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Everything posted by Kydoimos
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Here we go guys - thought some of you could use this for hostage rescue missions!
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Hi mate, If you already have the texture, and you want to use the existing beret model, it ought to be a very easy task. I'd really recommend posting in the modelling or config section, and either myself or another community member will walk you through it, step by step. It will involve creating a PBO though, which means whatever content you are looking to create will have to be made as an 'addon'. Depending on the desired quality of the beret, you may also wish to create a separate normal map (nohq) and specular map (smdi). Finally, there's a very simple config entry you will need to make - but that's no trouble. Let us know exactly what it is you want to achieve - a custom beret, I take it? For use with a mission you're making? I'd be careful about parting with money, as it is a 1-2 hour job, tops :D Hope the above proves helpful!
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BHI Mods Discussion thread
Kydoimos replied to Pomi Git's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Pomigit - just discovered this thread, mate! Can't wait to see what you guys get up to next - the very best of luck with it all; the world's your oyster, as they say! :D -
I'm like a kid at Christmas! :D
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Objects that decal the ground like helipads.
Kydoimos replied to bludski's topic in ARMA 3 - MODELLING - (O2)
Hi Bludski, If you're looking to add some decals for your airfield that serve no other function than simple aesthetics, you can use diesel tech JC's idea of inverting the 10M User Texture object. However, a limitation with this is that they don't work well in rainy weather (the texture will always appear in fron of the rain, no matter your proximity). Perhaps a better solution is to create some simple objects in a free 3D modelling program like Blender (or O2 itself). All you need to do is create a square plane. Then, when it comes to creating and assigning a texture, make sure you start off with something like a png format, and then convert it to a paa format, with the important suffix _ca. To achieve a working helipad that AI can interact with will mean defining it in the config. I'd recommend checking out the config for the vanilla helipad and see how it's done. I'd provide you with it myself, but my hard drive's out of commission at the moment! If you're a little apprehensive about tackling 3D modelling, I'd suggest sticking with the User Texture. Your helipad could be done by creating a new object config entry, borrowing from both the vanilla helipad and the 10M User Texture (just the model path). Hope that helps, mate - good luck! -
@Pomigit - thanks so much for your kind words, mate! :D I know I've still got a long way to go though, but I'm humbled. I'll certainly keep at it! You boys at BHI and RHS have really set the bar for standards - so I've got a lot of work to do! :P
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Hi all, I've edited the following code slightly (it was used in the East Wind campaign) - the strange thing is, I can get it to work on Stratis but not on Altis! Any idea why? There's nothing I can see in this .sqf that is map specific. The sound effects plays, but the light doesn't blink (no error messages appear either): // Script Adapted from BIS 'EAST WIND' Campaign // Define #define ON 0 #define OFF 0.97 #define LIGHT "light_1_hitpoint" #define DUMMY "BIS_effectDummy" #define DESTROYED "BIS_lightDestroyed" #define SAMPLE "electricity_loop" #define HELIPAD "Land_HelipadEmpty_F" // Parameters private ["_position", "_type", "_timing", "_delay", "_condition"]; _position = [nearestObject getMarkerPos "Lamp_A"] call BIS_fnc_param; _type = [_this, 1, "Land_LampShabby_F", [""]] call BIS_fnc_param; _timing = [_this, 2, [0.25, 0.50], [[]]] call BIS_fnc_param; _delay = [_this, 3, [1, 2], [[]]] call BIS_fnc_param; _condition = [_this, 4, { true }, [{}]] call BIS_fnc_param; // Find Related Objects private "_object"; _object = nearestObject [_position, _type]; // Make Sure Object Found if (isNull _object) exitWith { ["Object at position (%1), of type (%2) not found", _position, _type] call BIS_fnc_error; }; // Light Starts Off _object setHit [LIGHT, OFF]; //Hit Event Handler _object addEventhandler ["Hit", { (_this select 0) setvariable [DESTROYED, true]; }]; // Effect private "_setState"; _setState = { private ["_object", "_on"]; _object = [_this, 0, objNull, [objNull]] call BIS_fnc_param; _on = [_this, 1, true, [true]] call BIS_fnc_param; // The Dummy Object private "_dummy"; _dummy = objNull; // Has the Dummy Object Been Created? if (isNil { _object getVariable DUMMY }) then { // Create Dummy Object private "_dummy"; _dummy = createVehicle [HELIPAD, position _object, [], 0, "CAN_COLLIDE"]; // Attach to Light Object _dummy attachTo [_object, [0,0,2]]; // Store _object setVariable [DUMMY, _dummy]; } else { _dummy = _object getVariable DUMMY; }; // Effect On Or Off if (_on) then { // Play Effect _dummy setDamage 0; _dummy say3D SAMPLE; _object setHit [LIGHT, ON]; } else { // Destroy Effect _dummy setDamage 1; _object setHit [LIGHT, OFF]; }; }; // Flag private "_lightOn"; _lightOn = false; // Main Loop while _condition do { // Exit If Destroyed if (!isNil { _object getvariable DESTROYED }) exitWith { // Light Off _object setHit [LIGHT, OFF]; // Log ["Light object (%1) was destroyed", _object] call BIS_fnc_log; }; // Blinking Loop for "_i" from 0 to 5 do { // Set State if (_lightOn) then { [_object, false] call _setState; _lightOn = false; } else { [_object, true] call _setState; _lightOn = true; }; // Timing sleep (_timing call BIS_fnc_randomNum); }; // Sleep sleep (_delay call BIS_fnc_randomNum); }; // Does It Exist? if (!isNil { _object getVariable DUMMY }) then { // The Dummy private "_dummy"; _dummy = _object getVariable DUMMY; // Detach And Delete detach _dummy; deleteVehicle _dummy; }; // Return true; ---------- Post added at 16:44 ---------- Previous post was at 16:25 ---------- I see - there's a bug with the street lamps in the Selakano region (they can't be destroyed) - one for the Feedback Tracker, I guess.
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Yes! Genius suggestion! The lobby names - that would be a beautiful addition! Also (and huge apologies if this has already been suggested, I haven't read all the way through this thread!), it'd be great if the first frame of animations could be played on units that are set to be animated. I have no idea if this is possible - or if it would require a lot of work - but, here's the general gist; if you have _unit switchMove "MyWonderfulAnimation" in a unit's init box, perhaps they could assume the first key animation frame in the 3D preview, so as we know that the animation is set, and can fine-tune that unit's position in-game. Even better, how about a slider - enabling us to jump to a given animation frame? Okay, that's probably a lot of work for such a small feature, but anyhow, I thought I'd throw the idea into the mix :)
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[WIP] Female base model project
Kydoimos replied to HorribleGoat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Keep up the great work, HorribleGoat - kudos to you mate! My wife's been complaining about the lack of women in Arma 3 for years! :D -
I'm planning on a small release and then adding to it with updates; my hard drive has just failed me (doh!) - but, good news is, this work is all backed up! And I've got a new PC inbound. It's a pretty small addon at present, but it'll grow with time!
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Hiya mate; in essence you are correct - but there are a few issues. The first would be occluding daylight and obtaining full darkness - though a time switch trigger could achieve this (in SP, anyhow!). The other problem, on the map making side of things, is that though you could dig a trench to place the sewer in, you would need a canopy to 'fill' it in. I suppose, in theory, this could be done with another object, but it'd be hard to be create a seamless and believeable ground overlay - I think. I'm not a map maker myself, so I could indeed be wrong! :D Ah, this is a shame - didn't realise that! Though, the hiddenSelections is only on the brickwork, so, I suppose it's not the end of the world for map makers! :P
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IdentiZee? Haven't come across that one :) I'll check it out - sounds pretty cool!
