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sebj

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Everything posted by sebj

  1. @sealife, Hmm interesting. Anyway I'll still try to do it with the 4e13 LOD as described in the Wiki. If there is no solution I'll wait for the new release of O2 or a better tuto in the Wiki... The best of the best would be to have a sample model from BIS... that should be better that a long explanation in the Wiki...
  2. Yes I think same. I think that the minimum requirement is to create suspensions animations, with model.cfg etc...Mr Super-Truite and me are working on a sample model (for tutorial purpose) to test the physx step by step. For the moment I think that the model is too rigid (because of no suspension yet) and that's why it's not possible to keep it on the ground. I confirm too that once we deactivate the Physx into the config file everything work fine with same geometry weight and others p3d params...
  3. sebj

    double barrel turret

    We'll Try that and give you a feedback ASAP, Thank you Jones. It ifs works it should be really great because it could be so easy to integrate... :D
  4. sebj

    double barrel turret

    Is somebody have found something about this feature? Yes I confirm that in the AH-9 config we can see the array Gunbeg[] and GunEnd[] but nothing special.... I hope it is not a tricky configuration to do in the .P3D... Please developers can you help us... :rolleyes:
  5. Sorry what do you mean by Physx LOD is it the new LOD named 4e13 ? Just to be sure, did you tried to add a roadway on your model to see if it can add some benefits? (we can walk correctly inside when the vehicle is stopped, and maybe with physx enabled it could work when moving...)
  6. Beautifull!! Great job :cool:
  7. sebj

    Ekranoplane-Orlyonok

    Yes off course, for the moment we did'nt worked on the détails ;) but we plan to retract wheels into the water. not for the moment, it's why we'll have to work few more days to fine tune the behavior of the Ekranoplane. But If I'm not mistaken this Ekranoplan was able to flight 3Km AGL (but with a lot of fuel consumption..)
  8. sebj

    Ekranoplane-Orlyonok

    Thank you a lot men! I saw some of them but not the details inside sure it will help :D we'll had you in the credits :p ---------- Post added at 21:05 ---------- Previous post was at 21:01 ---------- Here is some new pictures with new textures and a great new ramp :) http://imageshack.us/a/img855/452/g9c1.jpg (246 kB) http://imageshack.us/a/img560/752/uk3q.jpg (255 kB) http://imageshack.us/a/img24/2740/q8xk.jpg (291 kB) http://imageshack.us/a/img834/9519/yrz4.jpg (253 kB) http://imageshack.us/a/img829/7760/vq72.jpg (265 kB) http://imageshack.us/a/img19/4946/oit4.jpg (251 kB) Cya
  9. sebj

    Ekranoplane-Orlyonok

    Wtf... I lost my ekranoplan in the car park... ;) Sorry for the textures we'll correct them ASAP. Don't hesitate if you have any suggestions on the model... PS : We would like to thank again [APS]GNAT for his help concerning the scripting part for the "floating effect"
  10. Hello, I'm doing an ekranoplane (feel free to check on wikipedia for those who don't know what is this thing :)) on Arma 3 and I'm facing an issue to produce some dust effect over ground and water particles. I've tried to use the functions : memoryPointsLeftWaterEffect="waterEffectL"; memoryPointsRightWaterEffect ="waterEffectR"; rightWaterEffect="LWaterEffects"; leftWaterEffect="RWaterEffects"; leftFastWaterEffect = "LWaterEffects"; rightFastWaterEffect = "RWaterEffects"; But no effect ingame :(. I've tried too to attach some false boat under my model but no effect too (thanks to Gnat for his help :cool:). My last solution is to create some exhausts to simulate the dust and water but it is not a really good way to simulate that because always active... Do you know if there is some specific LOD or memory point to create on the model? or other solution? thanks in advance for your help on this trouble. Sebj
  11. Sorry for the modo. I posted in the wrong channel. Could we change it to "ALPHA : ADDONS - Configs & Scripting" please. Thanks in advance, regards, SebJ
  12. sebj

