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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Kydoimos

    Objects for Tanoa

    I reckon I could see to that, at some point! :D Okay, matey - I'll see if I can think up some things! Below are a couple of screenshots of some objects that will be appearing with my updated Resist campaign - the only thing they're lacking is a few diminishing resolution / shadow LODs, but they ought to be fairly easy to add if you're concerned about performance. I still have a little way to go when it comes to proper optimisation, for some of the more advanced objects. Once Resist is finished, I'm more than happy for members of the community to use the content for whatever they want (a few of these have hiddenSelections too). Here's a few renders (manhole model was created by Daniel Boggild while I was still getting to grips with Blender):
  2. Kydoimos

    ArmA 3 : RESIST

    Lol, nice try - nah, end of November :D Here's a bit of eye candy for some of the objects I've created (model for the manhole was kindly made by Daniel Boggild - I hadn't a clue how to use Blender at the time!)
  3. Kydoimos

    ArmA 3 : RESIST

    Right, quick update - if all goes to plan - should be seeing a full release at the end of the month :) EDIT: Apologies - it's December and very nearly ready for final release! If you absolutely can't wait any longer, PM me and I'll get you an early dose!
  4. Hi all, Can anybody explain what I would need to do to a custom static animation to allow the unit to fire the weapon? I only need it for creating cool looking screenshots :) Here's the current config below: class Poster_Pose_03: CutSceneAnimationBase { file="\Resist\Animations\Resist_Poster_Pose_03"; head="headNo"; looped=1; rightHandIKCurve[] = {1}; weaponIK = 1; speed=0.0072880002; ConnectTo[]= { "AmovPercMstpSnonWnonDnon", 0.0099999998 }; InterpolateTo[]={}; }; Thanks in advance, for any suggestions! I've given 'canPullTrigger' and 'disableWeapons' a go, but no joy!
  5. @da12thMonkey - thanks so much, mate! It worked a treat! :D
  6. Hi all, Just a quick question regarding custom animations and weapon holding. I downloaded the Blender A3 rig some months ago and have played around with it a bit, but I was curious - how would one assign the weapon to the hand(s)? Obviously, the weapons in A3 are different shapes and sizes, so how would one create a (static) stance that encompasses these? I was just curious to know how it's done for future projects :) Many thanks! EDIT: I'm guessing it's something to do with this, perhaps?
  7. I think I must be going a bit wrong somewhere; I've successfully linked the weapon bone to the hand (see below) on this test anim: Now, the weapon bone (I assume that's the red square around the weapon in this instance) moves with the hand. I've also successfully moved the weapon into the hand and closed the hand around the weapon's grip. Trouble is the individual weapons are different sizes and their relative position is different: So, while I can get a perfect hand grip on, say, an MX assault rifle, it's completely wrong if I change the unit's load-out to a different primary weapon - for instance, an SMG. I must be doing something wrong in this process, as I believe the weapon bone should be automatically aligned with the unit's hand bone, and the grip position should be the same? Maybe I need to re-link the bone in O2 somehow? Or something else entirely? Thanks so much for your patience, I'm always really grateful for the advice! :) I did find a related thread here: https://forums.bistudio.com/topic/160314-arma-3-animation-tutorial-from-blender-to-arma-3/page-2 - but you know, I'm still struggling :P
  8. @da12thMonkey - thanks man! That's really helpful, hugely appreciated! That was the bit I was missing, I'll see if I can figure out how to do it on the Arma blender rig - thanks again!
  9. Brilliant news! I'm so super happy to see this! :D Thanks, devs!
  10. Kydoimos

    Modding License - A3 Tools

    Thanks for clearing that up, Pufu :) You're a star!
  11. Hi there, Just to make sure I've understood this correctly, is it okay to edit the models with Arma 3 Samples, for Arma 3 modding? I read the modding license and this is what I understood from it - but I wanted to make absolutely sure! For instance, suppose I wanted to re-assign part of the Test Character's uv set, to add details to one arm for an Arma 3 addon? Thanks in advance! :)
  12. Hi there, guys I was wondering if it was possible to do the following; essentially, I want to create a tattoo for a character on one arm (not both!). I figured I could just assign an extra UV set to one of the arms in the character test p3d that comes with Arma 3 Samples, but how would one go about writing a config for the hands, arms, feet, and legs? Or are they part of the underwear model that we see? I've trawled through A3's config files, but wasn't quite sure what I was looking for. I know there are some excellent config examples out there - but what config do I need an example for? :) Many thanks! EDIT: Okay, so I think it might be the basicBody that's needed. Any ideas how that might look in the config?
  13. That's awesome news! Thanks for the update! :D
  14. Yeah, me too. Having a hard time with the music at present. Cuts out every mission - I did start a ticket on the feedback tracker and it got 'assigned' a few months back, so hopefully, we'll know more soon! :)
  15. Hi all, Just curious on this one - is there any way to force a weapon / item / magazine into a unit's inventory, replacing an object, even if they have a full loadout? I was thinking about gear saving, and what happens when a unit has a full loadout at the end of one mission, but requires an item (say, explosives or something similar) for the next? Cheers chaps! :)
  16. @R3vo - do you know, I think that might work! I'll give it a go - can't believe the answer might be so simple!
  17. Kydoimos

    Binarizing Models

    @da12thMonkey Thanks mate, that's great! Yeah, I've been doing things in a weird, roundabout fashion! Will use the addonBuilder! :)
  18. Hi there, I think I must be missing something, or perhaps, misunderstanding something - but I can't seem to find much information on binarizing models (I've searched quite a bit, promise!). Now, I've created an Addon and have it in a neat PBO with standard folders inside. However, I keep hearing about binarizing models to allow A3 to load them faster. How do I do this, precisely? I've found 'binarize' on A3 Tools, but when I click on it nothing happens. Basically, I don't really understand what I'm doing or what I need to do :) I guess, first off, do I need to do anything with p3d files other than pack them into a PBO, and if I do, what? The p3ds work fine, in-game - but I'm just trying to do everything correctly. I found this message in my rpt file: 'Very Slow Generating ST on the Fly' which then led me to this thread: https://forums.bistudio.com/topic/71703-generating-st-on-the-fly/. Apparently, the answer lies in binarizing the model. Thanks guys, as always!
  19. Kydoimos

    Enhanced Movement

    Enjoyed the video! :D That's some impressive work right there, mate!
  20. Kydoimos

    Development Blog & Reveals

    Exciting news BI! Great stuff! :D
  21. Kydoimos

    ArmA 3 : RESIST

    @Sgt gul - hi there, matey - thank you for your patience! On the final hurdle now; just got some animations to add and a bit of playtesting! Full campaign will be arriving very soon now! :)
  22. There's this old gem too :P http://feedback.arma3.com/view.php?id=19946.
  23. Suffering a similar issue: http://feedback.arma3.com/view.php?id=24716
  24. Kydoimos

    Audio Tweaking (dev branch)

    Music is cutting out and sounds are repeating: http://feedback.arma3.com/view.php?id=24456 It was assigned 3 months ago, and is scheduled for a fix though :)
  25. Kydoimos

    Arma 3 Medals

    The medal nobody's queuing up to get! And yeah, it's not a 'Purple Heart', it's a 'Silver Heart' - thought I'd mix it up a bit for the Armaverse.
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