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Posts posted by Heinrich Kramer
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The Shadows in game are usually cast by a separate lod, the Shadow lod.
first, disable all the shadowcasting on all lods by adding a named property named LodNoShadow with the value 1
now create a shadowlod where you remodel your weapon, but use as less polygons as possible, and make sure they are all Tris (triangulate them) and simply don't model the Halos, therefor, they won't cast any shadows.
and make sure, that the shadowlod is a bit smaller than the weapon, so it doesn't cast accidentally any shadow on it.
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Since the Lifter is already a Module, why not make the fastroping a module too?
that way people can choose wich one mission makers want to use, and the few megabytes extra in filesize should not be a problem.
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it's le garcon, since garcon is male and as NeMeSiS stated, it doesn't have a vowel or an H as first letter
I remember from schooldays that their male & female cases are all over the place, coming from a german background that is.they are mostly (but not all) the same, but french has one case less than german.
best example would be the car
La voiture in french, in that case female.
Das Auto in German, wich makes it neuter, a case french doesn't have, wich is the main reason why most french people have difficulties with german cases, even though they don't have problems with the vocabulary.
My cousin called it "Die Auto" for 5 years, in example.
then some words are inverted
le soleil = Die Sonne (the sun). Male in french, female in german
La Lune = Der Mond (the moon). Female in french, male in german.
Etc.
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is this out yet? is it a mod that i can downlode and use or a tool for modders? if it is a mod then where can i get it?WIP means work in progress.
the mod is done when it's done and will be released on it's release date.
Spamming the threads to ask when the mod will come out is a rule violation :)
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If you mean in the editor, don't forget that negative elevations are ignored.no, theyre not.
they proceed until they find the end of the terrain height, so, negative elevations are only possible under water
Correction: it seems like they are ignored for gamelogics
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could it work if you set the structure 20 cm deeper into the ground?
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I dont know if this has been mentioned yet but I get two errors while extracting them. This happened with both the torrent and another mirror that was broken into 3 parts. Just thpught Id let you know in case this isnt just isolated to me.crc failed in @a3mp\addons\a3mp_tree_data.pbo is broken
data error in @a3mp\addons\a3mp\a3mp_roads2_data.pbo is broken
put all three parts in one folder
only open and extract part1
the other 2 will be extracted automatically.
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@Alduric hi , very nice mod very complete , but about the humvee , if you took it from the standalone , you should know that the recent hmvw mod that came out of the humvee is so fragile , one little fence breaks it , and the driving is not fluid...Judging the quality of the A3MP i am not too concerned about that.
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.............. no questions more ^^ realy the optics are good ? then i have other gunnersight in the game ..... i have elevation and a single gross not more - thats good sure ?????????????????????????????????????you need to zoom in with the plus or minus buttons on your numpad.
also.. Satzzeichen sind keine Rudeltiere
("quotation marks don't travel in packs")
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Wrong object? Do I need to copypaste it to the other layer? Because if I just shift-click it, it might just be the same object?i am a bit confused as of what exactly you are doing.
The Layers in Blender are not like Oxygen-Lods, they are just another empty layer to put objects in it.
to create a second lod you need to copy your object/s with shift+d and then move the copy to the second layer (or leave it in the first one, wich i do not recomment at all).
there you can then edit the distancelod settings an on export the two objects will then be in 2 different lods.
by just moving the object without making a copy of it, you just move the one object from layer 1 to layer 2, leaving layer one empty.
activating a layer in editmode displays the activated layer as well as the layer where the object in edit mode is stored, perhaps that was the confusing part, make sure you are in object mode to move objects on different layers or simply to navigate through them.
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Linked Pic with a too big resolution to embed
Looks pretty similar to me...
perhaps not exactly, but still..
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Great news, thank you :)
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@Oktabyr: the mod also contains objects for the ropes, so an addon version is required be it with or without editor module
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Some beginner tips:Your mission exists on your computer in a file, located in your Documents directory. There may be more than one, similarly named, files. Your mission is in one of these.
Once you locate your mission, you will see all it contains is a file called "mission.sqm". This contains everything you did in the editor. This is where you should put any scripts you download, in your mission folder.
You will want to make two new files, called "Description.ext" and "init.cfg". These get executed when your mission starts and you should familiarise yourself with "Description.ext" (https://community.bistudio.com/wiki/Description.ext) especially.
"init.cfg" is commonly used to load scripts and will probably be mentioned in the installation instructions of the two scripts you linked.
You may not need to make "Description.ext" or "init.cfg" to use the scripts on Armaholic. It depends. But it's good to know these things.
If you have questions about the specific wording on the installation and what it means/where it goes; first think about it, then ask here.
"init.sqf", not "init.cfg" :)
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You made a great mod, thank you for that and for your time.
Have a good time whatever is coming next
MfG SYSTEM
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if statements can be nested
if (a) then {b} else {if © then {d} else { if (f) then {g} };};};};}; etc
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this setObjectTexture [0, "tester5.jpg"]; this setObjectTexture [1,"tester2.jpg"] etc.
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I Really like it
looks beautyful in a thunderstorm, too
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@Helijunkie: that dude is just some troll trying to demotivate you, don't let him startle you
i really like your work so far, so keep it up, i am really looking forward to it.
German comment:
Solche Vögel muss man leider ertragen können.
/German comment
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i saw it happen in the btc revive and even in vanilla too, therefor i assumed it to be an arma 3 bug.
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yup a typo
change "SerVariable" to "SetVariable"
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one of them changes the names from bohemias fantasynames to the original names of the vehicles
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I know this doesn't help at all, but here it is: Don't expect realistic outcomes from unrealistic actions. Tell me the last time you jumped from behind the wheel into the back seat, just to see how fast your car would come to a stop (And pics or it didn't happen), and then and only then will your argument hold water. It's like that dude dropping an APC from a thousand feet and bitching about it not exploding.Who knows, maybe in 2035, armies started requiring dead-man switches in their MRAPS.
i liked the arma 2 variant, where they sped up when the driver was shot.
hat some incredibly funny coop moments when this happened :D
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Not sure if anyone else has this problem but on respawn I lose my primary weapon and am left with a sidearmSorry for stating the obvious if someone else has mentioned!
Great work though, really loving this
this is an arma 3 bug wich has nothing to do with the XMedSys.
Is is possible to make an object NOT cast a shadow on itself
in ARMA 3 - MODELLING - (O2)
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nevermind i just linked you to your own guide. where you explained all that...