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p1nga

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Everything posted by p1nga

  1. p1nga

    ADF Uncut

    The TA31 reticule is fixed up for the release version, the glass still needs a bit of work to make it clearer and nicer when there is a very bright light source directly behind it seems to react strange. We have a Bushmaster, Hawkei, ASLAV exterior models are mostly complete, the HAWKEI will probably be the first to make it in as it requires a little less work and has fewer features than the Bushmaster which will allow us to learn and then produce a better Bushmaster in the end, the interior models are almost non existent at the moment, even so the Hawkei will probably make a release with some form of Basic interior in either 0.5 or 0.6 We are planning the full texture of all the Blackhawks the issue is mirrored textures at the moment, the A2 Black hawks all have mirrored textures which means text is reversed and all that bad stuff which makes it hard to do realistic patterns and markings. we either need to sort a solution or use a different Blackhawk model.
  2. p1nga

    handanim issues

    I'm not exactly sure, it depends on where the weapon bone is in the animation file. I have found that most of the time the rear point of the weapon bone is roughly where the front of the trigger guard is.
  3. p1nga

    helmet wont attach to head

    Do you have the named property in geometry LOD "autocenter = 0". With my helmets i have autocenter=0 and the use the arma3 sample character p3d to position it correctly on the players head, it looks like something along those lines to me looking at the screenshot, and if it is moving with the head the model.cfg should be fine.
  4. p1nga

    handanim issues

    It looks like the 'Weapon' bone is in the wrong position, it might be aligned right in one view-port but not in the others, i have done the same many a time and that is what it looks like.
  5. p1nga

    PIP issues

    If you have two sets of memory points for each mirror you should just be able to swap the pointPosition and pointDirection of the render targerts and it will swap the images rendered. class RenderTargets /// class for all Picture-in-Picture { class LeftMirror { renderTarget = "rendertarget0"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0) class CameraView1 { pointPosition = "PIP0_pos"; /// memory point of PiP origin pointDirection = "PIP0_dir"; /// memory point of PiP direction renderQuality = 2; /// what quality should the PiP be renderVisionMode = 0; /// zero means standard vision fov = 0.7; /// what is the angle of the PiP field of view }; }; class RightMirror { renderTarget = "rendertarget1"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0) class CameraView1 { pointPosition = "PIP1_pos"; /// memory point of PiP origin pointDirection = "PIP1_dir"; /// memory point of PiP direction renderQuality = 2; /// what quality should the PiP be renderVisionMode = 0; /// zero means standard vision fov = 0.7; /// what is the angle of the PiP field of view }; }; };
  6. p1nga

    Weapon UI Tool

    It should be possible, what sort of things would it need to do? But I'm not 100% clear on what you had in mind, if it is having a base magazine image and then overlays that add small changes to signify tracers or type of ammunition, it will probably require me to make the whole system a bit more modular as at the moment it is very much hard coded to work with Weapon + Attachments.
  7. I can probably lend a hand, the window should be straight forward enough to either cut in using Compound Modifiers in 3DSMax, the cockpit will be rather time consuming, Im about to start the interior of a vehicle I'm working on, and not looking forward to it to much.
  8. p1nga

    Arma 3 Bulldozer (O2)

    yep once again BI have completely messed up many Arma Tools Installations, update the tools that were working and instantly find they stop working....6 hours later, have to restrain myself from breaking into a tirade of expletives........ ---------- Post added at 12:48 ---------- Previous post was at 11:38 ---------- I just cannot understand what the f*** is going on, don't really want to have to do a fresh install of windows just to get BITools to work, they really need a better install and setup of the tools, that is plainly obvious
  9. p1nga

    Help with normalmaps ?

    To remove the plastic pouch you really just need to adjust the specular map to make the area not reflective, not sure if the plastic pouch is actualy on the normal map, but if it is, you have to do the same, convert the maps to .tga and then work some magic in Photoshop, you then need to setup a .rvmat to point to your new textures and use hiddenSelectionsMaterials[] in the same way as hiddenSelectionTextures[] to replace the default one on the uniforms. As for normal mapping a pouch, i use nDO2 by Quixel, it is extremely good once you learn how to do all the tricks to get your intended result, however xNormal and its photoshop plugins can convert a 2d image into a normal map with decent results.
  10. p1nga

