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rpr

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Posts posted by rpr


  1. Hi CommanderCharms,

     

    1)

    regarding "that the faces I'm trying to make wouldn't be able to be selected by the AI, exclusively player-decided:"

    => to prevent AI from having your custom face, make sure that identityTypes is empty in your config - like this: identityTypes[] = {""};

    (e.g. identityTypes[] = {"Head_NATO"} enables NATO style troops to use this head, if it is empty, nobody will ever randomly use that head)

     

    2)

    "whether or not base .paa file for the textures is suitable for use in the mod"

    => please elaborate, I don't understand what you mean by base .paa here.

     

    nevertheless, sorry for copy-pasting a config example here:

     

    class WhiteHead01_newface : WhiteHead_01 {

                displayname = "Whitehead newface01"; => the facename that will be shown in e.g. Virtual Arsenal
                texture = "\yourmod\Heads\newface01\WhiteHead01\m_whitehead_01_newface_co.paa";  => this would be your new face texture - is this the base .paa you mean?

                material = "\yourmod\Heads\newface01\WhiteHead01\m_whitehead_01_newface.rvmat; => Stage3 of the rvmat needs to reference to your "newface.paa", too

                materialWounded1 = "\yourmod\Heads\newface01\WhiteHead01\m_whitehead_01_newface_injury.rvmat; => Stage3 of the rvmat needs to reference to your "newface.paa", too

                materialWounded2 = "\yourmod\Heads\newface01\WhiteHead01\m_whitehead_01_newface_injury.rvmat; => Stage3 of the rvmat needs to reference to your "newface.paa", too
                identityTypes[] = {};  => like I said, this makes sure no soldier will randomly have that head
               disabled = 0; => if disabled = 1, then head is not listed in e.g. Virtual Arsenal

    }

    (reason for existance of 2 "materialWounded" seems like there are 2 wounded stages for the heads, but they are always both the same, never tried to have different ones)

     

    I hope I was able to explain it in an understandable way and I didn't completely misunderstand your questions :-)

     

    Cheers

    rpr

     


  2. Hello everybody,

     

    regarding my earlier post:

     

    I was able to fix the issue!

    I made a new wound texture for each camo pattern overlay which is the camo pattern overlay + the wound texture on top!

     

    For each camo pattern I have now:
    lrrp_camoxx.paa

    AND

    lrrp_camoxx_wound.paa:

     

     

    m_white_01.rvmat refers to the camo overlay in Stage2:

     

    class Stage2 {
        texture = "lrrpcamo\Heads\lrrpcamo15\lrrp_camo15.paa";
        uvSource = "tex";
        
        class uvTransform {
            aside[] = {1, 0, 0};
            up[] = {0, 1, 0};
            dir[] = {0, 0, 0};
            pos[] = {0, 0, 0};
        };
    };

     

    m_white_01_injury.rvmat refers to the camo overlay + wound texture

     

    class Stage2 {
        texture = "lrrpcamo\Heads\lrrpcamo15\lrrp_camo15_wound.paa";
        uvSource = "tex";
        
        class uvTransform {
            aside[] = {1, 0, 0};
            up[] = {0, 1, 0};
            dir[] = {0, 0, 0};
            pos[] = {0, 0, 0};
        };
    };

     

     

    @zukov:  coincidentally I made a similar camo pattern already, don't know how to change the facial expression however :-)

    untitled-1-53b8477.jpg

     

     

    I anybody needs some help regarding camo face painting, I can provide support & example files.

     

    Cheers

    rpr

    • Like 2

  3. Hello camo faces team! (sorry for posting in the "Addons & Mods - Compete" subforum)

     

    first of all, thanks a lot for your awesome mod, I've been playing a lot with it.

    It also gave me inspiration to paint some camo textures on my own - for the Unsung Vietnam mod :-)

     

     

    I am using a different approach - but unfortunately, in my approach, when wounded, the face texture switches back to the non-camo one + blood texture overlay

     

    Details:

    1) i make a camo overlay in photoshop and save it without the underlying "face" texture. => convert to paa => lrrp_camo01.paa

    2)  I just refer to the Material rvmat in the config.cpp file

     

    Example:
     

    my config.cpp just looks like this:

     

            class WhiteHead_01_cfaces_lrrpcamo01 : WhiteHead_01 {
                displayname = "Bayh camo01";
                identityTypes[] = {""};
                material = "\lrrpcamo\heads\lrrpcamo01\m_white_01.rvmat";
                materialWounded1 = "\lrrpcamo\heads\lrrpcamo01\m_white_01_injury.rvmat";
                materialWounded2 = "\lrrpcamo\heads\lrrpcamo01\m_white_01_injury.rvmat";                      
            };

     

     

    m_white_01.rvmat:

    [...]

    class Stage2 {
        texture = "lrrpcamo\Heads\lrrpcamo01\lrrp_camo01.paa";
        uvSource = "tex";
        
        class uvTransform {
            aside[] = {1, 0, 0};
            up[] = {0, 1, 0};
            dir[] = {0, 0, 0};
            pos[] = {0, 0, 0};
        };
    };

    [...]

