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Mickyleitor

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Posts posted by Mickyleitor


  1. Hi,

    As the tittle says I'm stuck trying to find what its causing my model allowing the AO and Light rays of other objects pass though them... I've discarded the problem could be the .rvmat as I've copied another model into the same .P3D (an object which works well) and the object get the same problem so I'm wondering it's a config or .P3D related issue ... Some images can explain this better :D

    69CC9E45115F96EE348789203ABCCD6D19F091A6

    5EA216D3EABA2DBFB4D7217B55A8F8AC5CBC9A63

    As you can see the Ambient Oclussion of the grass appear though the model...

    And related to the light rays happens the same thing, note that the Pods (which are all of them proxies) don't allow the light rays to pass though..

    1EE04CD97090A9DE2D97562BE1EA6478CAB13B80


  2. 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)



    Tigre-EC665-frente-600x403.jpg

    I see you...

    Tigre-EC665-formacion-600x403.jpg

    Two EC665 Tiger doing a echelon left formation

    EC665-Tigre-hydra-600x403.jpg

    Launching a SNEB 70 mm rocket

    EC665-Tigre-Noche-600x403.jpg

    EC665 panels enhanced for night operations

    EC665-Tigre-Spike-600x403.jpg

    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!


  3. 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.


  4. 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:

    6. USER GENERATED CONTENT

    A. General Provisions

    You grant Valve and its affiliates the worldwide, non-exclusive, right to use, reproduce, modify, create derivative works from, distribute, transmit, transcode, translate, broadcast, and otherwise communicate, and publicly display and publicly perform, your User Generated Content, and derivative works of your User Generated Content, in connection with the operation and promotion of the Steam site. This license is granted to Valve for the entire duration of the intellectual property rights and may be terminated if Valve is in breach of the license and has not cured such breach within fourteen (14) days from receiving notice from you sent to the attention of the Valve Legal Department at the applicable Valve address noted on this Privacy Policy page. The termination of said license does not affect the rights of any sub-licensees pursuant to any sub-license granted by Valve prior to termination of the license. Valve is the sole owner of the derivative works created by Valve from your Content, and is therefore entitled to grant licenses on these derivative works. If you use Valve cloud storage, you grant us a license to store your information as part of that service. We may place limits on the amount of storage you may use.

    If you provide Valve with any feedback or suggestions about Steam, the Content and Services, or any Valve products or services, Valve is free to use the feedback or suggestions however it chooses, without any obligation to account to you

    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)

    B. Content Uploaded to the Steam Workshop

    Some games or applications available on Steam ("Workshop-Enabled Apps") allow you to create User Generated Content based on or using the Workshop-Enabled App, and to submit that User Generated Content (a “Workshop Contributionâ€) to one or more Steam Workshop web pages. Workshop Contributions can be viewed by the Steam community, and for some categories of Workshop Contributions users may be able to interact with, download or purchase the Workshop Contribution. In some cases, Workshop Contributions may be considered for incorporation by Valve or a third-party developer into a game or into a Subscription Marketplace.

    You understand and agree that Valve is not obligated to use, distribute, or continue to distribute copies of any Workshop Contribution and reserves the right, but not the obligation, to restrict or remove Workshop Contributions for any reason.

    Specific Workshop-Enabled Apps or Workshop web pages may contain special terms (“App-Specific Termsâ€) that supplement or change the terms set out in this Section. In particular, where Workshop Contributions are distributed for a fee, App-Specific Terms will address how revenue may be shared. Unless otherwise specified in App-Specific Terms (if any), the following general rules apply to Workshop Contributions.

    - Workshop Contributions are Subscriptions, and therefore you agree that any Subscriber receiving distribution of your Workshop Contribution will have the same rights to use your Workshop Contribution (and will be subject to the same restrictions) as are set out in this Agreement for any other Subscriptions.

    - Notwithstanding the license described in Section 6.A., Valve will only have the right to modify or create derivative works from your Workshop Contribution in the following cases: (a) Valve may make modifications necessary to make your Contribution compatible with Steam and the Workshop functionality or user interface, and (b) Valve or the applicable developer may make modifications to Workshop Contributions that are accepted for in-Application distribution as it deems necessary or desirable to enhance gameplay.

    - You may, in your sole discretion, choose to remove a Workshop Contribution from the applicable Workshop pages. If you do so, Valve will no longer have the right to use, distribute, transmit, communicate, publicly display or publicly perform the Workshop Contribution, except that (a) Valve may continue to exercise these rights for any Workshop Contribution that is accepted for distribution in-game or distributed in a manner that allows it to be used in-game, and (b) your removal will not affect the rights of any Subscriber who has already obtained access to a copy of the Workshop Contribution.

    Except where otherwise provided in App-Specific Terms, you agree that Valve’s consideration of your Workshop Contribution is your full compensation, and you are not entitled to any other rights or compensation in connection with the rights granted to Valve and to other Subscribers.

    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.


  5. 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?


  6. 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 :(


  7. you guys are the only ones working on one that i can find so i cannot wait :D

    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! ;)


  8. any news on how its coming along? its probably what im most excited about if i'm honest :)

    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 :)

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