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Mickyleitor

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Everything posted by Mickyleitor

  1. Hi Biohazard, thanks for your proposal however the AV8B harrier we will release in the following version its just a port from A2, we will reconsider re-do or colaborate with some other team when we start to work in ARMADA pack. Sorry letting you uninformed but we are right now under hard-testing (the 6.0.3 has been tested 3 times for now so we are polishing some non-visible issues). On the other hand there is a surprise where an addon "ON SIGHT" in the Roadmap has been finished and we will pull it in the 6.0.3 version.... :rolleyes: :rolleyes: Stay tuned soon.
  2. Hello guys, I'm stuck on make it work a simple custom handanim file!! Even if I put the sample handanim file on "Sample_F\Test_Anims\AmovPercMstpSrasWrflDnon.rtm" it didn't work!! The animation looks like is corrupted... this is a screenshot of the issue in-game: The steps I follow are the following: I create a new folder called Anim on "WEAPON_FOLDER\Data" On Anim folder, the .rtm and model.cfg file The model.cfg file contains this: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; }; Then I change the handanim[] parameter on cfgWeapon (looks like this: handAnim[] = {"OFP2_ManSkeleton", "\WEAPON_FOLDER\data\Anim\CUSTOM_HANDANIM.rtm"};) Checked the binarize option on Addon builder and "*.rtm;" on list of files to copy directly I'm sure is a small tweak but I cannot get it. Any help is appreciated :) EDITED: To fix this problem see the page 2
  3. Hi! Thanks for answering, Checked the topology and all well closed, the name properties are as heli sample model has.. The "lodnoshadow=1" in resolution and shadow LOD and "style=machinery,prefershadowvolume=1,buoyancy=1" in Geo LOD... Also I've just checked the following: Move the face which are having the issue to the Bottom and to the Top (Select the faces, Faces->Move Bottom) but no success Removed the .rvmat of those faces by simply selecting those faces, pressing E and erasing the "material" box but no success. Also tested with the textures linking... Regarding on the texture.. no, It hasn't alpha channel. After some hours (in fact all the last day :mad: ) of research I've found a solution... After changing and deleting some parts of the helicopter I've discovered if I have the 4 blades then the issue will appear BUT if I leave only 3 blades OR if I remove the link to the texture of those blades by face properties then the issue disappear!!?? :confused: :confused: The 4 blades share the same _ca.paa texture with alpha channel ... It's kind of having too much faces with alpha channel in the same .P3D, I really can't give other conclusion than that :confused: So the solution has been easy, sending all blurred blades to a proxy and now it works fine (I did this in the past but I was having some troubles with the transparency like seeing through the blurred blades at the sea etc..) Thanks all again for answering and I hope this helps others (well i really hope this doesn't happen to others :rolleyes:)
  4. Mickyleitor

    RHS Escalation (AFRF and USAF)

    Hi MistyRonin, Are your algorithm copyrighted on that FAQ?, I think I will use it more often... :j: "foreach(var question in questions) { if(question is Stupid) { return "We will consult the spirits"; } }"
  5. Hi Gunny! Finally I have found a brake for share some screenshots with all of you! First at all let me know you that 6.0.3 Version is now under (fire) testing and will see the light soon. The content on 6.0.3 will be revealed on the 6.0.3 SITREP as It has to be explained better in a context (There will be some stuff delayed due to a good cause ;) ) According to the Tiger, we are right now fixing some "weird" and "bored" tasks, like adjusting model animations, rvmat, lighting panel for night operations etc... But definitely after texture task It has a better look than before and now It looks like a TIGER (No, really... If I were in front of this Tiger I would be nervous), please note this is still on work in progress. (Click over the image to view in HD) I see you... Two EC665 Tiger doing a echelon left formation Launching a SNEB 70 mm rocket EC665 panels enhanced for night operations EC665 Tiger firing a Spike missile (Yes, It will be displayed inside the pilot cabin and guided by the gunner) See you in the next SITREP!
  6. Mickyleitor

    WIP importing of PedagneMOD in ARMA 3

    That EUFI looks great! ;)
  7. Mickyleitor

    Arma3 Videos

    Not a "film-video" itself but a test recording at 60 FPS on Arma 3, seeing how it shows on youtube plataform. FFAA Modification has been used on this video.
  8. Mickyleitor

