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HorribleGoat

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Everything posted by HorribleGoat

  1. HorribleGoat

    ARMA 3 Addon Request Thread

    Have had unfortunately little time to do modding for a while but going forward as always. Got bills to pay and have to attend to that every once in a while.
  2. HorribleGoat

    Replacing vanilla items

    Also Id like to point out you would never be able to use your modified vanilla items in multiplayer even if you managed to do what you want.
  3. HorribleGoat

    pboProject ,,There was no skeleton that could be used"

    Since you use Blender make use of the FHQ Blender Arma Toolbox and export the .rtm straight from Blender. There are even instructions how to do that on either FHQ toolbox BIforums thread or Macsers Armarig BIforums thread, cant remember which off the top of my head. Also you should separate the .RTM and .P3D model.cfg into different files in different folders for it to work right.
  4. HorribleGoat

    HELP: Custom Standalone Gear Modding

    Basically you take your textures and config that has proper class inheritance to the existing things you want to retexture and make the original content required addon in the config and pack that up. So your new addon uses the models from the required addon with your new textures. If you are talking about taking parts out of other addon and packing that up as your own, that you can not do.
  5. Its called terrainSynth and is engine generated fake terrain. There is a parameter for that in the config
  6. HorribleGoat

    .xyz vs .tiff for heightmaps

    I would strongly suggest using a terrain creation program where you can actually see the terrain while you make it. You can for example paint the basic shapes you want your terrain to be on any image editor and use that as a base to generate/refine it in L3DT using the different processes it offers. Or Id bet any other terrain creation tool can import the image as a base of a project. It might take some time to learn a new program but for completely fictional terrain it will be worth it to be able to see it as you work on it. It could be possible to use an image as displacement map in a 3D modeling software but as 4k (4096x4096) resolution heightmap is the first properly worthy to use (my opinion) that would mean 16777216 verticles containing grid, which can be rather straining and slow to work with.
  7. HorribleGoat

    .xyz vs .tiff for heightmaps

    I would like to know which tutorials tell to use .xyz, when .asc is the far better and bug free working one. .xyz works, sure but it has had the occasional corruption happen to it. Image files are ok if you for some reason really need to use them, but why would you want to when there are real heightmap data formats (.asc, .xyz) available? Program you use dont export them or you want to draw the map yourself? (check out L3DT if you have not already)
  8. HorribleGoat

    Successfull PBO, but empty.

    @scotg Im 99% sure that DeRtm is for debinarizing RTMs back to editable format and for converting rtms between Arma titles. It has nothing to do with the packing of them into PBO. Free tools should binarize rtms just fine.
  9. HorribleGoat

    Lost Dragons - Total Modification Alpha

    In the wake of the new export finally working: New progress along the big lines of the map concept
  10. Could very well be your modded cars are not built right :X Vidda has wet roads. Got to drive carefully.
  11. HorribleGoat

    [WIP] Female base model project

    Adding different skeletoned characters like smaller framed woman has technical difficulties that probably have not been cost effective to overcome on normal develepoment of Arma. That said I have been unfortunately quite slow with this project as it is a lot of work to do. I am still very much at it though!
  12. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Also another as other news I managed to get the Blender Object composition export to work with all 3-axis rotations!!! I dare you to do the same in Buldozer!
  13. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Heyaa! Teaser time again! Progress on the terrain, 3 new trees generated on the map to form the bulk of the foresty areas.
  14. Ouch thats always horrible! But great that you dont let the setback keep you down! Keep it up!
  15. HorribleGoat

    ARMA 3 Addon Request Thread

    I would say not in anyway efficient or accurate way. I think Arma lacks features for accurate playback even if you managed to capture positions, directions and such for all objects.
  16. HorribleGoat

    Texture Showing as Transparent

    Have you saved your texture on them with the right texture suffix _CO? does your texture have any transparency to it at all or alpha layer? In your picture on the right the middle part of the barrel is seethrough. You must not combine transparent and non transparent areas in same texture
  17. Original concepts and content are always welcome and in all likelyhood someone would enjoy playing this type of gamemode. As its said here as long as you create legit original work there are no problems at all. The main question in my opinion is: Do you enjoy making it? Because if you do enjoy making mods you should do it, its a nice and creative hobby with endless possibilities.
  18. Probably the experimental one. Also if you want to compare its the official release on FHQ homepage or the experimental one. Armaholic is just a mirror and no guarantees when it updates.
  19. Are you guys using external drives? that has caused this problem at least once before.
  20. HorribleGoat

    Bone name needed for character

    Yeah for all the reasons you've ran into modeled stuff in pilot view don't really work well. Texture overlays are best that can be done I think.
  21. HorribleGoat

    Bone name needed for character

    You got all the available bones for character in the model.cfg skeleton. Unfortunately I think "head" is the best option to get stuff move right along the heads movement. Stuff modeled in 3D to be in the view work quite badly afaik because of the issues you have ran into now. The first person camera view does not quite work like human eyes, so the near vision edge perspective can go really screwy fast.
  22. HorribleGoat

    [WIP] Multiple Variant Patrol Boat

    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.
  23. HorribleGoat

    Problem with Vegetation

    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.
  24. That house fits right into the neighborhood!
  25. HorribleGoat

    Vest Weights

    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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