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Johno89

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Everything posted by Johno89

  1. Johno89

    Advice on texturing

    Delta, I tried to fix the shadow problem but couldn't. So i decided to give it a rest whilst I updated a clone armor set I had made. I am currently trying to get this into Object builder but even at the import stage am running into difficulties (lol). In max I triangulated the armor mesh set, then exported it as a .3ds (which keeps the smoothing groups). However when I import into object builder the following happens: - For no apparent reason the model is moved along the x axis and few grid spaces and no longer centered. - The model seems to be inverted as well. Not the faces of the polygons, but the actual model components themselves. If you look on the picture, you can see the buttons on the arm and two notches on the chest appearing on the RIGHT of the model. Well when i import the .3ds into object they appear on the LEFT :S Apologies in advance if this has taken the thread of topic. But I would like to get the model functional in Arma before texturing it.
  2. Johno89

    Advice on texturing

    Apollo, I tried your suggestion in reducing the shadow lod model by 50%, it sat within the res model completely. When i tested this in arma the shadow problem still persisted only on a smaller level. However, as you still have the problem with the shadows, it's perhaps worth questioning how you know that the shadow lod is completely contained within LOD1? In 3ds max (which i am more fluent in) i reduced the shadow lod models size whilst the res 1 model was within the scene. I could see that nothing was clipping through the res model and that both models have the same orientation in world space. Also in object builder, i have view background lod on, so i could see the yellow outline of the res model whilst working in the shadow lod. It wasn't clipping through there either. Delta, Ill be sure to update the smdi to make the visor more reflective and update the paint to have the same glossiness as the white armor. Btw thanks for the help guys, much appreciated!
  3. Johno89

    Advice on texturing

    Delta, Yes can confirm my shadow lod is closed, no open edges, triangulated (which doesnt cause it to clip through the res lod), has hard edges and no texture. When i select the model in object buider, i click 'structure - topology - find non closed' and nothing is highlighted. Here is my _as texture;
  4. Johno89

    Advice on texturing

    Apollo / Monkey, Yes I have autocenter = 0 in the geometry LOD already assigned. I also have view background LOD turned on aswell. Regarding the shadow LOD, I adjusted the model for this in 3ds max. I can confirm that no vertex/normal/edge of the shadow model is falling outside the volume of the resolution LOD model. Ive also made sure the shadow model is convex, is triangulated and has sharp edges (not smooth) in object builder. It currently sits at 1,756 polys (is this ok?). You mentioned inverting the faces of the shadow model, i currently have them pointing outwards, Should they be pointing inwards?
  5. Johno89

    Advice on texturing

    Apollo, I already have "lodnoshadow = 1" assigned to my visual lods in object builder. However I notice that you have written yours in title case, does this make a difference? Also I turned off shadows in game and the problem disappeared (although my model appeared somewhat brighter). Here is my rvmat file which I've copied from the Imperial Assault mod (couldn't find any .rvmat files in the bi sample directory and i didn't know how to write one). The settings are from what they did on the mod, the only difference being that I adjusted the file directories to the textures. Also, could you shed light on why I had to omit the _as texture as it was painting my model black? class StageTI { texture=""; }; ambient[]={0.89999998,0.89999998,0.89999998,0.89999998}; diffuse[]={0.89999998,0.89999998,0.89999998,0.89999998}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.89999998,0.89999998,0.89999998,0.89999998}; specularPower=40; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="\clone_helmet_p1\data\ct_helmet_p1_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage5 { texture="\clone_helmet_p1\data\ct_helmet_p1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.3,7)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage7 { texture="a3\data_f\env_land_ca.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; };
  6. Johno89

    Advice on texturing

    You were both right about my shadow lod. Although I had decreased its size to be smaller than lod 1 it was still clipping through. I've updated this but the shadow problem still persists. So its the .rvmat or smdi that's causing the problem? Both are my weak points as I have no idea what I'm doing with them. To make my smdi i followed this; Which ended up looking like this once I had exported it as .tga and then saved as .paa;
  7. Johno89

