sequisha
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Everything posted by sequisha
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There isn't a great deal to work with given the image, but I'll take a stab at what your problem is. Fire geo, like all p3d Geometry lods...requires closed and simple geometry. If it's just a door that should only emit one penetration sound, it should be a simple rectangular(closed) piece of geometry. If the keypad area is supposed to have a different penetration sound then the geometry would look a bit more complicated (5 seperate boxes). The first example, A, is super simple and recommended for testing initially. The second example, B, covers if you plan on having more complex fire geo. *IMPORTANT* You must always "Find Components" for new or heavily altered geometry in your collision LODS. I recommend removing all (component)named selections and letting object builder create new ones. Within Object Builder: Structure -> Topology -> Find Components. Hope this helped, it should solve your issue. P.s. I noticed the door is ajar in the problematic picture. Be sure that your fire geometry(and all other geo LODS) have the proper named selections as well and are animating properly. For instance,, referring to the image above, your hypothetical red/green/blue/orange components may not be sharing the "Door" named selection; or whatever you've called this animating part.
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I'm asking this specifically, because it is indeed our assets(along with BI & DayZ assets) and ethereal currency that have been sold for over the past year in both Arma 2 and Arma 3. I see that now after re-reading Dwarden's post. Thank you. This is splendid news. Keep in mind I don't want to hinder the player's ability to access the game or our modifications, this whole ordeal has just been exploited in the past essentially strip-mining the value of the game for everyone in the long run. This is definitely a step in the right direction; many thanks to BI for addressing this.
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I'm glad there's been at least a little bit more clarification in this regard, but much like Milkman, Benson & others...I'm interested whether or not we(as content creators) can contest a community's "Approved" status. To be clear, I have no intentions of monetizing my work in this regard, but I would like to reserve the right to prevent others to do so. Example: Random community wants to start selling a new character or prop that I create and release, I should be able to contest their "Approved" status...if they were approved to begin with. Thanks once again BI & friends, I'm glad this is one step closer to being addressed.
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If there is more astounding proof than THIS, I'd like to see it. Hope you guys don't intend to carry on in the game development world, cuz I got news for ya.
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I suggest getting an artist on the team capable of creating the items you guys need. This chatter of correctly "obtaining items" translates to "where can I find assets that I can't get in trouble for" in my eyes. Anyone can go shopping on Armaholic and hodge-podge together an amalgamation of other people's work; that doesn't mean that it's legal or ethical.
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You're getting super close! I think some changes in the model would really help at this point. Bring the shoulders forward, down and inward a bit and lessen the weight on your shoulders slightly. There is a little room for tweaking the weights without entirely trashing the anims.
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Manhattan Life RPG - As Real As It Gets - In development
sequisha replied to Xqlusive's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
u wot m8? ...to add insult to injury, before even STARTING development...you are already establishing a donor shop? http://www.manhattanliferpg.com/forum/m/23343472/viewthread/12837522-mlrpg-donation-rewards Seriously get lost kid. -
Animation - explanation of the magic behind
sequisha replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Awesome, I really appreciate the clarification on this; thanks Smookie. I'm sure I'm not alone in welcoming some more control in this department. You guys are doing an awesome job!- 121 replies
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Animation - explanation of the magic behind
sequisha replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for starting this topic and providing a little bit of explanation for the back-end of animations Smookie! I have a more specific question regarding this subject, is there any way to prevent IK animations for handAnim? I'm aware we can force RTM specified via Blending values for gestures, but being able to do the same for handAnim would be wonderful. An example of a problem I've encountered: I've set a custom hand/arm position for a unique weapon, it require the elbows and arm to shift outward a bit to look natural. The handAnim IK just finds the shortest route between the shoulder and hand, resulting in a broken wrist or other abnormalities; I wish I could specify this via RTM. Thanks again for your support Smookie & Dwarden.- 121 replies
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Make sure the helmet is in the appropriate place in 3d space in the source, and that it is weighted 100% to the "head" bone/named selection. Pressing 'n' in Object Builder opens the weight paint tool. Increase it's strength and color to red, paint the helm's verts entirely, right-click the "head" named selection and "redefine". Make sure the helmet is in the appropriate place in 3d space Make sure the helmet is in the appropriate place in 3d space
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If you're running anything previous to Windows 8/8.1 I haven't had any luck with any injection DLLs as of yet. Nice avi btw St. Jimmy, seen D.R.I. a couple of times, amazing show.