    animations and 3ds max

    @Bad Benson sorry for the delay. I was away last week... I don't know if you found the method to create a custom skeleton...But here is our solution. In fact it is really simple. 3DSMAX : Once the custom bones are created into 3ds with and a eventual animation is done (and the 3d model too). Just take care to place good names for each bone (the easiest to remember is the best :p). This step will be necessary to weight correctly you model into O2 with the same name than the bones for each parts. O2: In o2 just import your 3d model into the LOD 0 (or X), import then all the bones into the memory LOD (it will be useful after to get the same movement into each LOD of your model). take care to tick each boxes and change the LOD for each parts... (and don't forget to select the animation box too :)) Now we can go to weight our model with the paint tool in O2 shortcut "N" or edit menu... (very boring part of the job...). Once some vertices are weighted correctly just create a new selection (right clic in selection windows, and "new") and name it with the same name than the bone (IT IS CASE SENSITIVE...). Now just export the animation file and save it in your favorite mod folder. then erase all the keyframes and reimport your RTM file. From now you polygons should move perfectly if you play your keyframes!! if there is too much distortion just reweight your selections... (very boring again...). At this time we still have some improvement to find : how to export directly the weighting from 3ds? (I'm too lazy to do that with O2 :j:). How to export the good names of the BIS skeleton from 3DS? => it seems to be possible during the export Cf. post of Thromp, but for me there is no option to configure if I export as .3ds file... I Hope this help, Thanks in advance for your help too, Sebj
  13. sebj

    animations and 3ds max

    hi to all modders, I come back with good news ;) but everything is not solved yet... We managed to create a custom skeletons into 3ds with animation and import it into O2 (ok it wasn't the hard part of the job...) The good thing is that we manage to attach the custom skeleton on our model and apply the animation on it... the RTM file is now good for use. The problem is now with the config.cpp and model.cfg (for the config.cpp there is few example available, but not very clear, for the model.cfg nothing is available when a rtm is used and a custom bone is created...) we really need some help to figure out what is wrong with our config files! :butbut: during the PBO compilation we have the following errors : "Key frame animation, no 'keyframe' property Warnings in p:\rev1_cylinder\rev1_cylinder.p3d:1 Key frame animation, no 'keyframe' property Key frame animation, no 'keyframe' property Warnings in p:\rev1_cylinder\rev1_cylinder.p3d:10002 Key frame animation, no 'keyframe' property Key frame animation, no 'keyframe' property Warnings in p:\rev1_cylinder\rev1_cylinder.p3d:geometry Key frame animation, no 'keyframe' property Key frame animation, no 'keyframe' property Warnings in p:\rev1_cylinder\rev1_cylinder.p3d:memory Key frame animation, no 'keyframe' property Key frame animation, no 'keyframe' property Warnings in p:\rev1_cylinder\rev1_cylinder.p3d:landContact Warnings in p:\rev1_cylinder\rev1_cylinder.p3d:11000" and "No entry 'e:\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp.CfgSkeletons'. No entry '.OFP2_ManSkeleton'. No entry '.skeletonInherit'. '/' is not a value No entry '.skeletonBones'." Thanks all in advance Sebj
  14. sebj

    animations and 3ds max

    Hello Bad Benson, to be able to import the good names of the custom skeleton into O2, I've created some 3ds max "bones". The ones used into the bis model are not created as "bones" but as "dummys", and during the export it is impossible for me to get the good name into O2 (DUMMY$$$$... for each bones). When you export theses "3ds max bones" as a .3ds file, you'll now be able to import them with the correct names into O2 and with RTM animation too! Now the question is how do we attach them (or weight them) correctly with the custom model in O2... No idea for the moment.:confused: "are you sure it's really the first frame working and not just the model being posed in the initial position of the animation? that is what i get and what makes more sense to me." Yes I confirm you that the model have a deformation on the first frame and it is not simply only the position movement. PS : thank you for the link
  15. sebj

    animations and 3ds max

    thank you a lot Pufu! If I understand correctly I still have a big work to do!! rgds, Sebj
  16. sebj

    animations and 3ds max

    Thanks Thromp. unfortunately the animation of the bones is not anymore atached to my skin once it is exported from 3ds (when I say bones it is the "structures" from 3ds). I've tried your solution to save my custom rtm exported from 3ds in o2, and then import it to the BIS model but no result too :( do you know the solution to only export the skin animation from 3ds, OR the easiest solution to "reattach" the bones to the correct meshes of the skin in o2? thank you again. Regards, SebJ
  17. sebj

    animations and 3ds max

    Hello All, Following your recommandation we manage (with my colleague super-truite ;) ) to import the animation from 3ds and get some keyframes into O2. The last problem we are facing, is that only the bones are animated but not the skin of the model... Is somebody know hows to "attach" the bones to the skin (or vice versa ;)), and do we have to do it in 3dS or O2 ? Or maybe it is not necessary to have the skin to be able use the RTM in game? thanks in advance for your help, Regards, SebJ
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