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sebj

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Everything posted by sebj

  1. Thanks a lot. I've already done the MIME modification but I'll give a try for the authentication part. if no solution I'll try to see for apache server... (maybe more difficult but I love the danger :))
  2. Hi all, I'm coming into new trouble with a new IIS web server and files into the .a3s folder. I managed to fin a workaround for some files with no extensions (into the "type MIME" menu and add file extention "." with type "applications/octet-stream") and manage to use the autoconfig. But now the problem is with ".a3s/sync" file that is not recognized by arm3sync (error 404) when I check the repository. Anyway I can download this file with no errors with an internet explorer. Is someone manage to work with IIS6 ? thank you in advance for your help, Regards, sebj
  3. sebj

    Sling Loading Feedback

    Nice job guys!! Physic seems to be excellent.! I hope the last performances trouble with MP will be fixed and few other bugs and we are good to go for few months of fun...
  4. Hi everybody, I'm opening this post because following few threads already opened for this case I didn't found any help regarding this question : Is there a easy way to play hand animation for each shot (as Bolt animation is not a problem with model.cfg configuration) ? I already saw a way with "fire evenhandler" with scripts commands etc... but if somebody have a more optimized way to do that is should be really great! My objective is to get the most beautiful animation for a new M24 SWS version for A3 :p. http://img102.xooimage.com/files/c/2/9/2014-07-16_00003-46b5d57.jpg (488 kB) http://img107.xooimage.com/files/d/1/f/2014-07-16_00001-46b5d73.jpg (606 kB) M24 SWS Project : http://armadeus.xooit.org/t77-M24-SWS.htm Thanks in advance for the help, In any case if I found a way to do this (I really hope to) the solution will be posted here... Cya
  5. Hi, It seems that some people have the same symptoms like me after the recent update of A3 with 1.26. My Alive mission was working fine before but now after 30 minutes on the dedi server the mission seems to be degraded (new missions are not appearing on the map, virtual AI are not moving, no more intense combats). The thing that made me think of a problem is that the intelligence and squares of occupation are appearing once on the map and finish... I don't know if people are in the same case but if there is some magic things to do to solve that it should be perfect ! :) Anyway, your mod is still the best of the best :) I hope to see IED modules soon :rolleyes:
  6. Unfortunately I have the same issue myself (and I think a lot of people too :rolleyes:)... Some bones like "head", few fingers, and "weapon" etc... are not imported correctly into object builder. I tried to play a little by reproducing my own skeleton instead of using the one provided by BIS and the missing bones are now ok when importing the FBX into ObjBuild. Unfortunately I didn't had the time yet to create all the bones for now it's why I cannot share it and because I'm not sure of the scale too :) Once I'll manage to get something ok I'll try to share ASAP. The one Kiory made and shared in this post, is good but same issue with missing bones...
  7. sebj

    how to go about modedling this

    Yes I confirm that I was talking about 2d technics because I'm a lazy boy :) otherwise for this 3d part I would recommend too a negative extrusion and smooth as explained in second post. And yes booleans are really bad in most case because faces are Not very well organised most of the time after this type of operation and difficult to correct after for what I saw in my little experience...
  8. sebj