    Advice on texturing

    Ok Delta, so I've tried to do what you described and applied it to the phase 1 helmet. Its sort of worked, looks much better than what i originally did. Here is my _co texture; However, when I tested this along with the other textures in Arma the model has some weird shading going on. I also had to omit the _as texture from the rvmat file as it painted the model mostly black. Here is what it looks like in Arma; The shadows seem really weird, they don't fall on the model naturally. Also, not sure if you can tell but the back of the model seems to be always shaded whilst the front isn't.
  8. Johno89

    Advice on texturing

    Wow, thanks for the tips Delta Hawk. I'll get on this right now and see where I end up. Not sure how long it'll take but ill be sure to update the thread with my progress. Thanks for the help guys!
  9. Johno89

    Advice on texturing

    Im currently using photoshop to produce my textures. Warlord, when you say diffuse map do you mean the _co texture? Apollo, thanks for the suggestion. Does learning substance painter take a lot of time?
  10. Hi guys, I'm trying to add a custom faction to Arma 3. This is the Republic from Star Wars and (for now) will include a Clone trooper. Using PBO project (I think) Ive removed all errors from my config files. However when I click crunch, I receive an error stating Arma 3 has stopped working. This happens when bis binarise tries to pack my P3D files for the clone trooper. It fails to do this, then moves onto my other folders and packs them successfully. Here is the error reporting; When I look A3's directory. I can see that two out of the 3 PBO's appear correct. However, instead of seeing 'SWCA_Characters' PBO. I see 'Clonetrooper' PBO which is a folder within SWCA_Characters. I am a noob at this, but If anyone could enlighten me on what to do I'd appreciate this. Thanks.
  11. Wow did not expect such thievery could take place. But when I said 'dedicated team' I meant reforming your old Imperial Assault team, not working with Opposition. This SW Opposition however, despite being grossly illegal for a number of reasons shows that modifying a game with the SW IP can take place without a C&D from Disney. You could re-band together and finish BushLurkers map.
  12. Not that I want this to derail this discussion from paying tribute to Bushlurker. But I've seen a SW mod on Youtube called Star Wars Opposition. It looks to be made by the Russian community, and contains SW maps, vehicles from both OT & PT as well as characters. E.g. Republic/CIS/Empire/Rebellion. I'm not sure how long they've been going but its pretty impressive, they don't seem to have been bothered by Disney. Could you not start up Imperial Assault again and truly pay tribute to Bush by completing his map with a fully dedicated team behind you?
  13. Thanks for the replys guys, since my last message I've managed to pack my helmet and armour seperately. They appear in-game and fit the arma man (need tweaking) but its a good start. I forgot to triangulate my armor, hence why it looks abit crap. Obj doesnt like smoothing groups?
  14. Hi all, As a personal project I am trying to add a clone trooper to A3. I've modeled the armor, helmet, black under suit & carbine in 3ds max. Then imported these into OB (faces are triangulated). Using the A3 example models/configs, I have a vague understanding of what to do (named selections, geometry etc). But its all a bit too much to take in, leaving me very confused about how to progress. I've searched online but can't find a tutorial which deals with adding a character from scratch, start to finish. Any help would be appreciated.
  15. I made them all myself in 3ds Max. Then imported them into Object Builder. I would show you pictures but I'm unsure how to do this. The P3D files include: Clone_armor Clone_Csuit Clone_Helmet
