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p1nga

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Everything posted by p1nga

  1. You could do that but.....why not point them to the new ones in ARMA 3 ??? You should re-path the rvmats in the models to "a3\data_f\penetration\...". Most of the files have the same name , but a few may be missing, in which case just point it to the closest match. I think something like 'armor_5mm.rvmat' should become 'armour_plate_5mm.rvmat'. That should solve the issue of missin bisurf files.
  2. p1nga

    ADF Uncut

    The texture on the S70 is the same as the old one, however i did tweak and improve the specular texture and material definition to make it look alot better, i have also replaced the glass texture with ones upgraded to look like the ARMA 3 Ghosthawk glass....and it looks much better, not in that screenshot though. Still having a few small teething issues with the ASLAV, just the commanders turret is acting up and not working as expected, the ASLAV has had a few changes.....we have a ASLAV which is stock standard as before, and ASLAV-25 which has a mounted MAG-58 for the commander to use when turned out, both variants can be equipped with ECM Jammers and Slat Armor. The speed gauge has been re-textured to represent 0-100kmph and not 0-40 mph, and is accurate, it is sling loadable, if you have something that can lift 13+ tonnes :s Ohhh and I replaced the wheels with ones i had made for the Bushmaster, they just look alot better than the BI ones. the same wheels will of course be on the Bushmaster and Hawkei........ below might* be a teaser of the Bushmaster Troop Carrier, just a base coat at the moment...... i left all 8 antennae turned on (by mistake) normally only a selection of the 8 possible will be present when spawned. All of the other proxies are switched off, but it has various random items including recovery winch, hydraulic pump, ECM Jammers, Wood Axe, Jerrycans, Ammo boxes, Shovel, Swing-arm, Swing-arm Extension all of which are selected at random when spawned......should have the interior UV Mapped and ready to add details very soon, as im working on this when i get fed up with ASLAV and Blackhawk and various other things ... Some other screenshots - [table=width: 500] [tr] [td] [/td] [td] [/td] [td] [/td] [/tr] [tr] [td] [/td] [td] [/td] [td] [/td] [/tr] [tr][td] [/td] [td] [/td] [td] [/td] [/tr] [/table]
  3. p1nga

    ADF Uncut

    Just a couple more random pics, Bushmaster interior and firing the new Carl Gustav.
  4. p1nga

    ADF Uncut

    There is something on the way and it should be completed very very soon, but i would like to spend my time getting it finished rather than talking about it here :butbut: The ASLAV will be making a return and it should be available by the end of the week. When the mod is re-released it will look very similar but that is because most of our time previous has being spent on things that are not yet ready for release, so you will see our hard work introduced in the time coming up to and just after the New Year
  5. I did the same thing for about 5 attempts, :confused:
  6. I was doing the exact same thing as OP this morning, when i first did the config for the Australian F1 / F3 Grenades there was talk about += in configs for arrays. But i never heard anything about it since, doing an update of most of our mod, i was messing around and think i have managed to get it to work, you can find the whole config below, be aware that i had tried this exact config with a slightly old version of pboProject and it did not work, so please update to the latest version first. class CfgPatches { class adfu_weapon_f1 { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgWeapons { class GrenadeLauncher ; class Throw: GrenadeLauncher { class ThrowMuzzle; muzzles[] += {"ADF_F1_Muzzle"}; class ADF_F1_Muzzle: ThrowMuzzle { magazines[] = {"ADF_F1_GRENADE"}; }; }; }; class CfgAmmo { /*extern*/ class GrenadeHand; class ADF_F1_Grenade_A: GrenadeHand { model = "\adfu_weapon_f1\ADF_F1_Grenade"; soundHit1[] = {"adfu_weapon_f1\sound\f1_grenade", 5.162278, 1, 1400}; multiSoundHit[] = {"soundHit1", 1.000000}; }; }; class CfgMagazines { /*extern*/ class CA_Magazine; class ADF_F1_GRENADE: CA_Magazine { mass = 6; scope = 2; value = 1; displayName = "ADF F1 Grenade"; picture = "\adfu_weapon_f1\ui\gear_f1_grenade_ca.paa"; model = "\adfu_weapon_f1\ADF_F1_Grenade_Item"; type = 256; ammo = "ADF_F1_Grenade_A"; count = 1; initSpeed = 22; nameSound = "handgrenade"; maxLeadSpeed = 7; sound[] = {"", 0.000316, 1}; descriptionShort = "Australian Fragmentation Grenade"; displayNameShort = "F1 Grenade"; }; }; replace the parts as needed to suit your own mod, and then launch the game, you can either test it by adding a magazine of the new grenade to your player, and you should be able to throw it, or you can open the debug console: in execute, type "muzzles = getArray (configfile >> "CfgWeapons" >> "Throw" >> "muzzles");" and in a watch window type "muzzles" and click execute, you should get and array in the watch window that has your grenades at the end.
  7. p1nga

    arma 3 normal space problems

    So it is not just me that has issues with getting some parts of surfaces to look as the should..........
  8. p1nga

