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Everything posted by koffeinflummi
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fixed.
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It is done: http://forums.bistudio.com/showthread.php?171183-BWMod&p=2593517 We will most likely keep using this thread for development updates.
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We'll focus on the MG3 first, with the MG5/HK121 being lower priority, since it is - as you said - not yet official. To be honest though, I highly doubt anyone is going to backtrack on that decision and really introduce something else, like the FN MAG.
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Here's another video, showing the MG4.
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A custom uniform is a thing that we plan to do eventually, though weapons and vehicles take priority, so that'll probably have to wait for a while.
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The helmet was not final as of the making of that video, but you can view the final one here: http://bwmod.de/index.php/inhalt/infanterie
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We will keep the scopes 2D, as we feel that 2D scopes offer more comfortable gameplay, less weird unrealistic reflections (light going through your head when the sun is behind you) and are more realistic and less distracting.
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Here's a video showing off the G36 and all the attachments that go with it:
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A little late, but here's a recording of the first major test of the Puma: The test was a huge success, and all the (small) bugs we found were fixed since then. Meanwhile, we are working on finalizing infantry gear, weapons and optics to prepare for a first release.
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Arma 3 tanks config guidelines
koffeinflummi replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
Thanks to zGuba I could get the dampers to work now, so now all PhysX things are working. For others having similar problems, make sure to set "boneName" in the wheel config to the name of the animation of the damper of that wheel. -
Arma 3 tanks config guidelines
koffeinflummi replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
First of all, you obviously don't know what a programmer is. If you even look at the wiki article's pictures for a second, you'll realize that the armour is modelled. Secondly, you should probably go in game and actually shoot a tank in the back a few times. It is very possible to set it up to take different amounts of damage on certain sides within the current systems. In fact, I just finished doing that. But obviously you don't let logic get in your way. -
Arma 3 tanks config guidelines
koffeinflummi replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
It is fully functional: The dampers 'work' fine, they just aren't visually represented. :) -
Arma 3 tanks config guidelines
koffeinflummi replied to kuIoodporny's topic in ARMA 3 - BI TOOLS - GENERAL
I got it to work. In order to prevent the vehicle from going batshit, lower the MOI or increase the dampingRateInAir of the wheels, then adjust enginePower/maxOmega/etc. The only problem that remains for me is that the dampers refuse to work at all. I know the engine and wheel values in the config are right since it's basically a copy of the Kamysh's one, the model fits all requirements that are listed in the article. I'm assuming the problem is in my model.cfg, although I've tried checking the damper animationSource with: X animationPhase "wheel_1_1_damper" That always returns 0, so I'm absolutely clueless. Is there a chance we could get a sample model with a full model.cfg? -
Tracked Vehicles with PhysX & Sample Models
koffeinflummi posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So now that ArmA 3 is officially released, will we see some information on the "tankX" simulation class, i.e how the memory lod of a tank has to look, what's supposed to be in the model.cfg, etc.? The car config guideline thread is great for wheeled vehicles, and it would be great if we could get something similar for tracked vehicles. Right now you're just forced to use the "ArmA 2 way", which is obviously bad. Also, will we get some sample models for weapons and vehicles in general? And, while I'm asking questions, is there an ETA on the new tools? -
Making units perform animations
koffeinflummi replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://community.bistudio.com/wiki/switchMove http://community.bistudio.com/wiki/playMove Use the animation viewer in the editor to view available animations. -
Arma 3 cars config guidelines
koffeinflummi replied to pettka's topic in ARMA 3 - BI TOOLS - GENERAL
Will we get some information on TankX by/on release? -
H&K USP 9 mm Pistol
koffeinflummi replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm. I'm not quite sure how exactly the VAB selects the weapon it shows. I noticed it only has the "base" guns, not the ones with attachments, so it might have something to do with the fact that the USP .45 inherits the class of the 9mm version. I'll look into it when I find the time. -
Eye not lined up when looking through scope
koffeinflummi replied to zachgibson22's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Make sure you also have all the attachment proxies in a "View - Pilot" LOD (together with the gun of course). -
H&K USP 9 mm Pistol
koffeinflummi replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is the first time I actually get to see the full error message, thanks. Are you using other mods, and are you using the dev-build or the normal one? It's most likely another mod causing the issue, since "muzzle_snds_L" is a default BIS class. Some people over in the R3F thread have been reporting incompatibilities with the HAFM mod. Are you using that by any chance? Sry for the late response. You're right, I didn't use a high-poly model for the normals, I just converted a height-map. -
Dual-Sights w/o Attachment & Other Sight Questions
koffeinflummi posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Here's the backstory: I was thinking about creating a G36 mod, but before I get going with that, I have some questions: (I think this is mainly a config issue. If it's not, I guess this is the wrong forum :rolleyes:) 1. How do reflex sights work in ArmA III? In A2, it was, IIRC, just painted on the scope. But since A3 properly simulates collimator optics, how does that work config-wise? 2. Here's the G36A1. It has 2 sights built-in: a 3x magnified scope at the bottom, and a reflex sight at the top. This means that in ArmA, you'd have to be able to switch between the 2 sights without having any attachments, basically like in ArmA 2. How would the configuration look? I was thinking about a "ghetto"-solution, where the base gun would just have no carrying handle, and the carrying handle with the sights would be a seperate, dual-sight attachment. That might work for this, but not for the A2. 3. Here's the G36A2. It has the same 3x optic, but instead of a built-in reflex sight, it has a RIS with a Zeiss optic on there by default. The solution of having the carrying handle as an attachment with both sights wouldn't work (unless attachments can have attachments :O ), since there are a variety of reflex-sights that fit on the RIS. So if I build the scope into the gun, how do I tell ArmA to allow usage of the "iron sights" even when a scope is equipped, other than a "normal" gun where the iron sights are being disregarded when you have a scope equipped? I hope I explained my problems properly :/ -
Hey guys. Just figured I'd make a thread to keep interested people updated. I'm planning this as a pack with every piece of gear used by the German infantry. WIP Screenshots (Flecktarn Uniforms) (German Soldier with USP/P8) (yet to be textured G36) (G36 #2) ToDo List Uniforms Clothing (retexture) - done, might need some refining Vest (retexture) - done, might need some refining Helmet (new model) Backpacks (retexture) Weapons P8 - done (the only thing needed is a slight retexture saying "P8" instead of "USP") G36 - in progress (A1 currently, other variants will follow) Panzerfaust 3 MG4 MG3 G3 (maybe) MP5 (maybe) If you would like to help out with models, textures, sounds or anything else, shoot me a PM!
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True. Didn't think of that. I guess having both plates and suit in one uniform is the best way then.
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Dual-Sights w/o Attachment & Other Sight Questions
koffeinflummi replied to koffeinflummi's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm playing around a bit at the moment, and I got the A1 to sort of work by simply making the 2 scopes a seperate attachment. I still have no clue how to get the A2 to work, which would require: a) the "iron sights" to actually be a scope b) being able to switch to the "iron sights" with a scope attached I think the only solution is to just pick one scope and go with it, making the RIS on the A2 unusable :( -
I just found out that you can set the "naked" uniform for characters. That would be perfect for this, wouldn't it? You have the black suit as the "naked model", like the white shirt is currently is, then the plates as the uniform, and then you still have a free vest slot for other things.