Jump to content

Kydoimos

BI Developer
  • Content Count

    1985
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Kydoimos

  1. Kydoimos

    Door Animation Issue

    @Bad Benson - okay, man! Thanks! I'll give it a go! :)
  2. Kydoimos

    Door Animation Issue

    @Bad Benson - good idea! :) Here we go, matey: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Gun_Rack_Bones : Default { skeletonInherit = "Default"; skeletonBones[] = {"Door_1", "Door_2", "Door_3", "Door_4", "Door_5", "Door_6", "Door_7", "Door_8", ""}; }; }; class Rotation; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Gun_Cabinet : Default { sections[] = {"camo"}; skeletonName = "Gun_Cabinet_Bones"; class Animations { class Gun_Rack : Default { sections[] = {"camo"}; skeletonName = "Gun_Rack_Bones"; class Animations { class Gun_Rack_Rotation_01 { type = "rotation"; source = "user"; selection = "Door_1"; memory = 1; axis = "Axis_01"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_02 { type = "rotation"; source = "user"; selection = "Door_2"; memory = 1; axis = "Axis_02"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_03 { type = "rotation"; source = "user"; selection = "Door_3"; memory = 1; axis = "Axis_03"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_04 { type = "rotation"; source = "user"; selection = "Door_4"; memory = 1; axis = "Axis_04"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_05 { type = "rotation"; source = "user"; selection = "Door_5"; memory = 1; axis = "Axis_05"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_06 { type = "rotation"; source = "user"; selection = "Door_6"; memory = 1; axis = "Axis_06"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_07 { type = "rotation"; source = "user"; selection = "Door_7"; memory = 1; axis = "Axis_07"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; class Gun_Rack_Rotation_08 { type = "rotation"; source = "user"; selection = "Door_8"; memory = 1; axis = "Axis_08"; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = 0; angle1= "rad -90"; }; }; }; }; And here's the config entry: class Gun_Rack : Items_base_F { scope = 2; icon = "iconObject_2x3"; model = "\Gun_Cabinet\Gun_Cabinet\Gun_Rack.p3d"; displayName = "STR____to_do______x"; vehicleClass = "small_items"; hiddenSelections[] = {}; hiddenSelectionsMaterials[] = {}; hiddenSelectionsTextures[] = {}; class AnimationSources { class Gun_Rack_Rotation_01 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_02 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_03 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_04 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_05 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_06 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_07 { source = "user"; initPhase = 0; animPeriod = 1.45; } class Gun_Rack_Rotation_08 { source = "user"; initPhase = 0; animPeriod = 1.45; } }; };
  3. Kydoimos

    Skype Modelling Groups

    @Dwarden - that's brilliant! Many thanks! :)
  4. Kydoimos

    Arma 3 : Jahannam

    Yes and no :) Essentially, the story arc would revolve around a small group of CSAT special forces who were unofficially present on Altis in 2032. The 2035 'partnership' would be a natural development, which takes place sometime under the events in the CSAT missions I'm planning on. We'll see - the story is still WIP. I want to work hard on this over 2016 :) Got to finish Resist and a few other things first, however!
  5. Kydoimos

    Arma 3 : Jahannam

    So, ok - I've had a few people asking me what I'm going to do after I've finished Resist. Well, I do have a plan - but it all depends on whether I can hire the professional Farsi voice actors... Basically, we're looking at a 2 mission showcase for CSAT's Tarantula Regiment. Set in 2032 - special forces from CSAT's Tarantula Regiment arrive on Altis as military advisors to the AAF. But when FIA guerrillas strike unexpectedly, the group finds their operational remit extended... ---------- Post added at 19:44 ---------- Previous post was at 19:40 ---------- I hasten to add, this is not a definite project - at present, the only thing that's been finalised is the soundtrack. Though, I must say, Valtteri Harju's excelled himself and the score is begging for the missions to accompany it! :D
  6. Kydoimos

    Skype Modelling Groups

    @Richie - thanks for that, matey! :) @x3kj - A good amendment - thank you!
  7. Kydoimos

