Divinitize
Member-
Content Count
87 -
Joined
-
Last visited
-
Medals
Everything posted by Divinitize
-
I have already changed that, sorry for not updating, i added it to see if that's what i was missing, still no textures
-
What memory points are needed for attachments?
Divinitize replied to zachgibson22's topic in ARMA 3 - MODELLING - (O2)
create>proxy name them as needed \A3\data_f\proxies\weapon_slots\MUZZLE = suppresor \A3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20 =muzzleflash \A3\data_f\proxies\weapon_slots\TOP =optics There is one for side, i forgot what it is but it should just be \A3\data_f\proxies\weapon_slots\SIDE -
Sci-Fi based tactical shooter, now looking for writers
Divinitize replied to TymC's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No caves untill the roflcopter is up and running. -
Sci-Fi based tactical shooter, now looking for writers
Divinitize replied to TymC's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We are aiming for something in the not too distant future, nothing too far ahead, We are also trying to stick to realistic future technology, there are no laser beams or teleporting or anything that drastic. -
Thanks for the detailed reply, very helpful :)
-
Could you paste your config into here using the [ code] [/ code] (without the spaces)
-
Beta is out now for development branch
-
Full Multi Mat + one "normal" Mat..?
Divinitize replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Forgive me if i misunderstand, but you can simply make the door a separate selection in both your modelling software and oxygen, there wouldn't be an fps hit if you keep the texture res down, doors don't need any really high textures, so if you keep the resolution down and have separate mats for the doors you should be fine. try 128x256 as the size. -
I really apretiate the help that you are offering, i doubt other games companys have devs that do this sort of thing so thanks, however still no luck on my object... To make sure i'm not making a fool of myself, which i likely am here is how my object in oxygen is set up; I have 3 mempoints = light_start, light_end, light. for the "selection" was not sure if i had to do that in memory or the main lod, so i did it in both and called them "light" i have added a hitpoint aswell. I really cant thank you enough for this, and take your time replying i check back daily.
-
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
Divinitize replied to Placebo's topic in ARMA 3 - GENERAL
http://i.imgur.com/oI0zkcg.jpg (385 kB) -
i believe so
-
awesome work
-
Thank's for your detailed post, it is infact a seperate object and not part of the offroad, i'm just using the attachto to get it on the roof ;) ill give this a try later and get back to you thanks alot for the time and effort. ---------- Post added at 13:08 ---------- Previous post was at 12:49 ---------- Iv'e tried all the stuff that Tilion mentioned but i still cant get it to work, here is my current config class CfgPatches { class MY_OBJECT { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class MY_OBJECT { displayName = "MY_OBJECT"; }; }; class CfgFactionClasses { class MY_OBJECT { displayName = "MY_OBJECT"; priority = 100; side = 3; }; }; class CfgVehicles { class Thing; class Strategic; class Building; class MY_OBJECT: Building { scope = 2; model = "\MY_OBJECT\MY_OBJECT.p3d"; displayName = "MY_OBJECT"; mapSize = 1; vehicleclass = "MY_OBJECT"; faction = "MY_OBJECT"; destrType = "DestructNo"; nameSound = ""; accuracy = 1000; camouflage = 0.6; threat[] = {0,0,0}; ladders[] = {}; cost = 0; armor = 1e+011; class Reflectors { class Reflector_1 { color[] = {1,0.9,0.8,1}; ambient[] = {0,0,0,0}; position = "light_start"; direction = "light_end"; hitpoint = "Main_Light_hitpoint"; selection = "Light"; size = 1; innerAngle = 5; outerAngle = 30; coneFadeCoef = 1; intensity = 10000; flareSize = 25; flareMaxDistance = 2500; dayLight = 0; useFlare = 1; blinking = 0; class Attenuation { start = 0; constant = 0; linear = 0; quadratic = 1; }; }; }; }; };
-
Kiory's balaclava Expanded (more textures)
Divinitize replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: COMPLETE
nice work -
