dealman
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Everything posted by dealman
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UVW Unwraps from 3ds Max into O2?
dealman replied to dealman's topic in ARMA 2 & OA : MODELLING - (O2)
No matter how I export it the UV always ends up as a mess inside O2, the layout isn't like I had it when I rendered a BMP out of it. -
Sorry for the delay, I'll take a look at the Offroads later today, am going off to bed now. I also missed a texture for the Quadbike which I will add! Edit: Updated the first post with new content. Regarding the Offroads, I spent a few hours trying things but I can't seem to find a way to tell the Editor not to load the scripts that control the randomization on Offroads. The scripts are located in "\A3\soft_F\offroad\scripts\" and are called randomize.sqf and randomize_doors.sqf. If someone know of a way to tell the Editor not to randomize the textures - that would be greatly appreciated. The Offroads are still in the Config file but are for the moment commented out, I have not binarized this mod - so feel free to unpack the PBO and play around with it as your heart desire.
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I've always wanted to get into the ArmA Modding Community, but I'm not very good at programming so this is where I usually run into trouble - like I have now. I've made a simple concrete roadblock, nothing all too special just for practice to see what the ArmA pipeline is like. I've got everything done so far and all that remains is the config file, which I keep messing up. Currently I have this: I can successfully pack it with BinPBO without any errors, however the object doesn't show up in the Editor and I'm utterly, utterly confused. If anyone could give me a hand it would be greatly appreciated! I also tried to follow Mondkalb's Tutorial but I couldn't get that to work at all...
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Try to rename it. StratisLife.Stratis_.pbo should be StratisLife.Stratis.pbo
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3ds Max/Maya Animation Support for ArmA 3?
dealman replied to dealman's topic in ARMA 3 - MODELLING - (O2)
Oh my, hadn't seen that page 'till now - thank you! Time to do some homework (: -
3ds Max/Maya Animation Support for ArmA 3?
dealman replied to dealman's topic in ARMA 3 - MODELLING - (O2)
The Example Packs does not have any documentation, at least not that I can see. I can't see any FBX Example either :( -
ARMA 3 Addon Request Thread
dealman replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
ArmA 3 requires a Mod where it lets you trigger ragdoll mode by the click of a button. GTA IV had one - and it was tons of fun! -
How to update weapons to use modular attachments for Arma 3
dealman replied to AmericanFAC's topic in ARMA 3 - BETA DISCUSSION
Good job! Any chance you'll document this for newcomers to the modding scene, like me? (: -
A'ight so I reverted it, and now it looks like this - but I still don't see anything in the Editor. Neither the custom Class or the Object itself. Am I right that it should be under the Empty faction? class CfgPatches { class A3FE { units[] = {"Land_Cncr_Blk_1"}; weapons[] = {}; requiredAddons[] = {"A3_Data_F"}; requiredVersion = 0.100000; }; }; class CfgVehicleClasses { class A3FEVehicleClass { displayName = "A3FE Objects"; }; }; class CfgVehicles { class Wall_F; class Land_Cncr_Blk_1: Wall_F { mapSize = 3.0; _generalMacro = "Land_Cncr_Blk_1"; scope = 2; displayName = "$STR_A3FE_Cncr_Blk"; model = "\A3FE\Concrete_Block_1\Cncr_Blk_1.p3d"; vehicleClass = "A3FEVehicleClass"; destrType = "DestructNo"; }; };
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Thanks for the help guys, however I have still not been able to see it in the Editor. Currently this is what I have; I can't see the Vehicle Class "A3FE Objects" in the Editor. I don't know if I might have messed my folder structure up or something currently it looks like this: A3FE/Concrete_Block_1/<Model, Textures, Bisurf, Stringtable and RVMat here> Config file is located inside A3FE/ along with the PboPrefix.txt. Any ideas what I'm doing wrong? :(
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Concerns regarding ArmA III overall feel.
dealman replied to Lucso's topic in ARMA 3 - BETA DISCUSSION
Me too, I don't see why people have problems with this. Steam is an absolutely wonderful platform, it used to be a pain in the arse to use back in the day and barely ever worked - now however, I think it's one of the best things that have happened to the gaming industry. BIS made the right decision about making it Steam Exclusive, it will only do them good. :) -
Concerns regarding ArmA III overall feel.