    White Lines on Custom Model

    Hi guys - thanks for the advice - it's very handy to know for future reference! :) Unfortunately, in this instance, it didn't resolve the issue (I tried increasing the texture islands by a sizable amount, just to make sure). It might actually be Anti-aliasing in this case, just seemed surprisingly pronounced! That said, I played with the video settings too, and it didn't go away, lol - ah, well! EDIT: Just remembered - didn't alter the smdi / nohq textures - probably still is the texture padding, doh - I'll try again tomorrow evening! Thanks again!
  8. Hi everyone! Does anybody know what can cause white lines like this on a model? I know this is sometimes because of FSAA etc., but in this instance, it really looks as though it's something on the model that's at fault. It looks even worse at a distance! As always, cheers guys, for any responses / suggestions!
  9. Kydoimos

    White Lines on Custom Model

    Thanks very much, chaps! I'll give that a go! :D
  10. Kydoimos

    Fire Geometry Issue

    Hmm, okay - just discovered that the doors on BIS' cargo containers have a similar problem - looks like it might not be model specific.
  11. Kydoimos

    Tear in Model

    Hi there, guys Bit of an odd one this, but when I zoom into a certain area of my model (in this case, the side of the door) while in first person, I get a tear effect (see picture below). It doesn't happen anywhere else on the model and everything's triangulated, sharp edged, etc. Any thoughts? Thanks as always! :)
  12. Kydoimos

    Tear in Model

    This is so bizarre - I resolved this tearing issue by changing the door's radius in the model.cfg from -110 to -85. I have no idea why that worked but it did!
  13. Kydoimos

    Tear in Model

    @Warlord554 - yeah, this is happening in-game, unfortunately. I might fiddle with the geometry LOD and see if I can fix it... have no idea what the root issue might be!
  14. Kydoimos

    Fire Geometry Issue

    Also, not sure if this is relevant to the problem, but the bullet decals are not appearing. I've made sure my Fire Geometry is close to the resolution LOD, as I read that that might resolve the issue, but to no avail. At the moment, a small portion of the top right hand corner of the model's door is not stopping bullets (which is an improvement on half the door!). It's very odd, because the door is made up of a single, closed square. Can't quite understand why every other part of the door works but that small area? I'll post back if I figure it out! :) I've uploaded an updated model here: https://www.dropbox.com/s/x8aac0kyuhfrhtp/Gun_Cabinet.p3d?dl=0 Everything works fine, except the exterior corners of the model's door do not detect bullets from certain angles, there are no bullet decals, and there's a tear down the inside rim of the door when you zoom in close to it in first-person. I've re-done the fire geometry five or six times now, and can't seem to fix it. My fire geometry has sharp edges, is closed, and I've tried it convexed and non-convexed. It is also a very similar size to the resolution mesh. The material I've assigned in the fire geometry is working perfectly too - except of course, in the top outer corners of the door, where no bullets are being detected.
  15. Kydoimos

    Tear in Model

    Could be camera clipping - it's when the player stands adjacent to the door and zooms in (right mouse click, by default, I think). Perhaps it's not the model? It's not a major problem, but I'm trying to get things as good as I can! :)
  16. Kydoimos

    Tear in Model

    Hi Warlord554 - thanks for the suggestion! Unfortunately, it appears the faces are all correct.
  17. Kydoimos

    Dialogs and Config cpp.

