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Everything posted by liukang168
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Help with gatling gun
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks! -
Arma 3 weapons config guidelines
liukang168 replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Which lod do I place the new proxies? Visual lods and memory? -
Thanks your hint made me find the proper usage.
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AI unmaned units e.g. Drones, Robots, etc.
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
content moved to first page. -
Nordkindchens Sammelsurium
liukang168 replied to NordKindchen's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
http://browser.six-projects.net/cfg_weapons/classlist?utf8=%E2%9C%93&version=68&commit=Change&options%5Bgroup_by%5D=weap_type&options%5Bcustom_type%5D=Vehicle&options%5Bfaction%5D= This site is good when you need to know classnames and more and this is the ABSOLUTE BEGINNER guide to making models: Dunno if you have it already up there: http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm -
Need model.cfg for planes and helicopters.
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks Gnat! -
AI unmaned units e.g. Drones, Robots, etc.
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I did this with another flight unit. If you shoot it down the logic still tries, as mentioned above to use the parachute. (could blame it is the blackbox) -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
its also an alpha forum ;) -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Its seem like the skin attaches automaticly to the section that refers to lower arm, hand, fingers. e.g. forearmroll and hand ... Is there anyway to make the model not use the skinning? -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
I am building a custom unit that doesnt require the regular hands or the head. So is there a way to hide the hand skinning? For the head it was neough to remove the bysta proxy. P.S. Stalker your message box is full :) -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
One quick one: Which proxy is responsible for the hand skin? bysta is for the head. -
AI unmaned units e.g. Drones, Robots, etc.
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ok here is a sneak preview of the unit I am building for our Arma3 Mod: Skynet ... HK Aerial Drone: http://www.elithor.com/pics/sky_drone.jpg Its supposed to be a litle annyoing flying unit. With minor weapons ... -
AI unmaned units e.g. Drones, Robots, etc.
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi all, thanks for the massive feedback. I would like to simulate a computer controlled robot unit, which is not to be controled by a human. But the idea of a remote brings other stuff to my mind. A terminal to be captured in order to control an enemy robot unit or somehting. Thanks again everyone. -
AI unmaned units e.g. Drones, Robots, etc.
liukang168 replied to liukang168's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cheers Max. So the "steering" unit has to have no view - pilot lod? For example if I create a flying "robot" that will be smaller then the regular passenger. Thanks for the hint. -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Allright upgrade to 3ds 2013. No more problems ... -
Yeah, i ported bewf to iron front. Lots of copy pasting. Units, gear, groups, buildings...to much
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ArmA2 Modding Toolbox for 3ds max V1.1
liukang168 replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
OK I upgrade to 3D max 2013, no more problems. -
Its not so easy. You need to rewrite the hole units table, for each unit that is in the mod and each side.
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Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Problem is that when I export with 3d Max 9 (not 2009) the obj file couldnt be read allwys get an error. Or could you tell me the right settings? Group and Materials? All to default, Object or material? Use Material yes/no Create material library yes /no Germetry : Rotate model? Face? Texture coordinates? Normals? Smooth groups? Vertice scale (ammount) File #of digits Compress number y/n relative vertex number y/n Anyone could give answr this? ---------- Post added at 01:56 ---------- Previous post was at 01:29 ---------- Well, now after fideling around with the "Unofficial Arma2 Modding Tools" i was able to export it in a better version. Resetting the pivots did its job. Though one object is still mia. Guess I should play more around instead of buggering the community. :) Could it be that bulldozer sometimes doesnt show all objects of a model? -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
Everytime I import, lots of objects are not on the position they supposed to be is there a trick in it? here a picture: (@Max Power: model is a free licence for non commercial use) -
Arma3 Characters Modding Tutorial
liukang168 replied to Vespa's topic in ARMA 3 - BI TOOLS - GENERAL
In the tutorial is the following: How does this actually work? How do I use this script? I installed it using the video. But: 1. Run macro 2. create custom Toolbar. Now which is the right name for action to link it to my custom tool bar (e.g. arma2) Is it Visual MAXScript editor? And then a nice tutorial how to use the script itself. -
Hello, One of my model lods seem to cause a problem. A shadow is seen that appears to be from one of the proxies. How can I fix this? There are shadoes in triangles ´...
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Its not the shadow10 lod. Here is another example where it goes wrong: http://www.elithor.com/pics/edit6.jpg (144 kB)
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Went off topic.
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My new model is falling into the ground as sound as it touched solid surface. When I place the unit into water it is fine, as long as it doesn't touch the ground. Any clue what the cause is? I created the unit from scratch, defined all lods, defined all body parts etc. lod1 - model with definitions View Pilot Shadow Volume Geometry LandContact (its empty) Hit-points and Fire Geometry. The model is larger then a regular human, could this be the cause?