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SpaceNavy

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Everything posted by SpaceNavy

  1. So I have a textured model of a unit with all the gear also modeled and textured (helmet, backpack, vest, etc). I barely comprehend what I am doing here so I'm sure there are tons of things I'm missing out on, but do I really need to create and whole new model.cfg and config.cpp to add on to this unit (except for editing the name and side and so forth)? Is there anything stopping me from borrowing another model.cfg and config.cpp and just editing that for my character? The same question goes for weapons as well. There is nothing crazy out of the ordinary about these models, and they behave the way any other weapon or unit would in-game.
  2. SpaceNavy

    ARMA3 Naval Question

    Like I said before, this is entire possible as it has already been done in ArmA 2. So there is very little stopping the creators from porting over or recreating what they did. Gnat's frigate pack had a few drivable ships that I believe you could walk around when stationary and also had guns/missile launchers for ship-to-ship combat. And JDog's USS Nimitz was stationary but had fully functional catapult launchers and tailhook cables. Your knowledge would be very useful to the un-informed modder! I actually have a question for him now that I think about it.. so I'll throw him a message and see if he has anything planned as well.
  3. SpaceNavy

    Space Map

    Aw the geometry limit is 64m? :< I could've sworn the Nimitz ship addon in ArmA 2 was larger than 50m. Does anyone know about that? So disappointed by that.. Still, can't wait to see the ships ported over!
  4. Yup in the first picture of the trigger, instead of "Detected by" but "present" instead. That should fix your problem. :)
  5. I don't need a tutorial for modelling. I need a tutorial for assigned LODs and named selections in Oxygen2 and writing out config files and whatever else you have to do. If I wanted to learn how to model I would go to one of the many, many, many resources available.
  6. SpaceNavy

    Space Map

    Awesome. Oh, if you port over the Vipers and the Raiders, please fix the flight models. They like to sway side to side nonstop making it impossible to fly straight. And they stall out quite easily.
  7. Very simple. Place a trigger to detect that BLUFOR are present. Then have the flying helicopter waypoint MOVE just a little bit away from its spawn then another MOVE to your base. Then sync the trigger and the second MOVE command together and you are done.
  8. Get out of my head! GET OUT OF MY HEAD!!
  9. Yes I have plently of ideas on paper that are just waiting to jump right into the game. I have many, many months of free time until college starts to work on whatever it is I want to and I have the software and knowledge for modelling to do so as well. I would believe I am intellectually capable of learning the processes, I just need the textbook to guide me along if you get what I am trying to say. Haha, I don't doubt it. But what is stopping us from changing that? Imagine the increased about of quality content that would be available straight from the launch of A3 if we could educate the newer community! I would be interested in seeing these threads. What exactly should I be searching for? Would you know?
  10. I actually have both of those bookmarked, so its not like I have never seen them before and I never said that in my original post. I know that ArmA 3 is extremely new, but even I know that the most of the basics have transferred over from previous games. But these games and the modding community has been active for more than 10 whole years. What I'm saying is, the learning curve of modding for ArmA is so incredibly steep that it is scaring people away. I don't want to give up on this but like I said, the lack of documentation just makes it too difficult. What "tutorials" we have are very vague to people, like me, who don't understand as much as the veterans. What happens when this generation of experienced modders goes away and there is a scarcity because they didn't teach the newer members? I will say that the Biki is the greatest source of information I have come across so far, but the search engine is pretty wacky. Especially when you don't know what to look for. I remember some devs saying that they will release some more information on modding for ArmA 3. Much like what Vespa has put out about modding characters. But in this tutorial, he mentions that making A3 characters can be done the "traditional" way. I have never found a tutorial about making characters before. So how am I supposed to use this information? You might not understand how frustrating this is since you have been around since 2003 and it is most likely much easier for you.
  11. SpaceNavy

    ARMA3 Naval Question

    Such a project would be a good opportunity to get new modders the chance to work with experienced modders to involved and experienced with ArmA modding. God knows I could use it.. If someone decides to take this route PLEASE I beg of you, let me know.
  12. SpaceNavy

    Bearing indicator?

    I think the compass should be enlargened so we can see the bearings on the compass easier. Even with my hawk eyes I can only barely see the numbers. Using bearings instead of cardinal direction is much better in my opinion because it gives a more detailed direction and it is about the same about of time to say "Enemy infantry, bearing ZERO-SEVEN-EIGHT, 600 meters" instead of "Enemy infanty, North East, 600 meters". It is especially useful if you have a mouse with side buttons, because I bound my compass key to one of those buttons so I can bring my compass and get directions and bearings very easily. I can't speak from experience but I would definitely think the real military would use compass bearings to point out enemy locations. Unless you are short on time and need to react quickly, then I would think cardinal direction would be used.
  13. Thanks InstaGoat! Great find! Also, any modders who have managed to get things working in game should help the community out by releasing some tutorials of any kind. We would really appreciate it!
  14. SpaceNavy

    ARMA3 Naval Question

    You and me, my friend, are both hoping for this. Gnat made a naval frigate pack for ArmA 2 back when water was very bland and not as useful. Addon makers are always coming up with neat new stuff. I don't doubt that someone will attempt this mod. I would gladly help if someone did decide to take it up. Naval mounted gun-fired or missile/rocket-fired artillery would be awesomeee! Plus the possibility of ship-to-ship combat and submarine torpedoes (if possible) and even aircraft carriers! Aircraft carriers were also in ArmA 2 and worked quite well. They might even be able to move with people walking around on top if PhysX will allow it! Only time will tell though. It has only been 2 days but this is very exciting to think about. Extra question: While I'm on the subject of biggg mods/addons.. does anyone know the max object size for A3 yet? In ArmA 2 it was like 200m x 200m x 200m or something along the lines of that, am i correct?
  15. SpaceNavy

    Helmet Addons

    Someone is busy at work based on that picture :> Looks nice.
  16. SpaceNavy

    Re-spawn with weapons

    In the missions description.ext: respawn= 3; respawnDelay= XX; (amount of seconds you want instead of XX) then make a marker where you want to respawn named "respawn_west" for BLUFOR, and "respawn_east" for OPFOR.
  17. This is probably a very obvious question but I'd like to hear what people have to say. What are the pros/cons to hosting from a dedicated server rather than just hosting it from your client?
  18. Will the LODs still be in Czech? :<
  19. Oh wow, thats exciting. Again, I'm not very ArmA mod savvy, but don't you have to set up the "things" that define geometry and what bullets can penetrate and different levels of detail at distances, and what is viewable from different postitions (pilot, cargo, etc) and the many others which I cannot remember? Hopefully I explained that enough so you know what I'm talking about.. I thought they were called LODs.
  20. If you read my post further you would see that I do use Blender. But even then you still have to import it into Oxygen to set up the LODs. Thats when I just want to rip my ears off because I have no clue what to do.
  21. SpaceNavy

    ARMA 3 Alpha - Java Virtual Machine

    All this coding talk is very alien to me. Could anyone explain or summarize what Java implementation will or could be used for in ArmA3?
  22. I really don't know much at all about Oxygen.. I attempted to tinker with it while watching some tutorial videos by Gnat. But even with the videos the entire process seems incredibly difficult. Especially with the lack of documentation or information that is severely outdated. I can't even count the amount of times I've asked for help only to be redirected some extremely old posts dating back to OFP days. I feel if the modding community is to grow, in-depth tutorials and videos need to be created for us newbies. We really want to contribute but like InstaGoat has said it is really difficult. I'd especially like to see more implementation for the free software, Blender. Based on what the devs have said in this thread, I'm hopeful that we will get the help that we need, but only time will tell.
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