    Ah great! Thanks matey! Very helpful! :)
  18. Hi all, Just a quickie - does anyone know how I can get a define.hpp like the one below into my config.cpp (I've tried #include)? Not sure on the base classes, etc. and can't seem to get it to work: Thanks as always, for any help! //Base Classes class RscText { access = 0; type = CT_STATIC; style = ST_MULTI + ST_CENTER + 512; linespacing = 1; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; shadow = 0; font = "PuristaMedium"; SizeEx = 0.03; fixedWidth = 0; x = 0; y = 0; h = 0; w = 0; }; class RscPicture { access = 0; idc = -1; type = CT_STATIC; style = ST_PICTURE; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "PuristaLight"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscButton { access = 0; type = CT_BUTTON; text = ""; colorText[] = {0,0,0,0}; colorDisabled[] = {0,0,0,0}; colorBackground[] = {0,0,0,0}; colorBackgroundDisabled[] = {0,0,0,0}; colorBackgroundActive[] = {0,0,0,0}; colorFocused[] = {0,0,0,0}; colorShadow[] = {0,0,0,0}; colorBorder[] = {0,0,0,0}; soundEnter[] = {"\A3\ui_f\data\sound\ReadOut\ReadoutHideClick1",0,0}; soundPush[] = {"\A3\ui_f\data\sound\ReadOut\ReadoutHideClick1",0,0}; soundClick[] = {"\Gun_Cabinet\Gun_Cabinet\Sounds\GC_Button_01",0.09,1}; soundEscape[] = {"\A3\ui_f\data\sound\ReadOut\ReadoutHideClick1",0,0}; style = 2; x = 0; y = 0; w = 0.055589; h = 0.039216; shadow = 0; font = "PuristaMedium"; sizeEx = 0.025; offsetX = 0; offsetY = 0; offsetPressedX = 0; offsetPressedY = 0; borderSize = 0; }; class GC_Button_Accept : RscButton { soundEnter[] = {"\A3\ui_f\data\sound\CfgNotifications\addItemOK",0,0}; soundPush[] = {"\A3\ui_f\data\sound\CfgNotifications\addItemOK",0,0}; soundClick[] = {"\A3\ui_f\data\sound\CfgNotifications\addItemOK",0.09,1}; soundEscape[] = {"\A3\ui_f\data\sound\CfgNotifications\addItemOK",0,0}; }; class GC_Button_Clear : RscButton { soundEnter[] = {"\A3\ui_f\data\sound\ReadOut\ReadoutHideClick2",0,0}; soundPush[] = {"\A3\ui_f\data\sound\ReadOut\ReadoutHideClick2",0,0}; soundClick[] = {"\A3\ui_f\data\sound\ReadOut\ReadoutHideClick2",0.09,1}; soundEscape[] = {\A3\ui_f\data\sound\ReadOut\ReadoutHideClick2",0,0}; };
  19. Hi there! I thought I'd start this thread for people to post Arma-themed images that others can use for their mods / mission User Textures etc. As well, if you'd like to see something - post a request! Here's a few I did a while back. If you want to include them in your missions / mods - go for it! :D
  20. Hi all - can anyone tell me why I have a 2-3 second sound delay when I use the playVideo function? The sound is correct on the .OGV format video.
  21. Kydoimos

    Fire Geometry Issue

    Hi Pufu - I think they do collide, yes. Seems to be working okay at -80 degrees on the animation - definitely appears to be the rotation amount that's changing the fire geometry. PS: Thanks for your advice on the shadow LOD - got some amazing looking shadows now! :D
  22. Kydoimos

    Fire Geometry Issue

    Right - the problem's occurring again, but now I've isolated the problem - it's basically to do with the animation radius. At -110 radius, bullets are passing through a portion of the door. I can get a workaround by having the door open wider. Any ideas why the radius would be causing this? :)
  23. Kydoimos

    Arma 3 Tutorial Request Thread

    I'd also love to join this study group! As well, I'd like to request a video tutorial on LODs - just a simple one! Be really helpful for modelling beginners like myself.
  24. Kydoimos

    Fire Geometry Issue

    Just started my object from scratch - and the fire geometry works! Whatever the problem was, it was to do with validating the geometry. Going to press on and take it slowly! Thanks everyone, for your patient support. If it wasn't for these forums and help, I would've given up a long, long time ago!
  25. Hi all, Did a search on the forums for 'sound' and 'animation', but surprisingly it didn't actually turn up much! Basically, I've got a config entry for adding a sound and I wondered where I'm meant to put it: sound[] = {"\Gun_Cabinet\Gun_Cabinet\Sounds\Gun_Cabinet_Close.ogg", 10.000000, 1}; In the config viewer, I saw that buildings have sounds listed under AnimationSources - but I couldn't see separate sounds for opening and closing doors. Just looking for a bit of a guidance on the subject :) Thanks!
×