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Daswan

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Everything posted by Daswan

  1. Okay, I need some help with setting up reference points on a 3d gun model so the animations will work properly in game. I'm not really sure what points are needed but I imagine that I need one for the buttstock so the character can shoulder it, one for the muzzle so the game knows where to draw the flash at, another for where the character should place the non-firing hand, and yet another for where eye should be for firing, and one last one for where the magazine goes to reload. Sound about right? Also, I have the slightest idea where to begin with making, naming and referencing these in the config.cpp so Arma 3 will pick up on them and apply the appropriate animations. Can anybody help? Model is of an M240B in .3ds format.
  2. I'm making an M240 mod for Arma 3. I already have a config.cpp written to about 95% now. I also have a model of the weapon in .3ds format. The issue I am running into is that the model will not display in game. I am able to select my weapon from the VAS weapon box and equip it, but the weapon is not visible in 3d form. I tried converting the .3ds to a .p3d and that did not work either. I got an error message saying the file had too many vertices. Is there any way to get past it having too many vertices to make it work? Another issue I am having is I am unable to get the textures from the .3ds to transfer via O2 to the .p3d format. They do not show up in the Textures folder in my P:\... any help?
  3. Awesome, thanks so much. I got the polygon count low enough for it to appear in bulldozer without it distorting the model. I appreciate your help. Now to find some really good textures to throw on it.
  4. I didn't make it because I suck at drawing anything period. The .p3d can be downloaded here.
  5. Thanks for the reply. I tried to open it up in O2 and then view it in Bulldozer and it says there are too many vertices. Is there any way to reduce the number of vertices in the model? Also, not sure if this applies or not but the original model was made in 3dMax and imported to work with O2...
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