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liukang168

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Everything posted by liukang168

  1. liukang168

    Terminator Rising (WIP)

    Early wip of moto terminator by our member Mr.Renderwahn ...
  2. I moved all development over towards A3. Otherwise it would be the same programming for Windows XP.
  3. liukang168

    ARMA 3 is so poor

    Arma is a military simulation, not a game. here is what pcgamer says about it all: http://www.pcgamer.com/2013/03/06/arma-3-dubstep-video-we-apologize-in-advance/
  4. export lod3 of the example soldier (should have hands and a head) into 3ds max and then use it as a reference ...
  5. liukang168

    Zachs Full-on guide to Custom Weapons!

    Nice, work Mr. Infraction :)
  6. liukang168

    Terminator Rising (WIP)

    Golitah Tank *** (WIP): well its been posted on first page of this thread, but here is a oxygen picture of the HKA400 *** ... *** these 2 models were not created by us, they are free models available here: www.terminatorfiles.com We have permission by the author of the models to use them in our mod.
  7. liukang168

    Terminator Rising (WIP)

    Almost ... yes, we have the T-600 ready, but only a pre-pre alpha state of a rubber skinned version ... http://forums.bistudio.com/showthread.php?153116-Terminator-Rising-(WIP)&p=2373892&viewfull=1#post2373892
  8. liukang168

    Terminator Rising (WIP)

    Getting to the final model stage of the T-1 unit HIGH RES PICTURE
  9. liukang168

    Terminator Rising (WIP)

    U just cant enter. No entry point of the model. And as currently planed no Human control on Skynet side. Skynet is a computer. Maybe in the PvP version ... but that is all future ...
  10. liukang168

    Terminator Rising (WIP)

    We are far away from these kind of settings yet. But good point. Of course they should be not mountable, which can be easily done.
  11. liukang168

    Terminator Rising (WIP)

    Good question, as currently planed they will be "unmaned". Using game mechanics that control it without a passenger. They will basically act like vehicle.
  12. liukang168

    Terminator Rising (WIP)

    Another WIP of the T-1 ...
  13. Hi, first of all good work! Here I made an ammo clip for you, its a 30 bullet clip. : Though you need to add a p3d model of it later. If you want I can make the 13 or 10 bullet version too. add this paa file to @kriss/addons/kriss/data/ui http://terminatorrising.com/pics/m_30rnd_45_ca.paa then add this to your config.cfg: class CfgMagazines { class CA_Magazine; class krissm_45x30_30 : CA_Magazine { scope = 2; displayName = .45 Cal.; ammo = krissb_45x30; descriptionshort = "Caliber: .45<br />Rounds: 13<br />Used in: Kriss Vector"; count=30; initSpeed = 930; picture="\kriss\data\UI\m_30rnd_45_ca.paa"; tracersEvery=3; lastRoundsTracer=0; }; }; class CfgAmmo { /*extern*/ class default; /*extern*/ class BulletBase; class krissb_45x30: BulletBase { airfriction = -0.001425; caliber = 0.45; cost = 1; deflecting = 25; hit = 6; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; nvgonly = 1; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.05; typicalspeed = 300; class CamShakeFire { power=0; duration=0; frequency=0; distance=0; }; class CamShakePlayerFire { power=0; duration=0; frequency=0; distance=0; }; }; }; CHANGE: class CfgPatches { class kriss { requiredaddons[]= { "A3_Weapons_F" }; requiredversion=0.1; units[]={}; weapons[]= { "kriss" }; magazines[]= { "krissm_45x30_30" }; }; }; and in class CfgWeapons change to: magazines[]= { "krissm_45x30_30" }; ---------- Post added at 13:52 ---------- Previous post was at 13:46 ---------- It needs to be done in Oxygen2: Go to: Tools -> Mass Texture & Material Renaming: then click on the textures -> then rename from "e:\arma 3 editing\kriss\data\kriss_tex.paa" to "kriss\data\kriss_tex.paa" and do that for each of the textures ... sometimes the rvmat needs also to be redirected to proper path, I usually do it with notepad ... I advise you to put the "kriss" folder into the p: directly ... that way you allways make sure its wokring properly ... Optional: For more realism until they realease .45 cal shell sounds i rather use the 9mm version from A3: bullet1[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_01.wav", 0.1, 1, 15 }; bullet10[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_02.wav", 0.0099999998, 1, 15 }; bullet11[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_03.wav", 0.0099999998, 1, 15 }; bullet12[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_04.wav", 0.0099999998, 1, 15 }; bullet2[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_02.wav", 0.1, 1, 15 }; bullet3[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_03.wav", 0.177828, 1, 15 }; bullet4[]= { "A3\sounds_f\weapons\shells\9mm\metal_9mm_04.wav", 0.177828, 1, 15 }; bullet5[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_01.wav", 0.1, 1, 15 }; bullet6[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_02.wav", 0.1, 1, 15 }; bullet7[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_03.wav", 0.1, 1, 15 }; bullet8[]= { "A3\sounds_f\weapons\shells\9mm\dirt_9mm_04.wav", 0.1, 1, 15 }; bullet9[]= { "A3\sounds_f\weapons\shells\9mm\grass_9mm_01.wav", 0.0099999998, 1, 15 }; I dont know about the recoil yet. Maybe someone else from community can help you to get realistic recoil settings. P.S. This thread should be in the addons not complete section :=
  14. liukang168

    MBG Buildings 2

    Hi, is there a way to have the Antenna be in a set angle via init? OK, found it myself. Sorry for asking :) place this in the init of the radio antenna:
  15. liukang168

    Terminator Rising (WIP)