dealman replied to Lucso's topic in ARMA 3 - BETA DISCUSSION
Thanks for letting me know that you meant ArmA 2 and not ArmA 2, almost got it wrong there! OT: ArmA 2 as-is lacks immersion, the modding community fixed this through the introduction of ACE which not only made it more realistic but also more fun, like the new wounding system it introduced. Things like that make the game immersive. ArmA 2 as-is has some of the worst weapon characteristics I've ever seen in any game, as bad as Planetside 2 if not even worse. No weapon felt like it had any recoil and the sound effects were just utter crap. Mods fixed this(JSRS = God). I'm fairly sure it will be the same for ArmA 3 even though they've improved a lot compared to ArmA 2, sound effects are for example much better but still rather lackluster. The only thing I think makes ArmA 3 arcadey is that some of the stances feel way too fast, like you move way too fast while in tactical/combat stance. It just doesn't feel good. As for weightlessness I asume you mean the vehicles and how they fly through the sky, this is typical ArmA 2 behaviour and most likely because they have not fully implemented PhysX for vehicles yet. It remains to see. If you thought ArmA 2 was realistic as-is and don't think ArmA 3 is, you must've been brainwashed or something - 'cause ArmA 3 is way ahead of ArmA 2 even while in Alpha. I can't wait to see what the Beta will be like. -
Soldiers Textures files.(request)
dealman replied to ramazoti's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Use Eliteness(From BIS Tools 2.5) to unpack the PBO files and then use TexView(Also in BIS Tools) to view the .PAA files. To use Eliteness: 1. Start Eliteness and make your way to C:/Program Files/Steam/Steamapps/Common/ArmA 3/Addons. (Program Files (x86) for 64-Bit Systems.) 2. Make sure you have the folder Addons highlighted. 3. In the small window to the lower left, you'll see the folder's content. 4. Right-click on, for example "weapons_f.pbo" and then click DePBO to unpack it. Note: You'll want to move the newly created folder out of the Addons folder or else ArmA 3 will crash when you try to start it. To use TexView: Simply drag and drop the files onto TexView. Conversion of textures is done like this; TGA <-> PAA Do take note that BIS have ArmA-Specific Filters inside TexView 2/Filters Edit: Also here's a nice Tutorial about Normal Mapping and Specular Mapping for ArmA. Should for the most part be the same with ArmA 3. -
I might look into this later, for now you should be able to just enter some Init code for each Unit to give them a specific loadout - just replace their weapon and ammo with M14/Tavor.
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Insurgency Structure Definitions
dealman posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hiya, Recently I've been working on porting Insurgency 1.50(Though with some changes) over to Invasion 1944 since I thought Neaville(Winter) is a map that would do well for Insurgency, even though the actual name "Insurgency" doesn't really make sense :P It has plenty of structures with interiors but I've come to a halt. Now, I know how to get the classnames for the structures I want, but when I look at where they are defined for the mission - it leaves me confused. For example part of the definitions look like this; ["Land_House_K_1_EP1",[1,2,3,4],"Land_House_L_4_EP1",[6],"Land_House_C_5_V3_EP1",[0,2,6],"Land_House_C_12_EP1",[5,6],"Land_House_K_3_EP1",[9,1,2,3,5]] I have absolutely no idea whatsoever what those numbers inside the arrays do. I'd love it if some smart individual with a kind soul out there could share some light regarding this as it would speed things up a whole lot! -
Believe I saw a Racing Mission over at Armaholic for ArmA 3 Alpha. Could always ask the author for permission to edit it to your liking (: Edit: If anyone creates a Racing Mission with my mod I'd love if you could link it in this thread - would love to try it out!
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Does anyone have any idea why Diamond-shaped Ironsights even exist? I mean, compared to the good old circular-shaped ironsight what benefits does it have? I personally despise the diamond-shaped ironsight, not only does it feel impractical - it looks absolutely horrific! It feels like it heavily limits my field of view compared to a circular ironsight. For example; You can see that the Diamond-shaped one is slightly more zoomed in, but not by a whole lot. But it's also much more obstructed which to me kind of makes it useless. I personally sincerely hope Bohemia refrains from this and stick with the current kinds of ironsights. It makes ArmA 3 feel too much like Ghost Recon: Future Soldier rather than ArmA. But that's my opinion. What are your thoughts?
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Try using the ArmA 3 Feedback Tracker :)
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Crash to desktop, graphical artifacts
dealman replied to jaysmizzle's topic in ARMA 3 - TROUBLESHOOTING
Download eVGA Precision and enable the Overlay. Make sure you have the GPU Temperature selected to be displayed in the On-Screen Display. Monitor your temperature while playing to rule out any potential overheating. I too used to get graphical artifacts in games on my old graphics card and it turned out the VRAM was bad so I had to get it replaced. You could also download FurMark and give that a go, it's great for finding artifacts and will stress test your GPU while at it. But wait, there's more - it will also serve you as an Acid Trip Simulator. -
I feel the exact opposite, I feel that it limits me instead. Guess it's just a matter of preference... Shame they whacked that Ironsight onto the TRG of all guns :(
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[Feature] Stance Indicator
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ArmA 3 - Alpha Bug Report #1 by KillerGoneGamer
dealman replied to KillerGoneGamer's topic in ARMA 3 - TROUBLESHOOTING
I'm fairly sure that there will be a fairly detailed Changelog for every patch if they want the community to continue providing good and accurate feedback. Most bugs I've found so far have been some animation issues as well. Also the sound effects for cars aren't working all too well. For example, get in the Civilian Pickup and go reverse. You'll be deaf. -
What mod's/missions do you want to see in ArmA 3 Alpha?
dealman replied to Westonsammy's topic in ARMA 3 - BETA DISCUSSION
Insurgency is probably the mission I've enjoyed the most, so am hoping to see one made for ArmA 3 sometime after release! C: -
I've finally taken the time to make myself a new G3A3 Rifle since the one in ACE looked and felt quite horrible(Looks and sound, no offence to the author(s)). Am hoping for some kind of Documentation or whatnot on how to implement weapons - what's new and different from ArmA 2 for firearms and attachments for firearms.