p1nga
Member-
Content Count
225 -
Joined
-
Last visited
-
Medals
Community Reputation
23 ExcellentAbout p1nga
-
Rank
Staff Sergeant
Contact Methods
-
Website URL
http://www.part-one.com.au
-
Skype
P1NGA
-
Steam url id
p1nga
Profile Information
-
Gender
Male
-
Location
Terra Australis
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
There is most definitely RVMAT data baked into the p3d. How this is all affected by the order in which pbo's are loaded i have no idea.
-
convert your source files into TGA's if they are not, and then open in photoshop and remove the alpha channel, save and try again.
-
You need to have the subscriber version of the tools (i believe).
-
Just to chime in on this, Ive noticed that if you are having issue with blocky artifacts after conversion, you can try exporting the texture from photoshop using the 'Export for Web' options which compresses the image before you turn it into a PAA. If you open the compressed image and compare it to a uncompressed one, it will be hard to see the difference, if you then convert both of them to PAA, you will notice the one you 'Saved For Web' will be substantially cleaner. In the end, photoshop does a better job of compressing the image and then when you convert it to PAA it hardly has to change anything. I typically only have to do that on textures that have lots of black or very dark colors.
-
The path to 'temp' is set wrong somewhere p:\temp\E:
-
Damon aka EagleEye started following p1nga
-
p1nga started following Damon aka EagleEye
-
This is 99% of the time due to an alpha channel, could be in the co or nohq
-
Proxy position is different ingame from buldozer.
p1nga replied to Yuval's topic in ARMA 3 - MODELLING - (O2)
Where you using a standard BI optic to preview the position? or a custom optic? I do this all the time using the MRCO, never had an issue with it not representing the actual position. -
Very Dark Shadow When Applying _mc _as
p1nga replied to opteryx's topic in ARMA 3 - MODELLING - (O2)
Also, you should not be using a direct link in the rvmat for paths.... texture="P:\test\data\norm\hangar_nohq.tga"; texture="test\data\norm\hangar_nohq.tga"; -
Looking For 3D Moddler To Work On A Life Server
p1nga replied to them0nkeyb0mb's topic in ARMA 3 - MODELLING - (O2)
You just asked PuFu to provide a sample of his work so you can verify he can do what he says and to the quality the claims? http://www.rhsmods.org/:o -
The soft shadows are fine for larger objects, even for vehicles it is great, the issue is in ARMA you will be mixing your soft shadows with lots of hard shadows and this creates a strange look, better to stay with the norm and fit into the look. Also if someone sets the shadow quality to 'low', they no longer get soft shadows on your object, keep that in mind. In Geo LOD PrefersShadowVolume = 0 // Tells Engine To Use Shadowbuffer, instead of Shadowvolume sbSource = shadowvolume // Tells engine which lod to use for shadow buffer
-
I might be mistaken, but was the model complete? What i mean was was this a test import that did not have UV maps done properly? I think i had this happen before when i was checking a weapon for shading issues inside OB, had more than 1 UV Set and was not unwrapped, problem went away when i unwrapped it and removed the second UV Set.
-
They are an Ambient Animal, same as rabbits, you can place them via the mission editor or setup a terrain config to clutter them around specific areas. With better FSM's and animations should be able to make them mob together and fight each other like boxers maybe
-
Ohhh you mean somethiong like this -> http://images.akamai.steamusercontent.com/ugc/1466272777495046362/C1477B1ACCCAB0A6398A226C12AE23EA9C2323A3/ Animals are not as easy as you make it sound, so much work to create something that behaves in a unique way to everything else, rabbits move in a similar way, but behave sooooo differntly.
-
p1nga started following DreamRebel
-
DreamRebel started following p1nga
-
The wire cutters are essentially a cosmetic function in A3. When soldiers are turned out in the hatches, the wire cutters can be raised and locked in place and will cut any wires that are strung up across the vehicle path, hopefully to prevent them from becoming decapitated.
-
Yes it is so that the vehicle can be supplied as one package that will work with the Vanilla A3 or ACE3 enhanced game. The vehicle has its own init event-handlers which do the work of randomizing the addon objects and unit/vehicle markings and these overwrite the CBA_XEH init event-handlers that are applied to the base class (CAR_F). If you run the vehicle addons without the optional XEH_Adapter everything will work fine, except you will not get any of the ACE3 interaction menu's while looking at or being inside the vehicle (Attach glow sticks, load captives, treat passengers). You can put that file anywhere, but the most logical place would be in the addon folder with the rest of the Bushmaster_A3 pbo's. The markings are transparent overlays, so it is rather easy to customize using hiddenSelections. The labels are 'Camo4' or setObjectTexture[3,'mylabels_ca.paa']; The end goal is to have variants for all countries which are currently operating or have purchased the vehicle, a flat green texture similar to the ones used by Thales at expo shows will also make it in at some point and so will a range of different levels of dirt and mud. It was an oversight on my behalf to not include the template for the labels, i will put in in the 0.2 update.