     

    m_white_01_injury.rvmat

    [...]

    class Stage3 {
        texture = "lrrpcamo\heads\lrrpcamo01\lrrp_camo01.paa"; => THIS DOES NOT WORK SOMEHOW
        uvSource = "tex";
        
        class uvTransform {
            aside[] = {1, 0, 0};
            up[] = {0, 1, 0};
            dir[] = {0, 0, 0};
            pos[] = {0, 0, 0};
        };
    };

    [...]

     

    Pro: just 1 camo texture for all 30+ faces (= 0.5MB vs 20MB)

    Con: BUG: when wounded, the texture switches back to the non-camo face + blood textures.

     

     

    => do you guys have any idea how to resolve this?

     

    If you are interested in the details of my implementation I can provide you with my current camo faces mod, no problem.

     

    Thanks in advance

    Cheers

    rpr

     

     

     

    • Like 1

  4. Hello unsung team,

     

    based on Sk3y & Feldhobels awesome work on the "camofaces" mod, I made some camo faces for the Unsung Vietnam mod for my own use and would like to contribute the faces I made

    - if it fits your quality standards- I am aware that the camo textures are not very elaborate - I just used a 50% overlay layer on the original faces...

     

    I made 3 slightly different patterns (they look quite similar tbh) and have also painted the arms & hands a little as you can see on the screenshots

     

    work is complete for 19 faces right now - here some examples:

     

    WORK IN PROGRESS

    camofaces2-53b0e67.jpg

     

     

    WORK IN PROGRESS

    camofaces1-53b0e62.jpg

     

     

    PM me if you are interested in including my textures into your mod, then I would create camo faces for all Arma3 + apex faces and clean up the config.

    I could also create this as a separate mod, so it can be used externally. It would be possible to define the camofaces as  identityTypes[] = {"camoface"}; to be used only for LRRP / SOG / etc. troops

     

    Cheers

    rpr

    • Like 13

  5. Superb idea!

    Bouben has lots of good ideas: "I like fatique sounds. A big part of the immersion. The slider in the settings would not hurt (as well as more variations of the sound loop)."

    => Very true for me: playing without fatigue sounds is not the same anymore :-(

    and: "Maybe the hurt sounds should be heard only during certain actions? Like standing up from prone or sprinting? You know, those actions that hurts most when injured because cost so much energy."

    => an excellent idea indeed.

    still a great game, anyways...


  6. hello there, I am stuck here

    I changed the config to this:

    /*******CODE SNIPPET START ************/

    class ItemInfo: InventoryFlashLightItem_Base_F

    {

    RMBhint = "Flashlight";

    class FlashLight

    {

    color[] = {0,5500,0}; //green

    ambient[] = {12,14,9}; //some multiplication factor?

    intensity = 1000;

    size = 3;

    angle = 1; //if angle == 0 then green circle is invisible

    innerAngle = 1; // if < 1 (e.g. 0.5) then green circle is invisible

    outerAngle = 1; // if < 1 (e.g. 0.5) then green circle is invisible

    coneFadeCoef = 0.1;

    //position = "flash dir"; // reference point ("position") and direction of flashlight cone, this might be the problem!

    //direction = "flash";

    position = "laser pos";

    direction = "laser dir";

    useFlare = 1;

    flareSize = 0.8;

    flareMaxDistance = "100.0f";

    dayLight = 1; // this makes the flashlight visible during daytime, very important

    onlyInNvg = 0;

    class Attenuation

    {

    start = 0;

    constant = 0;

    linear = 0;

    quadratic = 1;

    hardLimitStart = 0;

    hardLimitEnd = 0;

    };

    scale[] = {0};

    };

    };

    and the new geen "flashlight" always has an offset to up and right.. see screenshot

    W.I.P. ---- GREEN "LASER" "FLASHLIGHT" - ---- might be usable in CQB if alignment issue is fixed --------

    (the green circle to the right and up of the red aiming circle is the "green "laser" flashlight")

    2014_03_28_00001.jpg

    Screenshot #1

    2014_03_28_00002.jpg

    Screenshot #2

    If you switch between the two images, you will see that with distance, the green dot moves up and to the left in a circular motion...

    Is the axis misaligned? If true, I need different reference points for the flashlight axis... very interesting...

    I tried several things like changing the position and vector:

    //position = "flash dir";

    //direction = "flash";

    position = "laser pos";

    direction = "laser dir";

    I have several ideas what might be causing the offset:

    1) the opening angle of the flashlight cone is always in positive coordinates

    2) the offset angle is intended, as not to shine too much on the rifle barrel

    2a) the angle of "flash" and "flash_dir" are not paralell to the barrel axis

    2b) an offset is being added manually

    my ideas to remove the offset:

    a) I need to know more functions of the class Flashlight"

    b) a mlod of a flashlight attachment would help, do find out the names and angles of the memory points of the model

    c) would it be possible to select the memory points of the rifle as the memory points of the flashlight cone... this way it would be on the same axis as the barrel

    Like I said, I'm kind of stuck here.