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I looked at this a while ago. As Pufu (true Arma wizard!) explains, it's really complicated and pretty much impossible, due to the way the uniform models are composed. I did however, notice there's the body model in A3 samples - could anything be done with that, I wonder? I thought about remapping the UVs on the arms so you could have different tattoos on different arms, rather than duplicated images. Not sure if it could be done - imagine it'd be a lot of config work!
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Hi all! To celebrate Christmas 2014, our small team have put together a short, immersive showcase for two FIA bunkers, which can be easily exported and copied to clipboard. The content also feature's two new tracks by our composer, Valtteri Harju, and full voice acting throughout. Hope you enjoy it - and have a great festive season, guys! To subscribe, just click here. Alternatively, to download, and have the showcase appear in the 'showcase' section of the Arma 3 menu, click here.
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As well as the above, I'm mindful I owe you guys a tutorial! :P Planning on putting something together soon. I was considering doing a walkthrough for a cardboard archive storage box. Of course, it'd be very simple, but I'll try and deal with it with a lot of love and care! Do let us know if you have any other requests though. As well, for anyone interested in 3D modelling, check out Byrnes' tutorials; they really helped get me started.
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Just finishing up on a new item - a rather large tactical display screen, replete with damage textures, an illuminated power button, and animated fans. Edit: I'll soon be re-working the model below, for a better aspect ratio!
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Custom videos (.ogv) in ArmA 3 missions have 2 sec audio delay
Kydoimos replied to MrSanchez's topic in ARMA 3 - TROUBLESHOOTING
+1 for this! :D I think I started the thread originally, lol! Yeah, can confirm though; maybe we could get some details on the correct video codec? -
Publishing Campaign on Steam Workshop
Kydoimos posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all - I'm preparing to publish a campaign on Steam Workshop - is the configuration any different to what it would be if I were publishing on Armaholic or something like that? What I mean is, if I have a PBO, containing a CPP file, a PAA file, and an Addons folder which in turn contains a PBO of my campaign - would that work ok? What's the layout and folder / PBO arrangement? Thanks in advance! -
Hi all! Just a quick question regarding lods on a model and rainfall. Can anyone tell me which LOD requires a hole to let the rain fall through? It's weird, because I have a hole in my geometry LOD, which I assumed would be the one to handle rain, but the rain does not enter the model. Is it handled by the view LOD or something similar? Or maybe the opening needs to be a certain size? Thanks as always, for any pointers! EDIT: Appears to be working - just forgot rain doesn't fall vertically by default, it comes at a slight angle, hence, why it wasn't appearing - doh!
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Let's face it, not many companies have their own tank! :D
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Hi there, I'd like to request an addition to the surface sounds; 'SurfInt_Water_co.paa' for interiors with water. It'd enable some more options for modders making structures (indoor fountains, pools, and especially sewers etc.), without losing the weapon tail sound effects. Thanks :)
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Regarding jungle wildlife (thanks, da12thMonkey, for your Brunei account - sounds amazing! :D), I think some sporadic wildlife events would be superb! Less is more, so to speak. I was recently reading a Vietnam novel called Matterhorn (fiction, but based on a lot of truth), and a U.S. soldier actually gets killed by a jaguar (he didn't even get a shot off). Also, reading another Vietnam book, Chickenhawk (non-fiction), a Vietnamese worker gets killed by a snake in a field (apparently, lots and lots of people got killed by snakes in Vietnam; something like 8 of the 9 species are poisonous). But then, I wouldn't want to be taking damage from snakes like the ones we see on Altis and Stratis; that'd just be horrible :P
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Hiya, Guess we're reporting bugs here, with the tracker down? Noticed Kerry is saying 'Clear' every time at the beginning of 'Signal Lost'. It's a nice intro scene, so thought I'd mention it - think it might need a quick fix, 'enableSentences false' in there? On Stable Branch.
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Old news from the future...
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Beautiful stuff! You know, as a former Classical Studies student, I really, really like what you've done with the Theseus logo - love it! And the website, just very sleek indeed! Wow!