    ADF Uncut

    I'm in the process of doing a complete new set of AMP uniforms and will take the advice on Kerry's Plate carrier into consideration. The new AMP uniforms will replace those in the current SOTG (AMP) faction and a improved version of the existing AMP/Multicam will be used on soldiers in SOTG (Multicam). It is hard with a only a small amount of reference material available, i have contacted the manufacturers of the actual fabric to get some samples to no avail and in the end have recreated the pattern to the best of my ability from the single hi-res image i could find anywhere that shows our AMP pattern and not just Australian soldiers in Multicam........ For me it was about the inclusion of the Jellybean and Bunny Ear shapes that were taken from DPCU that make it AMP and i hope i have done the pattern justice. In the below images you can see some WIP of the AMP uniforms and the update ACOG scopes, the TA648 Marksman Scope has been completely reworked as it was more or less a placeholder before, it comes in black and tan, and we also have the TA31 which comes in black and tan. [table=width: 80%, align: center] [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] and of course this is the actual picture i have used to make my AMP pattern http://www.strikehold.net/wp-content/uploads/2012/10/Australian-MultiCam.jpg (136 kB)
  11. p1nga

    ADF Uncut

    Is the current issue Australian helmet not the RBH303-AU ?? http://www.rabintex.com/ProductView.asp?ID=8 / http://en.wikipedia.org/wiki/Enhanced_Combat_Helmet_%28Australia%29 The RBH-303AU / ACH will be included in the next release, maybe only some base variants before the special forces and cam variants are completed, i had a whole folder of images of the RBH in game, but seem to of misplaced it all i have is this: eventually before or after release variants of the RBH will be setup to be looking like the following: The reason a put the MICH2/PASGT on the DPCU units was more down the the fact it associates better with the main era of DPCU from the 90's through to 2004, two factions of units will probably be available to reflect the different era's of equipment to some extent is the thinking........ I should add the our ACH ( I Refer to it as RBH303-AU to be technical and seperate it from the American ACH) includes 5 Variants at the moment, including ones with headphones, headsets, earpieces and what not
  12. I have a model that is completed with, backpack with radio and antenna, have not gotten around to textureing that thing yet, more than happy for it to be used by Taskforce Radio, can set it up so people can re-texture it for the various army/camo types out there,
  13. p1nga

    Splash Screen Creation

    The same principle as your thread in 2012 seems to still work, it did for me at least -> http://forums.bistudio.com/showthread.php?141684-Custom-Loading-Screen-Being-Overridden-By-Other-Mods-Load-Screens The only thing is it will get overridden by ALiVE and some other mods which have scripts which that begin some sort of pre-load.
  14. L1A1 SLR > FN FAL Interested in the possibility of helping out on this mod, specifically with the Australian side of stuff, 3d modelling, textures etc, I have some of the required stuff already, and would be keen to collaborate for the better of both mods.
  15. p1nga

    ADF Uncut

    I have not seen the PCML change before, but I'm assuming you are running TMR? I know what will be causing both of those issues with TMR, expect a hotfix in a couple of days.
  16. p1nga

    ADF Uncut

    It is a place holder, i just ran out of patience doing a fair few of the hand animations, i have never really done any animation before so was all a learning curve in that respect with lots of banging of the head against keyboard.
  17. p1nga

    ADF Uncut

    Yeah someone added an extra line to the read-me and only updated one of the files, i just zipped them both on my PC and they were the same file sizes. ---------- Post added at 11:05 ---------- Previous post was at 10:51 ---------- The Australian SLR was never issued with a optical sight to my knowledge, other forces, British and Canadian did use SUSAT and TRILUX optics on them, but to my knowledge if it was ever used by Australians. The grenades have a few things to be aware of, only ADF soldiers are able to throw the grenades and if you use VAS to load your gear it removes the ability to throw the grenades when you load a kit, VAS can be modified to fix this. you need to modify "fn_loadGear.sqf" Change the lines //Strip the unit down RemoveAllWeapons player; to be //Strip the unit down _wArray = weapons player; { player removeWeapon _x; }forEach _wArray; //RemoveAllWeapons player; This prevents VAS from removing the "ADF_Grenade_Throw" weapon which enables the use of the grenades. Even though it is not listed in 'weapons' array of the player removeAllWeapons removes it and once removed it cannot be added back.
  18. p1nga

    ADF Uncut

    I have no experience with PlayWithSix, a key issue is the absence of stabs i think in the updating of PlayWithSix, i have no experience with it. I cannot get hold of stabs at the moment to change the OP.......................... You can check out Day0.com.au for details of an ALiVE Insurgency COOP server that is running @ADF and a whole heap of other optional client side mods we will be on there a fair bit over the next couple of weeks.
  19. p1nga