    I just wanted to contribute something to the discussion

    Best regards

    RPR


  7. EDIT: ***Solved, post obsolete***

    Thanks Grey-Legolas, TPW Mods form Post #423 solved the black vests problem for me as well, thanks again

    (@tpw: sorry for the confusion, great work!)

    ***obsolete information****

    I can confirm what Lordprimate said,

    I had the same "uniforms turning black" problem, only with TPW_MODS_20131006.

    Running Arma 3 newest dev branch (from 04. October 2013).

    using ATI Radeon HD7800 GFX

    Reverted back to TPW_MODS_20131005 an it is gone...

    Just a wild guess: reason might be the "heat haze" possibly? (but I am just guessing...)

    anyways, great work tpw, I haven't been playing Arma3 without your mod since the day the first version was released!

    regards

    rpr


  8. @Mikey74

    great work, thanks for the quick update!

    I don't get hit by mortars that easy now => major improvement!

    I am getting script errors in

    Arma3 Dev Build 1.03.110653

    running AISS V1.3

    Error 0 elements provided, 3 expected

    File AISS\AISS.sqf, line 83

    and also

    Error 0 elements provided, 3 expected

    }'

    Error Zero divisor

    File AISS\AISS.sqf, line 83"

    like I said: keep up the good work

    Thanks again

    regards

    rpr


  9. thanks Mikey74 for the great mod.

    Random mortar fire is a great addition to any mission i think ;-)

    anyways, the arty is very accurate. most of my squad (including myself) gets killed by the first barrage every time, so the missions are rather short :-)

    Would it be possible to add an adjustible inaccuracy modifier by skill slider/userconfig... just a suggestion.

    Keep up the excellent work!

    thanks again

    peace out

    -rpr


  10. heyo zooloo75! you're pretty fast adding new features to your AI mod.

    Very impressive!

    I like the LMG suppression a lot.

    However, I have to report a bug... I picked up an LMG (Zafir) from a fallen enemy and it starts shooting by itself.. (whithout me clicking the left mouse button!)

    (no tracers, because the magazine is always refilled immediately, so the "tracersevery = 4" or whatever will not work)

    Since the ammo counter is not going down while "auto"firing I assume it is the script form your LMG suppression function... pretty funny nevertheless...

    (playing Beta dev build 0.77.109334)

    using the new CBA you suggested

    just wanted to report this

    again: keep up the awesome work!

    this is gonna be like GL4 from arma2 soon!

    cheers


  11. @tpw: wow super awesome! thanks a lot

    grenades don't do any damage anymore, I can confirm that (@petek)

    @brad7: to remove the debug "pyramids" please take a look at TPW_EBS.hpp in your userconfig folder and set "tpw_ebs_debug = 0"

    thanks again for the suppression effect! once the suppression mod for arma2 came out, I never played without it and was missing it in arma3 since now!


  12. great mod Apouh!

    I really like the effect, it makes you 'feel' gettin shot at..

    But the constant blackout is really hard on my eyes. Almost every time the screen goes black, I think i got killed and that's kinda distracting ;-)

    Would it be possible to have different supression effects to select, like blur, etc.

    I think in BF3 (don't really know, but a friend told me) the colours slowly fade to black and white when you are suppressed.. something like that would be cool!


  13. @sudden:

    Thank you very much for you impressive addon, sir.

    Really great work.

    However, I cannot see muzzle flashes on the AK's. I read the complete thread, but nobody mentions this. Do the AK muzzle flashes work for anybody else?

    (I get working muzzle flashes with the stock Arma3 Alpha guns and also the other addon guns)

    Thank you.

    Best regards

    RPR


  14. the error is back again (for me) in Alpha 'stable' 0.52.103279 (running only with your addon, no CBA, no anything, just 'mas_rus_spet.pbo')

    1) I start the editor, place one of your units as player (or not as player, doesn't matter)

    2) I click "preview" to play the mission from the editor.

    3) the game loads a few seconds and I get back to the editor and get the following message

    "No entry 'bin\config.bin/CfgWeapons/U_mas_rus_O_CombatUniform_mcam.scope'"

    4) then I click "preview" again to try to play the mission anyways and then I get:

    "No entry 'bin\config.bin/CfgWeapons/U_mas_rus_O_CombatUniform_mcam.selectionFireAnim'"

    5) repeat 4) forever.

    I'm pretty sure those are the same error messages I got in my post on 21.03.2013

    EDIT:

    ***SOLVED***

    in your config.cpp change all references to

    "U_OI_CombatUniform_ocamo" (old OPFOR name)

    to

    "U_O_CombatUniform_ocamo" (new OPFOR name)

    I say again:

    "U_OI_CombatUniform_ocamo" will not work anymore!

    (same goes with the OPFOR Pilot overall which is now called "U_O_PilotCoveralls"

    So thats what BI meant saying "Red faction uniforms have proper class names" in their changelog here

    glad I could help :-D

    regards

    RPR

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