  16. Yeah Sure. To give you a little more info, using PBO manager I extracted the PBO's from the cancelled Star Wars Imperial Assault. This was to gain an insight into how to structure the files and to write the configs. I know this may be frowned upon, but I'm just using their work as a template on how to do things (I havn't and won't try to unbinarize their p3d files). Anywho, here is my config for the clone trooper: class CfgPatches {; class SWCA_Characters_Clonetrooper { units[] = {"Clonetrooper"}; weapons[] = {"Clone_helmet", "Clone_armor", "Clone_comsuit"}; requiredVersion = 0.100000; requiredAddons[] = {}; }; }; class cfgWeapons { /*extern*/ class ItemCore; /*extern*/ class InventoryItem_Base_F; /*extern*/ class HeadgearItem; /*extern*/ class Vest_NoCamo_Base; /*extern*/ class VestItem; /*extern*/ class UniformItem; /*extern*/ class Uniform_Base; class Clone_helmet: ItemCore { scope = 2; author = "John"; weaponPoolAvailable = 1; displayName = "Clonetrooper Helmet"; picture = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\dta\ui\icon_Clonehelmet_ca"; model = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_helmet.p3d"; class ItemInfo: HeadgearItem { mass = 100; uniformModel = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_helmet"; modelSides[] = {3, 1}; armor = "3*0.5"; passThrough = 0.800000; }; }; class Clone_armor: Vest_NoCamo_Base { scope = 2; author = "John"; displayName = "Clonetrooper Armor"; picture = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\dta\ui\icon_Clonearmor_ca.paa"; model = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_armor"; class ItemInfo: VestItem { uniformModel = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\Clone_armor"; containerClass = "Supply180"; mass = 60; armor = "5*0.6"; passThrough = 0.700000; }; }; class Clone_comsuit: Uniform_Base { scope = 2; author = "John"; displayName = "Clonetrooper Compression Suit"; picture = "\@Star Wars - Clone Assault\SWCA_Characters\CloneTrooper\dta\ui\icon_Clonecomsuit_ca.paa"; model = "E:\Program Files (x86)\Steam\steamapps\common\Arma 3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Clonetrooper"; containerClass = "Supply10"; mass = 60; }; }; }; class CfgVehicles { /*extern*/ class O_Soldier_base_F; class Clonetrooper: O_Soldier_base_F { scope = 2; faction = "Republic"; author = "John"; vehicleClass = "Men"; model = "\@Star Wars - Clone Assault\SWCA_Characters\Clonetrooper\Clone_Csuit"; displayName = "Clonetrooper"; identityTypes[] = {"CC-2224"}; uniformClass = "Clone_comsuit"; linkeditems[] = {"Clone_armor", "Clone_helmet", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnlinkeditems[] = {"Clone_armor", "Clone_helmet", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //weapons = {"BH_E11BlasterRifle_Scoped", "BH_SE14r_Scoped", "Throw", "Put"}; //respawnWeapons = {"BH_E11BlasterRifle_Scoped", "BH_SE14r_Scoped", "Throw", "Put"}; //magazines = {"BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_SE14r_Mag", "BH_SE14r_Mag", "BH_BCCK_ThermalD"}; //respawnMagazines = {"BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_E11BlasterRifle_Mag", "BH_SE14r_Mag", "BH_SE14r_Mag", "BH_BCCK_ThermalD"}; cost = 600000; genericNames = "NATOMen"; }; }; class cfgMods { author = ""; timepacked = ""; }; Like I say I am a noob at this, there is ALOT I don't know.
  17. So I need another config at the root of SWCA_Characters? What would this detail as I have defined the clone trooper already.
  18. Ah that's a shame, thanks for replying.
  19. Is this a single player scenario?
  20. Hi, I'm trying to finalize a more realistic landing gear hatch animation for my attack helicopter. Currently, (with rotation only) when in the open state it clips through the main body slightly. To correct this I applied a two stage animation where the hatch translates downwards first then rotates. In bulldozer the animation works fine, but I can only make it work when the hatch begins in the closed state. If I try the animation with the hatch starting in the open state, it behaves erratically. I've attached my model.cfg. If requested i can provide a video to better explain my problem. Thanks in advance for your help and time in this matter. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class project_Heli_01_skeleton: Default { skeletonInherit=""; isDiscrete=0; skeletonBones[]= { //front left gear "fl_gear_h1","" }; }; }; class Translation; class Rotation; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class project_Heli_01: Default { skeletonName="project_Heli_01_skeleton"; sectionsInherit=""; sections[]= { }; class Animations { //front left gear class fl_gear_h1_1pass { type="translation"; initPhase=1; source = "altsurface"; sourceAddress = "clamp"; selection="fl_gear_h1"; begin="fl_h1_Start"; end="fl_h1_End"; memory=1; minValue=0; maxValue=1; offset0=0; offset1=0.23; }; class fl_gear_h1_2pass: fl_gear_h1_1pass { type="rotation"; source="altsurface"; selection="fl_gear_h1"; axis="fl_gear_h1_axis"; memory=1; minValue=1; maxValue=2; angle0=0; angle1=1.8; }; }; }; };
  21. Hi, I am trying to get my WIP attack helicopter into Arma via the AddonBuilder. My model.cfg seems fine, however I have problems with the config.cpp. I've been trying to get it to work by editing the file based upon its error logs everytime I use the Addonbuilder. As far as i can tell there is only 1 problem left but im stumped on how to rectify it. Here is my model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class heli_skeleton: Default { skeletonInherit=""; isDiscrete=0; skeletonBones[]= { //rotors "velka vrtule","", "mala vrtule","", //doors "door_1","", "door_2","", //weapon bay "l_holdster","", "r_holdster","", //front left gear "fl_gear_a","", "fl_gear_w","fl_gear_a", "fl_gear_a","", "fl_gear_b","fl_gear_a", "fl_gear_b","", "fl_gear_c","fl_gear_b", "fl_gear_h1","", //front right gear "fr_gear_a","", "fr_gear_w","fr_gear_a", "fr_gear_a","", "fr_gear_b","fr_gear_a", "fr_gear_b","", "fr_gear_c","fr_gear_b", "fr_gear_h1","", //rear gear "r_gear","", "r_gear_h1","", "r_gear_h2","" }; }; }; class Translation; class Rotation; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class heli: Default { skeletonName="heli_skeleton"; sectionsInherit=""; sections[]= { }; class Animations { //rotors class HRotor { type="rotationY"; source="rotorH"; selection="velka vrtule"; axis="velka osa"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad +360"; }; class HRotor2 { type="rotationY"; source="rotorH"; selection="mala vrtule"; axis="mala osa"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; //doors class door_1 { type="rotation"; source="Doors"; selection="door_1"; axis="door_1_axis"; memory=1; animPeriod=1; angle0=0; angle1=1; }; class door_2 { type="rotation"; source="Doors"; selection="door_2"; axis="door_2_axis"; memory=1; animPeriod=1; angle0=0; angle1=-1; }; //left weapons bay class l_holdster_1pass { type="translationY"; source="maxHoldsterValue"; selection="l_holdster"; axis="l_holdster_axis"; minValue="0"; maxValue="-0.01"; offset0=0; offset1=-1; }; class l_holdster_2pass: l_holdster_1pass { type="rotation"; source="maxHoldsterValue"; memory=1; selection="l_holdster"; axis="l_holdster_axis"; minValue=1; maxValue=2; minPhase=0; maxPhase=1; angle0=0; angle1=2; }; //right weapons bay class r_holdster_1pass { type="translationY"; source="maxHoldsterValue"; selection="l_holdster"; axis="l_holdster_axis"; minValue=0; maxValue=-0.01; offset0=0; offset1=-1; }; class r_holdster_2pass: r_holdster_1pass { type="rotation"; source="maxHoldsterValue"; memory=1; selection="r_holdster"; axis="r_holdster_axis"; minValue=1; maxValue=2; minPhase=0; maxPhase=1; angle0=0; angle1=-2; }; //front left gear class fl_gear_1pass { type="rotation"; source="gear"; selection="fl_gear_a"; axis="fl_gear_a_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=1.1; }; class fl_gear_2pass: fl_gear_1pass { type="translation"; minValue="0.2"; maxValue="0.5"; offset0="0"; offset1="0"; }; class fl_gear_b { type="rotation"; source="gear"; selection="fl_gear_b"; axis="fl_gear_b_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=0.9; }; class fl_gear_c_1pass { type="rotation"; source="gear"; selection="fl_gear_c"; axis="fl_gear_c_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=-2.6; }; class