    ADF Uncut

    Australian Defence Force Uncut 0.3 [table=width: 80%, align: Center] [tr] [td=align: Center][/td] [td=align: Center][/td] [td=align: Center][/td] [td=align: Center][/td] [/tr] [tr] [td=align: Center][/td] [td=align: Center][/td] [td=align: Center][/td] [td=align: Center][/td] [/tr] [/table] MEDIAFIRE IMAGE GALLERY DOWNLOAD NOW! Mediafire -https://www.mediafire.com/folder/t1z8ztn1nft2u/ Dropbox -https://www.dropbox.com/sh/vrhdlajr64tkr57/HRVxzn9sls Requirements ASDG Joint Rails - http://www.armaholic.com/page.php?id=23242 DESCRIPTION Australian Defense Force Uncut is an ongoing project aimed at re-creating as authentically as possible; uniforms, vehicles and weapons pertinent to the Australian military forces. The mod will take advantage of iconic camouflage like DPCU, DPDU and the new AMP; whilst also creating fictional camouflage for A3's fictional setting. We want to make this mod user friendly as possible for mission editors and create units and vehicles that will be beneficial. Version 0.3 introduces and new array of weaponry and reconfigures a large amount of the existing assets. A few of the details include Australian produced 5.56mm F1A1 Ballistic ammunition for use in Australian built weaponry that has slight better ballistic performance to the standard NATO 5.56mm. Australian soldiers now have F1 and F3 Grenades, a small issue exists with these when loading saved load outs in VAS, easily fixed by adding 4 lines of code the VAS, which we can help you do. Custom sounds 99% of weapons, new hand positions, new scopes check the change log for a more comprehensive list. THE TEAM P1nGa (pastor399) - Configs, Oxygen, Textures, Modelling TheAussieButcher - Textures, Research BlazenChamber - Sound, Recruitment, model adjustments Stabs - Textures Toonie - Models Special Thanks 3D Models - Zach Gibson, Jack Nelson (M4) FHQ - Alwarren R3F Armes For Inspirations Slatts For Being A Top Guy Robalo - For Joint Rails Bohemia Interactive Day0 Community Change Log & Credits
  20. p1nga

    ADF Uncut

    i just don't have the time to be on here posting updates and stuff as much as i like (which is a lie, because i'm always on my computer, but always working on ARMA or playing BF4). The dev team has shrunk and changed a bit since the earlier releases with people going down different paths, but we are also soon to be adding extra folk to the team to work on specific sides of the project. The way forward for ADF Uncut will probably involve a couple of small teams working together but independently on different area's of the project, once the update is out and we do a do a week of hot fixing any issues, some announcements will be made.
  21. I was trying to do that same, lots of screwing around and trying to get it to work always hits a brickwall at some point. I have tried creating custom classes that inherit all sorts of different dependancies and at some point they don't work as you found either the launcher will stay on the back or the munition does no damage. The only solution will be for Bohemia to modify the Launcer Slot / Simulation to accept more simulation types than 'shotRocket' It would be super if they just included the simulation of submunitions in the simulation of the base ammo classes and it was only activated if there was a flag set to 1 or something, at the moment it seems to be impossible
  22. p1nga

    ADF Uncut

    This is not the official release of ADF Uncut v0.3, it is more or less a public beta test, that contains the majority of the new content, some still WIP and there is still a few surprises we will keep under cover until right before release of v0.3 The previous versions of ADF Uncut had some bad class names and structure / naming convention was not very good, so this release will most likely break existing ADF Uncut missions, but this is a necessary step to make future larger updates much easier for everyone, it is better to do it now while there is only a fraction of the planned content. I decided to release this as a separate addon called "@ADF_Beta" so that it is possible to have both v0.2 and v0.3Beta available to players and mission makers until the new structure is made official with "ADF-Uncut v0.3". Please do not overwrite @ADF with @ADF_Beta Going forward we will be posting somewhat regular updates on this forum, but we are hoping to get as much use as possible out of our project tracking web space at dev-hell.day0.com.au so that will be our main place for minor news updates. I will be creating weekly or bi-weekly updates to the "@ADF_Beta" addon between each full release, please keep in mind that some/alot of content in the "@ADF_Beta" download is still WIP, but over the next 14 days we should hopefully see all of it transition into polished content for a full release. So the place to get the download from is: https://www.dropbox.com/sh/7bi8hmolzsqa4wz/gZWvbPUKSG Up the to right you can click download and select "Download As Zip". When upload the weekly changes to @ADF_Beta you can navigate into the addons folder and grab only the updated files to save on the downloads. A last note, I'm getting my whip out and if you have a look at dev-hell.day0.com.au you may see that both ADF-Uncut and SMA are due for release in 14 days. :yay::yay:
  23. I was looking around the east coast of QLD for some good area's i got some 10m DEM files for the 'Cook Shire' as an example http://goo.gl/maps/5ULjN Converted the Shapefile to a .xyz and put in in L3DT, had some good detail in the terrain.
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