    ARMA III & Steam WORKSHOP

    Hi guys, Once Bohemia Interactive have allowed Steam Workshop for modifications (large file size and multiple pbos), Have Bohemia Interactive take this more in consideration regarding to the Steam Workshop EULA (rights we are granting to Valve, etc...)? I say this because if that's the price we will have to pay for a content we are developing during YEARS then not, I'll not grant all these rights to Valve. So, again, Bohemia Interactive have you a clear App-Specific Terms for us? With this misunderstanding a lot of us (See RHS, FFAA MOD and a lot of Big/popular mods) are deciding to NOT upload anything until we can assure and analyze point by point what are the rights we are giving to Valve.
  9. Where is it? I can't find it
  10. Hi guys, I will only remark some interest point BI have to explain clearly, sorry for hijacking this post but It is closely related... First at all, the EULA of what's steam workshop agreement says: So, this is a "General Provisions" and all of you are in accordance with me that if that's the price we will have to pay for a content we are developing during YEARS then not, I'll not grant all these rights to Valve. It is as simple as that. In the point B, we can read that all these action taken by Valve can be done under certain situations (BUT definitely they can and have these right) Please Bohemia Interactive, give us that "App-Specific Terms" or make a CLEAR Terms for understand WHAT'S THE TERMS AND PRICE we are disposed to pay. I say this because this misunderstanding are preventing a lot of us (I know by RHS mod and FFAA MOD) uploading content to steam which it's a very well way to redistribute our content.
  11. Hi guys, A small teaser of the Leopard 2E Tank ... ;) More information soon.... :rolleyes: :rolleyes:
  12. It happens to me too changing the Heli helmet materials and really can't get it working so finally I decided to not change the material maps.. But I'm curious what It's causing this..
  13. Considered? Yes. Will it be implemented? Probably not. We are very busy doing some other (Big and nice) stuff. :rolleyes:
  14. Hmm.. 😕 ---- Edited ---- Answered. ---- Edited 2 ---- After 4 years Bi didn't fix this command but introduced a new one without "diag_" prefix, so you should be able to do an screenshot using "screenshot" command.
  15. Hi guys, I'm doing a detailed wiki of our mod and I'm stuck trying export the icon images from the game to the hard drive. I want export all my mod classnames as BI have in its wiki, having different categories as Weapons, VehicleWeapons etc... First I will export the Weapons but I really don't know where the image go inside my HD. I'm using the "BIS_fnc_exportCfgWeapons" function with this parameters; To get the screenshots: ["screenshots",["ffaa_armas"]] spawn BIS_fnc_exportCfgWeapons; If I run this code, the game start to show all my custom weapons and it's like its doing the screenshots well... But no idea where they are saved. Lately I've taken a look at the code and when it has to take a screenshot at one weapon and store it then call to this line: call compile format ["diag_screenshot 'exportCfg\%1 CfgWeapons %2.png';",_productShort,_class]; But I don't really know what "diag_screenshot" do. Any idea?
  16. Hi thanks for your response but not found I'm afraid. There is a folder inside local>arma 3 called "SteamPreviewCache" but nothing more..
  17. Mickyleitor

    Weapons not showing Virtual Arsenal

    Uhmm.. got it. I think I will create new classnames. For example ffaa_armas_p90 and ffaa_armas_p90_holo. And change all units of the mod containing this weapon from ffaa_armas_p90 to ffaa_armas_p90_holo... That's the only way to get it compatible with Virtual Arsenal. You have helped me a lot, Thanks!
  18. Mickyleitor

    Weapons not showing Virtual Arsenal

    Wow! That worked! So.... Am I right? Weapons with (pre)attached accessories cannot be able to be viewed on the Virtual Arsenal? If so, that will be very annoying for me and cannot be fixed by modders (unless I create new weapons).
  19. Mickyleitor