fl_gear_c_2pass: fl_gear_c_1pass { type="translation"; minValue="0"; maxValue="1"; offset0="0"; offset1="0"; }; class fl_gear_w { type="rotation"; source="wheel"; selection="fl_gear_w"; axis="fl_gear_w_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad +360"; }; class fl_gear_h1 { type="rotation"; source="gear"; selection="fl_gear_h1"; axis="fl_gear_h1_axis"; memory=1; minValue=0; maxValue=2.5; angle0=1.8; angle1=0; }; //front right gear class fr_gear_1pass { type="rotation"; source="gear"; selection="fr_gear_a"; axis="fr_gear_a_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=-1.1; }; class fr_gear_2pass: fr_gear_1pass { type="translation"; minValue="0.2"; maxValue="0.5"; offset0="0"; offset1="0"; }; class fr_gear_b { type="rotation"; source="gear"; selection="fr_gear_b"; axis="fr_gear_b_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=-0.9; }; class fr_gear_c_1pass { type="rotation"; source="gear"; selection="fr_gear_c"; axis="fr_gear_c_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=2.6; }; class fr_gear_c_2pass: fr_gear_c_1pass { type="translation"; minValue="0"; maxValue="1"; offset0="0"; offset1="0"; }; class fr_gear_w { type="rotation"; source="wheel"; selection="fr_gear_w"; axis="fr_gear_w_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad +360"; }; class fr_gear_h1 { type="rotation"; source="gear"; selection="fr_gear_h1"; axis="fr_gear_h1_axis"; memory=1; minValue=0; maxValue=2.5; angle0=-1.8; angle1=0; }; //rear gear class r_gear { type="rotation"; source="gear"; selection="r_gear"; axis="r_gear_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1=1.7; }; class r_gear_h1 { type="rotation"; source="gear"; selection="r_gear_h1"; axis="r_gear_h1_axis"; memory=1; minValue=0; maxValue=2.5; angle0=2; angle1=0; }; class r_gear_h2 { type="rotation"; source="gear"; selection="r_gear_h2"; axis="r_gear_h2_axis"; memory=1; minValue=0; maxValue=2.5; angle0=-2; angle1=0; }; }; }; }; Here is my config.cpp class CfgPatches { class heli { units[] = {"heli"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F"}; }; }; class CfgVehicles { class heli { class AnimationsSources { class door_1 { source = "user"; animPeriod = 1; initPhase = 0; }; class door_2 { source = "user"; animPeriod = 1; initPhase = 0; }; }; class UserActions { class Opendoor_1 { displayName = "Open door_1"; position = "door_1"; source = "user"; animPeriod = 1; }; class Closedoor_1 { displayName = "Close door_1"; position = "door_1"; source = "user"; animPeriod = 1; }; class Opendoor_2 { displayName = "Open door_2"; position = "door_2"; source = "user"; animPeriod = 1; }; class Closedoor_2 { displayName = "Close door_2"; position = "door_2"; source = "user"; animPeriod = 1; }; }; class heli { gearRetracting = 1; memoryPointsGetInDriver = "pos Driver"; memoryPointsGetInDriverDir = "pos Driver dir"; driverAction = "Heli_Attack_02_pilot"; driverInAction = "Heli_Attack_02_pilot"; driverCanEject = 0; precisegetinout = 1; getinAction = "Heli_Attack_02_Pilot_Enter"; getoutaction = "Heli_Attack_02_Pilot_Exit"; memoryPointsGetInGunner = "pos Gunner"; memoryPointsGetInGunnerDir = "pos Gunner dir"; gunnerAction = "Heli_Attack_02_Gunner"; gunnerInAction = "Heli_Attack_02_Gunner"; gunnerCanEject = 0; gunnerGetInAction = "Heli_Attack_02_Gunner_Enter"; gunnerGetOutAction = "Heli_Attack_02_Gunner_Exit"; }; }; /* extern */ class Heli_Attack_02_base_F; class heli { author = "Johno"; _generalMacro = "heli"; model = "\heli\heli.p3d"; scope = 2; side = 0; faction = "OPF_F"; crew = "O_helipilot_F"; typicalCargo[] = {"O_helipilot_F"}; accuracy = 5; displayname = "heli"; class Library { libTextDesc = "TODO"; }; }; }; The error logs indicate something is wrong with the very last line, but i don't know why. Thanks for your help and time.
  22. I used the test heli config and packaged the data - no problems! Thanks alot guys, your help has been much appreciated!
  23. Ah ok, thanks for the tip.
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