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Everything posted by HorribleGoat

  1. HorribleGoat

    Animal Animation

    There is wikipage about how model.cfg works. also compare to the man skeleton. Your model.cfg parenting is all off. But custom characters also have a lot more involved in the configs which. Custom characters are not very good first project as they involve a lot of non documented work that you just have to figure out.
  2. yes the weighted animations do not work right in Buldozer
  3. HorribleGoat

    How do i animate a headgear?

    you cant animate headgear like that
  4. HorribleGoat

    create monitor object

    hiddenselection textures require the changing texture mesh selections to be defined in the sections list of model.cfg for that object
  5. Ïd use better 3D modeling program like Blender. But no, there really is no special super fast way to make Arma compatible and performant geoemetry lods. Buying models is not really a shortcut since they always need a lot of work and skill to make them work in game.
  6. HorribleGoat

    Animal Animation

    your model.cfg skelton will need to match the armature bone naming and hierarchy you have in Blender
  7. HorribleGoat

    Animal Animation

    you preferably will make a custom model.cfg skeleton for it and not use the manskeleton for it. There are no samples for custom skeletons though.
  8. Hey folks! (long wall of text ahead) Some time ago there was a post by Kiory about a really cool accidental discovery he had with Arma materials: https://forums.bistudio.com/topic/175495-opticalactive-camo/ And for some time I've been working on reproducing the effect and wanted to share current progress to you all since with the help of mr. zantetzou I've had some breakthrough with the technique. For background: In his post Kiory mentioned the basics on how the effect is achieved: By applying a 0 alpha (completely see through) _CA texture on the model in question and applying an .RVMAT with PixelShaderID="Refract"; and VertexShaderID="Super"; and with that I began experimenting on my own some time ago, but did not get as good results in the progress as every time, no matter what the model I applied my 0-alpha texture and my refracting material the model always had this white sheen to it. Except on the move when it looked about what I was hoping to achieve. Finally some progress: After 143 trial .RVMATs I dropped the testing in frustration as nothing seemed to change no matter what attributes I changed and couple of days ago picked up the project again after being contacted by zantetzou as he too was interested in creating "optical camouflage" material for his own project. He in his own trials had used almost identical set up with the texture and material BUT had achieved proper effect in one of the VR objects. When we exchanged our findings I too were encouraged to try out some of the VR objects and the refracting materials and ALAS for some they worked and provided identical results that Kiory had show in his video. This progress now gave me the boost to write here in hopes that others interested in the matter can partake in the trials in order to find how this works. Here is the .RVAMT i've used. 0 Alpha see through texture im sure everyone can make. Pictures: And here are couple of screenshots on how it looks after application on different models: Before: After: Theorizing: Notice the difference between the VR objects on the left and my test man with different material combos on the right. The white sheen is obvious and something that happen on all other objects me or zantetzou have tried but the VR objects the effect is working (maybe it works "wrong" on them in a way, but it looks the like what we would like to use) but so far I have not figured out why. Currently I've theorized that whatever the texture/material combo the model originally has somehow affects how the refracting shader works on them and thus I have extracted the texture/material paths applied on the VR objects via hiddenSelectionsTextures[] and hiddenSelectionsMaterials[] in their configs and tried to apply the same ones on my test man in the pictures. This however did not produce the any results and so I am here asking if anyone else has ideas on how to proceed from here. I've been considering the possibility that man character is drawn somehow different from static objects and as my next step I will make a static test object to see if theres any difference there. For some reason the white sheen also disappears in some angles and when the object is looked at from high speed, or the objects moves fast: Shot this one when running past the testman: Known objects it works on: So far following objects have show the refracting shader as in the picture on the left: Sphere (200cm) / Sign_Sphere200cm_F VR Wheeled APC Target / Land_VR_Target_APC_Wheeled_01_F VR Tank Target / Land_VR_Target_MBT_01_cannon_F VR MRPA Targetr / Land_VR_Target_MRAP_01_F VR Wall / VR_Billboard_01_F Thanks for reading this far: And I would suspect that it would work on some other VR objects like the sphere that are somewhat see through/emmisive to begin with. I will continue working on this since I really want to make a scifi optical camouflage ghillie suit for our mod and eventually when we get back to our C&C mod this effect would be quite essential for Nod Stealth Tanks. If you get any ideas on what makes this work, don't hesitate to post on this thread!
  9. HorribleGoat

    Optical Camouflage material research

    I've described the issue in the second post on this thread.
  10. HorribleGoat

    Optical Camouflage material research

    there is no final working simple solution provided. Only examples on how some of the tests worked out.
  11. Better late'o'clock than never I suppose. Today at 4AM I managed to submit my entry to the competition: the experimental Waltham Robotics DOGG-0 field support unit. Whopping 10 hours to spare! 😝 The unit was deemed too expensive for the Military to test so Waltham Robotics had to look elsewhere for testing partnership and they ended up collaborating with the AAN news service with exclusive documentary deal about the development and future of robotic all terrain field support units. WR provides the technology and technical support and AAN war reporters take the units out into difficult and dangerous parts of the world documenting the ups and downs of the little helper. The DOGG-0 unit is rather curios by nature and only time can tell how far the technology goes:
  12. HorribleGoat

    Fifty Shades Mod Set

    Not yet but perhaps later this year 😅 Great to have you back!
  13. Really digging the new look of the chaos mask! Fits on chaos turned factory worker as well as chaos veteran. The plasma looks great too, the sights look very fitting to it. You got any pic of how aiming looks like through them?
  14. Looks like we might not have seen the last of mr President yet. He just recently posted that they turned the ship mods private instead of deleting them and still stick to the story that they are original.
  15. HorribleGoat

    Optical Camouflage material research

    rvmat files are basically text files that are renamed as filename.rvmat instead of filename.txt You may need to turn off file extension hiding that is on by default in windows.
  16. Good to see you around Gnat!
  17. HorribleGoat

    Optical Camouflage material research

    Thats pretty cool indeed! From distance its probably impossible to see if it stays transparent like that and does not have any reflections that would give it away. Im myself still looking into how to best use the refraction shader as I like how it looks like the air simmering. I dont think that effect can be done with other shaders
  18. HorribleGoat

    Optical Camouflage material research

    @cervantes Looks like youve put some effort into this indeed. Do you have any pictures on how that material you set up looks like in game? I do wonder about your use of fresnel in the stage2 as that stage is supposed to take in a texture file. Are you sure what you put in it does anything?
  19. HorribleGoat

    Is it possible to make character fat?

    The vanilla characters however can not be edited so a completely new one would need to be made.
  20. HorribleGoat

    hiddenSelection textures help

    You would need to have another mesh slightly on top of the main mesh for that second "decal" texture.
  21. HorribleGoat

    Hiding parts of Vanilla Vests

  22. I would perhaps sort it with PMC on top as its the most latest guide. From experience people will just click on the first link which right now contains pretty much invalid way of setting up the tools. Also it might be good idea to separate A2 and A3 stuff to avoid confusion Lot of visitor 3 stuff there too which is also obsolete now.
  23. Blenders mirror tool does that. As in changes _l to _r.
  24. HorribleGoat

    ARMA 3 Addon Request Thread

    @outlaw4life "Porting" aka. ripping would be prohibited as it breaks IP ownership. You can likely find similar enough gear in other mods though. Take a look what Steam Workshop has to offer.