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HorribleGoat

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Posts posted by HorribleGoat


  1. On 11/30/2023 at 7:52 PM, DegmanCro said:

    Direct animation type does not support vertex weights, neither does rotation or translation. Vertex is either a part of selection manipulated by an animation and moves 100%, or it isn't, therefore animation has no effect on it. 

    .rtm type animation for man class (also animals) supports weights, but you don't need this tool for it.


    They do support it (not in buldozer though). the skeleton just needs isDiscrete = 0 parameter 


  2. There is no solution for that, you will run out of bones and cant make them work with dampers.

    You are not the only one to look into this in the years Arma games have existed and probably wont be the last, but there just is no way to do it. The mesh loop track that the game is designed for can be made to look pretty nice if you invest enough effort into making it though.


  3. On 10/27/2022 at 9:38 PM, Walkero0 said:

    Hy. I used your tool many times and it worked great.

    But now at Windows 11 it may not work.

    It gets stuck on 100% loading: https://imgur.com/a/l5FqaOz

    I added the colorcalculator folder and exe to the  windows defender exceptions.

    Also tried as admin.

    I use a 16k image bmp file.

    My pc has 24GB ram and a ryzen 5 5600x with enough power: https://imgur.com/a/yh57ISs

     

    use png for color check. bmps dont work as far as I've seen


  4. On 9/17/2022 at 4:56 AM, awdsawds said:

     

    ohhh. Thx for your info.It's an eternal shame. Just laziness of the authors.


    Im gonna challenge that a bit and say that lazyness would have been not include any planes at all.
    Like it has been pointed out Air missions were done by completely different branch of military but we did include planes so that they can be used by players in any way they want.

    • Like 2

  5. On 9/7/2022 at 5:48 PM, awdsawds said:

     S.O.G. Prairie Does it include air battles in singleplayer ?


    You can create your own air combat scenarios pretty easily with the Arma 3 inbuilt mission editor, but SOGPF itself does not come with air combat missions as it focuses on the SOG (Special Operations Group) action.

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  6. I've posted this on the Arma Discord a while back but perhaps it can be useful here too:

    Got a bit curious on the character size and had to test out what is required to fit out Arma 3 character to the new size so here are few observations:

    +The Reforger man is 180 cm tall VS Arma 3 man at 182cm
    + This may be partly due to the different pose ( more straight limb A pose VS more relaxed A pose)

    + The shoulders are angled way more down and the back and neck curve differently, this gives the new skeleton/armature/character different posture and different reach
    + There are some differences to the limb and back proportions too and the hands are more natural shape.
    +The lower body is relatively similar, the hips are slightly lower and there is small difference in the leg positioning but the leg differences are very small

    +main challenge is the hands which are in very different pose (half grab VS A3 straight palm and fingers) and the difference in both bone length and different configuration mean older models will very likely need lot of hand/gloves tweaking or remaking to fit the new character as the pose cant comfortably be matched with the old A3 skeleton without some quite noticeable mesh and uvmapping deformation.

    + some models may have challenges with the shoulder areas too as the shoulders go way more down, which can lead to quite bad results if proper adjustments are not made.

    In my test here I have not yet completed all the adjustments and the armored gloves of my armor suit will require full rework due to the issues mentioned above. They were made to fit the previous hand shape. The torso area is hard armor which I opted to keep rigid in place as well as the armored/powerarmory neck and helmet. The character head sinking into the suits neck works alright and requires only minimal fitting of the hood and helmet interior.


     

     

     

     

     

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  7. On 11/13/2018 at 11:39 AM, D3F3CT3D said:

    fixed it by creating a new map frame a few times and changing the height map.

     

    So far this is  occurring on windows 10 64 bit. I did a fresh install of everything for Arma 3 Tools and Verified Cache through Steam which Validated 3 Files, Also used futuraToP to extract the game Data to make buldozer work for the updated scripts/road tool.

    I set Terrain builder to compatibility mode for windows 7 as Administrator checked. (It was working fine on windows 7 before , since I upgraded to win.10 I ran into problems with terrain builder being slow and unresponsive while loading up maps and closing dialog boxes etc.) ... Using L3DT to export terrain as 2048x2048 Asc or Xyz Format ( I prefer ASC which works best usually.)  In Buldozer view The terrain is flat.  In Terrain Builder Window,  it's Flat without Colored Height Lines/Contours you would normally see on a working import ( Red,Orange Etc.) > I Tested to see if a BMP Works normally, and surprisingly it does work like Asc should be doing Like this 

     

     

    This most likely means the vertical scale of your map is broken or your ASC coordinates are not correct and the imported height layer is not inside your mapframe when you rebuild it. 
    Also real life above water surface height data has sea water always at 0m level so the sea behavior is as expected.

    The asc import you have there definitely has heights since the shading is visible.


  8. Video tutorials about terrain making for Arma are not very good. They leave out necessary information and usually follow bad practices that will hinder your work. 

    As pointed above, the Arma discord is the place to ask questions or if you want to use to forums, it is best to create your own topic and describe whatever problem you have in detail so anyone reading can easily help if they have answers.


  9. There is no proper way to remove all roads as the roads are also painted on the satellite image that is drawn at long distance. 

    "Overhauling" maps by removing stuff in editor is not the proper way to do these things (there is no proper way to do such in editor) and ends up breaking AI big time. 

    If you people want new maps, Id recommend starting from scratch to build your own terrain instead of try to hack out existing ones in ways that will break game mechanics and make your game experience worse.


  10. Check out PMC tactical maps, theres few pretty huge ones that work for flying.

    Other than that, fly maps have problems with lack of ground detail (terrain engine limits) and coordinate precision caused lagging in big maps. Both which are why such maps are rarely made and why Arma is not really a flight sim. 

    You can test what is possible with the PMC maps.

    • Like 1

  11. 15 hours ago, h4wek said:

    Probably you don't understand the core of the problem (read about proxies models above again if You are able to animate shapes inside proxies connected to model tell me how to do this beacouse in actual version of arma it is no possibile - I am not telling about attached objects, only proxy), So if i do it wrong, tell me master  what is the way for example to animate proxies connected to parent model (beacouse this will trully solve any type of this problems)?? Just simple example I have blade on main rotor and this blade is done by proxy (how you can manage twisting this blade inside this connected proxy model if it is connected to your main model in P3D file only not by attachto command? - anyway attachto command not working the same like proxy in p3d for engine - it cost lot of fps an is not smooth like proxy, especially when rotor rotate with 5 blades in 120rpm).

     

     I know method to retexture proxies - by retex definition in cfgnonAIvehicles clasess but how to animate it if you dont know target id or name and this target is outside any animated class definition? 

     

    I found the reason of twisting animation selections - exceeded 255 bones in model.cfg (in DEV version of arma buldozer not react by exit with hang error) - my fault, anyway I had 260 bones and model work under DEV until i not use too many of them on single LOD - but it not work correctly any way bones defined as bigger than 255 not work at all.



    you can not animate proxies in parts, only the whole proxy model. Basically how I see it, you are designing your model in wrong, non Arma compatible way.

    Arma is game engine with "best practice" methods to do things like vehicles and there are solid limits to some things that you just can not bypass. 

    • Like 1
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