    Thanks for your positive feedback! We are growing, slowly but gowly. Are you refering to Xpetits unit? Yeah it wasnt 100% animated. But this is 2013 ... ;)
  16. Hi folks, in order to implement a custom air unit I require a model.cfg. Could some be so kind as to post a default model.cfg for these unit kinds? I am not able to generate one in oxygen or inherit it from the infantry or car model.cfg. THank you in advance.
  17. yeah it is, the problem was the folder declaration. before I had just sound/mysound_file ... forgot the mod subfolder. ;)
  18. liukang168

    T-800 glowing eye problem

    here is the rvmat that "marccom" used to make the eyes shine in the dark ... ambient[]={0.72599989,0,0,1}; diffuse[]={0.73700082,1.1995435e-008,0,1}; forcedDiffuse[]={0.80599874,0,0,0}; emmisive[]={0.65100002,0,0,1}; specular[]={0.99999899,0,0,0}; specularPower=49; nextPass="SKY_T800\data\flash-pass2.rvmat"; PixelShaderID="Normal"; VertexShaderID="Basic"; class Stage0 { texture="#(argb,8,8,3)color(1,1,1,1,CO)"; uvSource="tex"; Filter="Trilinear"; }; class Stage1 { texture="SKY_T800\data\BodyTex.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; Filter="Trilinear"; }; So I wonder if it is possible to alter this "shine" effect to work only within 5 meters of the model? ***edit*** Or is this simply a normal behaviour of a glowing/shining texture, which will always illuminate other surfaces?
  19. Hi folks, i got a little problem with the glowing eyes of the terminator. I ported marccoms t-800 to A3 and when in night time and being close to the unit the eyes glow in the dark. But some bugs occur, as the eyes make also other parts glow, as if they were in a spot light. IS there a way to alter this? Here some pics of my problem: and this is from 1st person view (hands anim need some tweaking (WIP)) this is how it should remain in any view ... Thank you for your time...
  20. liukang168

    Terminator Rising (WIP)

    My first try on making a texture onto the unit, sorry for the crappy outcome :) ...
  21. I used the old settings an changed the engine ones as gnat did ... just to see if it was this problem ... class Sounds { class Engine { sound[]= { "sound\A10AroundEngine", <................................. mymod\sound\xxx.wss !!!!!!!!!!!!!!!!!!!!!!! 2.2387211, 1.2, 700 }; frequency="1.0 min (rpm + 0.5)"; volume="engineOn*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[]= { "sound\A10AroundEngine", 2.2387211, 1.6, 700 }; frequency="1"; volume="engineOn*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[]= { "sound\PlaneAfterburner", 2.2387211, 1.1, 1800 }; frequency="1"; volume="engineOn*(thrust factor[0.5, 1.0])"; cone[]={3.1400001,3.9200001,2,0.5}; }; /*class WindNoiseOut { sound[]= { "ca\sounds\Air\AV8\ext\ext-jetair-wind1", 0.56234133, 1, 100 }; frequency="(0.1+(1.2*(speed factor[1, 150])))"; volume="(speed factor[1, 150])"; };*/ class EngineIn { sound[]= { "sound\A10BackEngine", 0.31622776, 1 }; frequency="1.0 min (rpm + 0.5)"; volume="(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[]= { "sound\A10BackEngine", 0.31622776, 1 }; frequency="1"; volume="(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[]= { "sound\PlaneAfterburner", 0.31622776, 1.1 }; frequency="1"; volume="(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; class WindNoiseIn { sound[]= { "sound\A10FrontEngine", 0.31622776, 1 }; frequency="(0.1+(1.2*(speed factor[1, 150])))"; volume="(1-camPos)*(speed factor[1, 150])"; }; }; ---------- Post added at 10:19 ---------- Previous post was at 10:17 ---------- oh, just saw that i didnt make the proper link to the file ... should be mymod\sound\xxxx.wss Yeah is working now ... ---------- Post added at 10:31 ---------- Previous post was at 10:19 ---------- class A10: Plane { simulation="airplane"; <---------- made it work for me ...
  22. +++update+++ This is how you get tracers to work in arma3: class class CfgAmmo { class default; class BulletBase; class my_ammo: BulletBase { hit=0; indirectHit=0; indirectHitRange=0; cartridge="my_cartride"; visibleFire=22; audibleFire=18; visibleFireTime=3; cost=1.2; airLock=1; typicalSpeed=795; caliber=0.80000001; model="\A3\Weapons_f\Data\bullettracer\tracer_red"; <--- can be tracer_yellow, tracer_white, tracer_green tracerScale=1; tracerStartTime=0.050000001; tracerEndTime=1; airFriction=-0.00095999998; class CamShakeFire { power=0; duration=0; frequency=0; distance=0; }; class CamShakePlayerFire { power=0; duration=0; frequency=0; distance=0; }; }; }; class CfgMagazines { class CA_Magazine; class my_catridge: CA_Magazine { scope = 2; displayName =whateverulike; ammo = my_ammo; count=150; initSpeed = 9000; picture="\A3\weapons_F\data\UI\m_30stanag_CA.paa"; tracersEvery=1; <---------- rate of tracers (here every shot) lastRoundsTracer=4; }; }; The new systems seems to work differently ... couldnt find any hint about tracers in the tutorials, yet.
  23. liukang168

    Tracer in arma3

    NP, thats what this forum is good for :)
  24. I tried using your code to make the engines use a custom wss sound file ... no success.
  25. liukang168

    Terminator Rising (WIP)

    Another making of .... this time HK A500 - Aerial Interceptor The reference image: The matchmaking ... 3D ... Pencil pusher ... My plan is to make this unit use VTOL Technic. A faster and more maneuverable unit then the HK A400 Aerial ...
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