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HorribleGoat

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Everything posted by HorribleGoat

  1. 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
  2. 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.
  3. HorribleGoat

    [WIP] Female base model project

    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.
  4. HorribleGoat

    Lost Dragons - Total Modification Alpha

    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
  5. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Uuh we are in the big leagues! :D Thanks Blud!!
  6. HorribleGoat

    Lost Dragons - Total Modification Alpha

    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.
  7. HorribleGoat

    Cant get a skin not to be blurry

    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
  8. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Got residential units on the walls:
  9. HorribleGoat

    Geometry LODs not working.

    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.
  10. HorribleGoat

    Clarification for an ARMA Modding Newbie

    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.
  11. HorribleGoat

    Vest, selecting blue verticels

    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.
  12. HorribleGoat

    New to Arma Modding

    https://pmc.editing.wiki/doku.php?id=arma3:tools following these guides will get you the easiest working develpment envionment setup.
  13. HorribleGoat

    Vest, selecting blue verticels

    "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.
  14. HorribleGoat

    Clarification for an ARMA Modding Newbie

    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.
  15. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Indeed ;D Youre too hasty! Also fixed it.. And if anyone knows how to center videos in posts on this forum Im all ears!
  16. HorribleGoat

    Lost Dragons - Total Modification Alpha

    No I accidentally managed to post the whole thing before I was finished. I dont quite like the new forums text editor. xP
  17. HorribleGoat

    Lost Dragons - Total Modification Alpha

    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!
  18. HorribleGoat

    Lost Dragons - Total Modification Alpha

    Little progress shot of the new infrastructure sections in game.
  19. HorribleGoat

    Geometry LODs not working.

    As far as I know magazines do not have geometry collision at all.
  20. HorribleGoat

    Creating custom Building Questions

    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.
  21. HorribleGoat

    3D Model - rotated

    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
  22. HorribleGoat

    Project - Vertical Lift 2035

    Looks great! Always liked the shape of the hull design.
  23. HorribleGoat

    Max Alien - The Xenomorph

    Im totally not against enrichment of the game. What I was after with my question was exactly that you don't waste your time in case you have a model that is ripped from a game and you get DMCAd at some point by the maker (or worse). With most of the sites like that you can almost never know if a model made after some popular IP is self made of ripped from a game, especially if the model is free and there is no author listed at all. So if it is a rip you could get into trouble with it is all Im saying. edit: I actually found the model on another site named as Aliens vs. Predator xenomorph. Do with this info what you will.
  24. HorribleGoat

    Max Alien - The Xenomorph

    Well I hope not but the mesh similarities are a bit too close. It is not a joking matter however.
  25. HorribleGoat

    Max Alien - The Xenomorph

    Btw does the model happen to be from Aliens vs Predator?
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