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Female heads Mod (yes, another one)
sequisha replied to zeealex's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Some of my personal favorites. Serbian Chilean http://i.imgur.com/xPapBMB.jpg (146 kB) Good work so far, it's certainly not easy. -
Can confirm, I tried to open it as well to no avail. Is also completely empty as a .txt. Possibly a bug with the latest build of Object Builder.
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I never got to meet the guy, but I'm certain his work and attitude influenced the community in a positive way. There's no doubt I learned some important things about the Armaverse indirectly from him. My thoughts go out to his family and close friends, as well as him in finding either the strength & ability to fight; or peaceful rest. Surely Randy will be missed if he parts with us, if he only knew how many of us are rooting for him.
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I would suggest creating a high-poly mesh of the patch and using a projection modifier to render your normal map onto a plane. This is the ideal way to do such a thing, normal map generation software can work in a pinch, or is suitable for very scarred up and noisy surfaces like sand or some stone...but nothing will ever beat a proper normal bake.
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ArmA3 BI Tools: No entry 'Config.bin.cfgBuldozer'
sequisha replied to soldier2390's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
After using Mikero's latest tools, following the posted tutorials AND unchecking "Disable model.cfg" in the Viewer dropdown...it solved a majority of my problems including half.paa, no external viewer etc. The only one that remains is the config.bin.cfgbuldozer....and I'm perfectly fine with this, as I can actually view the models now. -
Has anyone figured out how to show hi-res textures in buldozer?
sequisha replied to abs's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Only way I've been able to fake higher resolutions is a workaround. I scale everything up temporarily like 10x. Observe, ctrl-z wheh finished. -
Started using the super shader to achieve metallic properties on items, after tweaking the rvmat and making sure all the appropriate maps are available and in use...we have this: https://www.dropbox.com/s/h4jr673hilbh7ra/gold-remake.png Now, sure that looks fine(in Buldozer) and how I would like it to look, but in game it looks terrible...almost as if the super shader isn't being used at all! It actually looks like it's defaulting to ONLY using the color map and just looks terrible in-game. Have any of you run into problems similar to this, having major differences between Buldozer's preview and what's actually presented in game on your models? I'm sure there is something I'm missing, like whether or not a magazine item can even use the super shader. Any help would be appreciated.
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Low quality on Oxygen's Bulldozer...
sequisha replied to Sakai's topic in ARMA 2 & OA : MODELLING - (O2)
Just do what I do...it doesn't necessarily fix the problem directly, but I get a relatively accurate display of what it will look like in game. Select entire model -----> ctrl-shift & Drag RMB to ridiculous size. Ctrl-Z when done inspecting. Crude, but I'm over messing with these tool's settings and breaking more than I fix in regards to stuff like this. -
I took a quick look, seems like the "non-linear mapping/non-planar faces" flags are hurting you a little bit. Although you may be able to get away with is some times, it may or may have undesired effects in the binarization process. Any time you find those flags, isolate each face and triangulate it if you don't want to manually fix it in whatever utility you built it in. Most of the time that can quickly remedy any flags without messing with UV data.
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ArmA2 Modding Toolbox for 3ds max V1.1
sequisha replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
I tried to do as much research as possible and followed Alex Vorobiev's video tutorials closely to ensure that I had all bases covered before posting here. I've run into an error upon exporting from max that I can't seem to resolve; I'm sure it's something silly that I overlooked such as a path I didn't specify. I'd appreciate any help or advice on figuring out what the problem is. (--Unknown Property: "filename" in undefined.) https://www.dropbox.com/s/8cifh14dq4k7sy2/armaToolError.jpg Any thoughts? *Edit* Turns out it wouldn't export because all the required maps weren't given a path. I resolved this issue by creating an AS and DT map and pathing them appropriately.

