in ARMA 3 - MODELLING - (O2)
They usually model the new parts.- 1 reply
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You need to tick the "armaproperties" tickbox in the armatools tab. Heightfield stuff does not sound like related. Could be youre doing something weird.
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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
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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
do you have the right version of the toolbox? for 2.8x from the github? -
Arma Toolbox for Blender - Arma 2/3 exporter script
HorribleGoat replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
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. -
Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
True the project has been ongoing for few years now. we got all kinds of stuff cooking.- 419 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well they are not released yet. 😄- 419 replies
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Lost Dragons - Total Modification Alpha
HorribleGoat replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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- 419 replies
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[OSP] [Release] JAPM (Just Another PBO Manager)
HorribleGoat replied to Ra'Jiska's topic in ARMA 3 - COMMUNITY MADE UTILITIES
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.- 6 replies
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Well Id take any water related improvement and not ask questions. xD
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Dunno about that 😈 I'll try to remember post video of a more advanced test when I get it in a bit better shape.
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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.
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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.
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CYTECH INDUSTRIES - [WIP] Underground Terrain
HorribleGoat replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
CYTECH INDUSTRIES - [WIP] Underground Terrain
HorribleGoat replied to Dan Tronic's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Very cool indeed! Is that build onto the character or using a gear slot? -
Paths, AI Logic and Height
HorribleGoat replied to Brother Makabeus The Bullet's topic in ARMA 3 - MODELLING - (O2)
No that I know of. AI pathing requires ground connection. -
Paths, AI Logic and Height
HorribleGoat replied to Brother Makabeus The Bullet's topic in ARMA 3 - MODELLING - (O2)
If theres no connection to the ground in the path lod, AI will bug on it. So floating things like that wont work. -
Export from Obj. Builder to Blender or 3DS Max
HorribleGoat replied to Tisor's topic in ARMA 3 - MODELLING - (O2)
In Blender you can use FHQ Arma toolbox to import the P3D into Blender directly. -
Opening the .p3d file does not work for me
HorribleGoat replied to HoStUUU's topic in ARMA 3 - MODELLING - (O2)
You cant open binarized p3ds (unpacked from the game files or mods) You will have to make your own models from the beginning.