Releasing this as an alpha as it's working as intended but still has a couple texture issues which i will sort out over time, this is my first ever weapon so don't expect too much :) As always all files will be included, feel free to make your own textures/sounds ect. Credits : Kiory for teaching me everything i know. : ZachGibsons_Arma 3_Tutorial , amazing guide thanks. I will be updating this whenever i get around to completing the textures and adding more LOD's. enjoy Class name : crg_vector Ammo name : tb_30Rnd_556x45_B_Stanag Just the gun and the P drive files (optional) = https://www.dropbox.com/s/qqqixr3z3ukyo3c/crg_vector.rar?v=0mcn Texture files (optional) = https://www.dropbox.com/s/sp16iud56xyu1xw/texture.rar UPDATE 1: Rate of fire fixed UPDATE 2: Muzzle flashes added Recoil changed from assultrifle to SMG recoil sights should be more alligned hand position tweaked Known issues : -Normals and Specular need tweaking -no suppressor sound (dev build bug) will add my own -no reload sound
-
i have modelled very basic emergency lights to go ontop of the offroad this is my current config for the item #define _ARMA_ class CfgPatches { class crg_police_lights { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class crg_police_lights { displayName = "crg_police_lights"; }; }; class CfgFactionClasses { class crg_police_lights { displayName = "crg_police_lights"; priority = 100; side = 3; }; }; class CfgVehicles { class Thing; class Strategic; class Building; class crg_police_lights: Thing { scope = 2; model = "\crg_police_lights\crg_police_lights.p3d"; displayName = "crg_police_lights"; mapSize = 1; vehicleclass = "crg_police_lights"; faction = "crg_police_lights"; destrType = "DestructNo"; nameSound = ""; accuracy = 1000; camouflage = 0.6; threat[] = {0,0,0}; ladders[] = {}; cost = 0; armor = 1e+011; }; }; class Reflectors { class Reflector_01 { color[] = {1.0, 1.0, 1.0, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "red_start"; direction = "red_end"; hitpoint = "red"; selection = "red"; size = 0.0; brightness = 40.0; }; }; //}; I know you guys are only here to give advice, and i really appreciate it, but im not very smart when it comes to this sort of thing, so if its at all possible to try do it for me thats the best way for me to learn. the way i have the reflector set up at the moment isn't working. thanks again
-
Im still finding it hard to understand, this is what the ingame lighthouse has in its config class Reflectors { class Reflector_1 { color[] = {1,0.9,0.8,1}; ambient[] = {0,0,0,0}; position = "Light_1_pos"; direction = "Light_1_dir"; hitpoint = "Main_Light_hitpoint"; selection = "Main_Lights"; size = 1; innerAngle = 5; outerAngle = 30; coneFadeCoef = 1; intensity = 10000; flareSize = 25; flareMaxDistance = 2500; dayLight = 0; useFlare = 1; blinking = 0; class Attenuation { start = 0; constant = 0; linear = 0; quadratic = 1; just that simple thing, but when i try i get nothing
-
Yeah im not certain there is a place to put a flashlight or laser pointer, but i guess anythings possible
-
United States Colonial Marines
Divinitize replied to b00ce's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice work, im also really interested in the flamethrower, ive modelled one myself but dont know where to begin making it actually shoot fire -
United States Colonial Marines
Divinitize replied to b00ce's topic in ARMA 3 - ADDONS & MODS: COMPLETE
can you upload to another website -
United States Colonial Marines
Divinitize replied to b00ce's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The download for this file has not been enabled. Only the user who uploaded it, can enable the download option. -
United States Colonial Marines
Divinitize replied to b00ce's topic in ARMA 3 - ADDONS & MODS: COMPLETE
need to enable the download link -
i think you are onto something, i removed the zasleh axis from both the model and the memory, and no its still rotating but around the barrel and much closer together
-
EDIT: FIXED , i set both min and max value in the model to 0 and set centerFirstVertex to false Having a problem with muzzle flashes, firstly the problem was that the flash was on constantly, but after some tweaking that no longer happens, but now there are 3 flashes, 1 at the correct position on the barrel and 2 others besides the character and they all take turns to light up. here is my setup 1.00 Memory View pilot class MuzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis="zasleh_axis"; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; };
-
ive updated the youtube link, im not exactly sure , it appears to just be 1 memory point in the memory LOD both autocenters are 0, take a look at the vid hopefully itl shed some light