    Weapons not showing Virtual Arsenal

    Hi, Do you finally got it working? I'm stuck here because I'm nearly 6 months trying to fix this issue.... Tried scopeArsenal =2 as well and no success. If you want to take a look to the whole mod, it's the ffaa mod ... For example the P90 weapon it's not showing on the virtual arsenal. Here is the config. class ffaa_armas_p90: Rifle_Base_F { class GunParticles { class SecondEffect { positionName = "Nabojnicestart"; directionName = "Nabojniceend"; effectName = "CaselessAmmoCloud"; }; }; class WeaponSlotsInfo { mass = 73; class MuzzleSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; displayName = "$STR_CfgWeapons_arifle_Khaybar_F_Library0"; compatibleItems[] = {"muzzle_snds_L"}; }; class CowsSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_LRPS", "optic_DMS","optic_SOS", "optic_MRCO", "optic_Arco", "optic_aco", "optic_ACO_grn", "optic_aco_smg", "optic_ACO_grn_smg", "optic_hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_tws", "optic_tws_mg", "optic_NVS", "ffaa_optic_holografico", "ffaa_optic_acog", "ffaa_optic_leopol", "ffaa_optic_long_leupold", "ffaa_optic_susat", "ffaa_optic_enasa", "ffaa_optic_lv"}; }; class PointerSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; displayName = "$STR_A3_PointerSlot0"; compatibleItems[] = {"acc_flashlight", "acc_pointer_IR", "ffaa_acc_puntero_ir"}; }; }; class ItemInfo { priority = 1; RMBhint = "P90"; onHoverText = "TODO P90 DSS"; }; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Holosight"; }; }; handAnim[] = {"OFP2_ManSkeleton", "\ffaa_armas\p90\data\anim\p90.rtm"}; reloadMagazineSound[] = {"ffaa_armas\p90\sound\MP5_Reload.wss", 0.398107, 1, 30}; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_2",0.56234133,1,20}; drySound[] = {"\ffaa_armas\mp5\sound\Dry.wss", db-90, 1}; model = "\ffaa_armas\p90\ffaa_armas_p90.p3d"; author="$STR_FFAA_AUTOR_FFAAMOD"; picture = "\ffaa_armas\data\equip\gear_p90_x_ca.paa"; UiPicture = "\A3\weapons_f\data\UI\icon_regular_ca.paa"; value = 1; modelOptics = "-"; opticsFlare = 1; opticsDisablePeripherialVision = 1; opticsZoomMin = 0.27; opticsZoomMax = 990; distanceZoomMin = 50; distanceZoomMax = 900; modes[] = {"Single", "Burst", "FullAuto"}; magazines[] = {"ffaa_507x28_p90"}; scope = 2; displayName = "P 90"; class Library { libTextDesc = "$STR_FFAA_P90_LIB_DESCRIPCION"; }; descriptionShort = "$STR_FFAA_P90_DESCRIPCION"; class Single : Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class StandardSound { begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900}; soundBegin[] = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; class SilencedSound : StandardSound { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200}; soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; }; reloadTime = 0.07; recoil = "recoil_single_primary_1outof10"; recoilProne = "recoil_single_primary_prone_1outof10"; dispersion = 0.003; minRange = 2; minRangeProbab = 0.25; midRange = 20; midRangeProbab = 0.7; maxRange = 50; maxRangeProbab = 0.05; }; class Burst : Mode_Burst { sounds[] = {"StandardSound","SilencedSound"}; class StandardSound { begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900}; soundBegin[] = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; class SilencedSound : StandardSound { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200}; soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; }; soundContinuous = 0; soundBurst = 0; reloadTime = 0.07; ffCount = 1; recoil = "recoil_auto_primary_1outof10"; recoilProne = "recoil_auto_primary_prone_1outof10"; dispersion = 0.004; minRange = 1; minRangeProbab = 0.3; midRange = 10; midRangeProbab = 0.7; maxRange = 20; maxRangeProbab = 0.05; }; class FullAuto : Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class StandardSound { begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900}; soundBegin[] = {"begin1", 1}; weaponSoundEffect = "DefaultRifle"; }; class SilencedSound : StandardSound { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200}; soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333}; }; soundContinuous = 0; reloadTime = 0.07; ffCount = 1; recoil = "recoil_auto_primary_1outof10"; recoilProne = "recoil_auto_primary_prone_1outof10"; aiRateOfFire = 0.001; dispersion = 0.004; minRange = 0; minRangeProbab = 0.2; midRange = 7; midRangeProbab = 0.7; maxRange = 15; maxRangeProbab = 0.05; }; }; Hope anyone here can help me because I REALLY desperate trying to fix this :(
  20. Mickyleitor

    Helmet Mounted Displays MOD

    Hi geraldbolso1899! Check your PM, I've sent you a permission request regarding to this mod :D
  21. The B.A.M (which it's an Offshore Patrol Vessel) is almost done (90%). Only the secondary visual LODs and some scripts remain.. so we will have the BAM finished within this month for our internal tests.
  22. Mickyleitor

    McMillan CS5

    Incredible work, TheEdge... especially your work on the G36C ! I really like it!! jeje
  23. To my knowledge there are 3 teams in this community working on the EC665 Tiger but on different versions which are German, French and Spanish. They are the BWM and Operation FrenchPoint teams which both of them are doing a fantastic job as we are doing too! ;)
  24. Actually the Tiger is on my hand and Im taking some difficulties tweaking the AFM. The model is done, animations are almost done (Just missing some gauges), textures and materials are being done by other developer and config and weapons system are on the way. First I thought do an ACM (Aircraft Configuration Manager) but after evaluate the pos/cons/time I will spend we will include various pre-configured versions with different loadouts. And, If someone of us have the time to do that, we will do the ACM like F18X available on the community in the future. Hope this helps you :)
  25. Maybe you got confused due the POV but the propellers are slightly turned (well, depends on the situation) as you can see here.
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