    how to go about modedling this

    If I was in your case I would recommend you to simple use a texture with bump map (Normal map + occlusion etc... with RVMAT) as MikeTim said. It will be a little bit less beautiful than 3D modelling but result should be good for this little detail. If you start do this detail for the scope I don't imagine how munch poly you'll get for a complete weapon.
  9. Thx for your precision. There is a lot of troubles. Even for a "simple" task :) yes I confirm for my part that I'm only using add-on builder from tom_48. The one available into a3 tools is crashing all the time...
  10. From my point of view it seems to be more related with a fbx import issue into object build. Because some bones on hands and feet are missing once in objbuild. If I import the fbx into 3ds or motion builder the skeleton in intact and all bones are here... Maybe some fbx.DLL tweaking done by bis... I'll try to add manually the bones just after import to see if we can have a workaround
  11. Hi mladja, Thanks for your help. I stopped about using Bis sample for now because too buggy for me... I'm using Toadie's skeleton (http://forums.bistudio.com/showthread.php?172850-Toadie-s-SmallArms-and-Animations-for-Arma3) and now my animation is working BUT as you said not for the hands because some bones are missing during FBX import into object builder (weapon and launcher are not present too)... I could maybe find a way to rename manually the bones, but I don't want to commit a suicide :) I'm going crazy with all these issues... I'm wondering how BIS made so much animations... I is very frustrating because there is a lot of interesting tools and samples into the A3tools system, but a lot are unusable... Even the P drive that makes me mad after each reboot! I think I will forgive my bolt animation... I'm really really frustated
  12. I'm using bank_something.fbx model available into the fbx2rtm folder of arma 3 tools but it is maybe the same problem as you. What is your solution?
  13. HI everybody, Same trouble as you but it not seems to be related with binary because I've the same issue when importing my RTM onto the BIS A3 model in Object Bluider. Here is a short video that is showing a good working animation on bis skeleton and weird issue on BIS model : I'm missing something but what?? I someone have the solution, it could be wonderful!!
  14. Hi everybody. First of all thank you again BlackPixxel for your help regarding the scripts and config to launch custom RTM. I'm near to finish everything but I'm stuck at the RTM export step from Object builder... My skeleton animation is working perfectly when I just import it from Mobu into Object builder, but once I try to export the RTM file and reimport it with A3_character_example.p3d the model is messed up. Here is a video of the problem I'm facing : I'm sure that the solution is really simple but I didn't found anything. The model.cfg of the Skeleton is in the same folder than the A3_Character. Thanks again for you help.
  15. Are the memory point for bullet start and barrel end are well configured on you weapon model? Memory point to place in the memory LOD : konec hlavne = barrel side usti hlavne = Muzzle side this could be the cause, because normally there is nothing specific to param into the config.cpp for this.
  16. Hi all, I'm creating this topic, because I'm facing a trouble to convert a .FBX animation file created with Mobu 2012 into a .rtm with fbx2rtm Gui from BIS tools. I did some test to convert the bank file (file provided by BIS available into the FBx2RTM folder) with the tool and it is working correctly, but if I save it with a different name with Motion builder 2012 with absolutely no modification except the ones given in the BIS manual (https://community.bistudio.com/wiki/FBX_to_RTM) the file is not convertible any more by the BIS tool (fbx2rtm), and there is only a message saying "export error". I've checked the log given by the tool but it is only saying that the fbx file is not readable. It let me think about a compatible issue with recent Mobu versions and fbx2rtm. Is someone manage to use this tool already or know a tip to get it to working with more recent version of Motion builder 2009? I'm staying available to give more details about this issue if necessary, because animations with motion builder seems to be really the easiest solution with BIS given examples to make really cool results. EDIT : I tried to export my file from 3DS as a FBX but symptoms are the same... Thanks to all for your help, Regards
  17. Solution is : import fbx files directly in object builder via import -> fbx
  18. Great I'll test that too. For information the problem I had with fbx import was related to P drive issue that cause the DLL folder to not be seen by object builder (cf my previous post edit 3)
  19. Yes sry by o2 i mean object builder :) i didnt saw the option. I'll check again... Thx EDIT: I'm in object builder and no FBX extension available into the import menu... maybe a conflict because I've O2 installed in same time... I'll try to make a fresh install of A3 tool again... EDIT2 : new install of Object Builder still no FBX extension into the import menu... : EDIT3 : after few google search... here is the SOLUTION for those who don't see the FBX import option : http://feedback.arma3.com/view.php?id=18072 it is a problem with DLL folder misconfigured into the Objbuilder option menu...
  20. Thanks a lot mladjaSRB! but unfortunately and if I'm not mistaken I didn't found the extension FBX into the import menu of O2 (only, .3DS,.TXT,OBJ, etc...) PS: If I manage to do my first animation with FBX I could try to help you maybe for the hand problems because the bones names are really a big nightmare...
  21. Thank you a lot for your tuto. As you said Kiory the FBX method is the best one but impossible to get it to work for my case with Motion builder and the Bis tool (FBX2rtm ... :( ) I had a headache to get it to work during all the last weekend with no results... except with the old method with Rtm tools scripts etc... but as English ppl say it is a pain in the ass :mad: If someone have a tip for FBX way to work it would give me more courage to do animations... thanks in advance.
  22. I hope to get a solution for this soon :butbut: As the finger animation already exist to pull the trigger when firing there is no reason to not be able to animate the hand to rearm the bolt... Today this animation is already possible by passing trough scripting...: http://forums.bistudio.com/showthread.php?180818-Bolt-Cocking-Hand-animation-for-each-shoot-M24-SWS/page2
  23. Hello Dwarden, We have the same trouble with perf2 (maybe a little bit more stable with perf). Here is the dump for latest crash : http://62.210.206.92/Armadeus%20crash%20nomod%20vanilla%20perf2.7z Thanks for your support EDIT 24/04/2014 : A new crash again today. It seems that the crash happen all the time when a new user is connecting after the game has been finished.
  24. no pb you're welcome. I'll try your script for my configuration too. I hope to see your adon soon. Anyway I'll try my chance to get some information from smookie (BI Dev) about some shooting animation (like it is the case for the finger animation that it is pulling the trigger when firing)
  25. Yes I confirm you that it is vanilla server. We'll give a try with perf2 so.
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