    Make lower definition lods

    The merge near tool on Oxygen 2 works just fine in most cases. Just ensure you use it on each section individually to ensure it doesn't weld two pieces together that are supposed to be separate for animation purposes. In 3DS Max Pro Optimizier can be used, but i find it often cannot handle some shapes and definition, usually just do it by hand if i use 3DS Max to remove polys, and a neat little script which removes and Vertexes that are no longer connected to any loop, or vertexes that are along an edge that has no angle (be surprised how many it can remove).
  9. p1nga

    (SMA) Specialist Military Arms

    We did originally experiment with Sub-Sonic ammunition, it was nice with the Sub-Sonic ammunition when used with or without a silencer not having the Sub-Sonic crack.
  10. Yeah, best bet would be to copy the Stratis or Altis config sections that relate to the sea/water. That should be a guarantee fix, if not who knows, get in contact with BI by email and ask them.
  11. p1nga

    rvmat

    Open up an A3 pb, find an object similar to what you are making and steal it's .RVMAT and change paths and values to suit your creation. You can open binarized .RVMAT files with mikiero's tools or UnRAP. After messing around with a few dozen different RVMAT files you will be able to make your own from scratch Also it should be noted that the files are not enctryped to prevent people from stealing content (for the most part, that is some of the reason i guess), the binarization process is used to convert the files into an optimized binary format that helps speed up the loading of content into the game engine.
  12. p1nga

    How to animate the bolt?

    Did you also create the Named Selection, 'Bolt' so that the animation knows what part of the model to animate along the axis?
  13. p1nga

    Clothing creation

    The idea that that program only produces super high polygon models is rather incorrect, you can adjust the detail of the clothing to generate both High and Low poly models. In fact i plan to use it for modelling new clothing models and backpacks vest and all that kind of stuff for ADF-Uncut.
  14. p1nga

    (SMA) Specialist Military Arms

    I think the intention was to say, The animation has the sound of cycling the charging handle, but not the animation of actually doing it.
  15. Spartan, any chance of some in depth .300 Blackout Ballistics in the future? hint hint, nudge nudge.......................i haven't talked to you about it, or even blazen, but while i was doing stuff on SMA before my little sabbatical, i also pretty much completed modelling a complete set of AAC MPW .300 BLK, that is 9", 12.5", 16" platforms..................http://www.advanced-armament.com/MPW_p_628.html maybe highjacking thread slightly, Sorry :p ---------- Post added at 18:26 ---------- Previous post was at 17:38 ---------- Around the 6 minute mark is the first dismount mainly visible is the MSAR STG E4, i think if you skip to 17minutes you will get a bit of a feel for the sounds of the weapons firing.......i have very crappy internet where I'm currently situated so i had to watch it in 240p and 10 second segments so skipped a whole lot of the video :(
  16. Is your vehicle using "CarX" simulation or "Car"?
  17. p1nga

    vehicle pilot view problem

    yes i you want to display the exterior LOD when turned out you will need to change the value of "LODTurnedOut". It should not equal a string, but a defined keywod or the numerical value of the LOD, for example "LODTurnedOut = VIEW_PILOT" or "LODTurnedOut = 1100", to get the main resolution LOD to display maybe try "LODTurnedOut = LoD 0"
  18. p1nga

    Geometry LOD minimal thickness

    You will always have some clipping, a Geometry Thickness of around 150mm/6" is required to stop objects from going completely through a wall like it wasn't there in most cases.
  19. Either the 'driver pos' and 'driver dir' memory points or the config values are missing that define the position get in is available from
  20. p1nga

    help creating reference images?

    The #1 Industry way to recreate a hard surface model from scratch is to find a scale model, purchase it and assemble it with as little glue as possible (so you can disassemble as needed), take it in your hands and begin sculpting, a blueprint may also be rather handy but for more modern equipment is sometimes rather difficult to get a hold of. Hobby stores usually have an enormous selection, and you can find anything online. Cant go past holding the actual thing in your hands. Another good source can be sites like http://www.armorama.com/ you can probably find what you are after on there as surely someone has made a model of it and posted lots of pictures from a multitude of angles.
  21. p1nga

    Weapon Over Shoulder

    In other words you cannot adjust the position of the weapon on a soldiers back without it also moving the position of the weapon in the soldiers hands. Unless you get into some edited .rtm and CBA event handler scripting.
  22. p1nga

    Fixed a mod - where to next?

    Well maybe you could elaborate a bit more instead of being so secretive and the person in question will see the appropriately named thread, or others with a means of contact may be able to help......but there are a lot of mods out there that fit the description above, narrow it down a bit.
  23. p1nga

    UV's messed up ingame

    What happens if you copy the previously separated parts that seem to be correct back into the main LOD?
  24. p1nga

    UV's messed up ingame

    You could try to check and make sure that there is only 1 UV Channel and that all the pieces of the UV Map are right (THE SAME AS IN MAX) using the in built Oxygen UV Editor.......a screen shot of the O2 UV editor may help. Didn't see you already posted a pic of it
  25. hiddenSelections are the only proper way I contacted BI about this, and the response was that in the past they had approved on a case by case basis the legal right to modify any of there binarized A3 p3d files, but had changed their stance and it was no longer approved or even considered. So if you want to be totally legal you can only modify a A3 model file if you have an actual license to do so from before they decided to say no across the boar to all requests.
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