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p1nga

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Everything posted by p1nga

  1. p1nga

    UPSMON for arma3

    might i suggest that since UPSMON seems to have become a community project, that we get permission from the original devs (Monsada, Rafalsky), and place a repo on GitHUB or dev:heaven and go about tracking bugs and changes so that we can have a single stable build with everyone's updates and fixes.
  2. That was my first thought, my only thought is, must all be NEW TO ARMA :butbut:
  3. p1nga

    Ambient Life Modding

    I'm working on a Kangaroo for my mods, i have the model in game, just need to figure out the skeleton and animations. There is also a reason you only see rather stupid ambient animals in the game, i read somewhere a BI dev saying that they originally had more complex AI for the animals, i.e. the rabbits could move in groups, mate with each other, drink water, eat grass........but it placed to much strain on the engine having all these animals computing complex interaction all the time just for background immersion, so they are now very simple, just way points, so we need to be careful with the amount of complex behavior we give the ambient life. There is a sea life add on, I'm sure it can lead to a land animal life add on.
  4. p1nga

    My first try at modelling

    Best way to learn is to try and push yourself. 6 months ago i had never even thought about modding ARMA. After about 8 weeks i had a 400km^2 terrain depicting the center of Australia, the only thing holding a release back is the ability to model enough objects to create a environment that looks unique and varying. Yeah i got hold of Textools, have been using it to texture a weapon, but sometimes its just a pain when it does not do what I expected for what ever reason, maybe the model, maybe my fault. but yeah, after using Textools on a weapon, thinking about using it on a building of mostly rectangular shapes seems simple.
  5. p1nga

    My first try at modelling

    If you are ambitious, i need some buildings that fit my terrains, Mediterranean houses in rural Australia don't seem to help the immersion factor :s this for example - http://www.ruralbuilding.com.au/our-homes/farmhouse-range/the-kingston i have started a couple myself, but i usually get to around UV Mapping and just tear my hair out........
  6. Can the Crytek SDK be told to place gullys/ditches on the sides of roads or does it just level? If it could place ditches to the side of the leveled road, that would be awesome
  7. wow really, the Thread right beneath yours is the exact same created 2 hours before your own, but you thought you should open another????? - http://forums.bistudio.com/showthread.php?162871-New-to-modelling-Inroduction-tutorial&p=2487000&viewfull=1#post2487000 and
  8. p1nga

    AFV-4 Gorgon Issue

    I believe those parts are a from proxy models, you cannot directly change the texture of a proxy from the model they are attached to is my understanding.
  9. The 3D editor does not require any download it is in the game already, its just not accessible without the use of a shortcut and .biedi (3d editor mission file). I would recommend you go and have a look at GID-Object-Positioning-System. It might take a little while to understand its interface and how you get things into a mission, but it is far superior, realtime and just awesome. Note the icons you see in the editor are just icons, some of the objects have icons that mimic real size, but if you have a [?] then you can be that its going to be nowhere near what you expect.
  10. p1nga

    GEO lod shapes

    Note: Sorry for reopening a old thread but i feel its relevant. I'm modelling a bunch of houses for a mod, a few things ive noticed and questions i have since reading this thread are: Initially i imported a couple of incomplete models to just ensure some sizes with the GEOLOD placed down which was the concrete slab, i could walk fine over it, but if you tried to walk backwards it would just shuffle forwards really awkwardly, im assuming that is like was said above, your walking but with each step you hit the GEOLOD, i did place a ROADWAY LOD and it seemed to be fixed. Next step i improved the GEOLOD so that it had the internal walls, which are (50mm/5cm), and the majority of the walls are fine, but there are points where you seem to be able to clip through the wall, is that because the GELOD is to thin 5cm as opposed to the recommended 15cm? or could it be due to something else like the Roadway LOD cutting through the internal walls? I did not raise the ROADWAY LOD above the GEOLOD though, could that be causing the clipping? My houses generally have 50mm/5cm/0.05m internal walls and 150mm/15cm external walls, should i be looking to make the internal walls thicker? I'm assuming the established way is to just leave the Resolution LODS and thicken the GEOLOD
  11. so i have managed to get my vehicle into the game and driving, however with some problems. The reason i could not get the model to move/drive was something to do with the physX setup. I utilize the base config of the Marid, and change what i need, however the vehicle will not move, by elimination i have come to find that if i disable the physX simulation i.e. comment out the line "simulation = 'carx';" then the vehicle will work, however ofcourse none of the gearbox or engine settings have any effect, and it seems its stuck in 1st gear at a max of 60km/h and has the standard Offroad sounds. I had not setup most of the required selections and axis for the vehicles wheels and suspension etc, so im assuming that they need to all be completed for the physX simulation to work at all. I wonder if it might be possible to just setup the vehicle to work like a old ArmA2 vehicle at the moment without the physX simulation....................looking into this tonight.
  12. p1nga

    Terrain Issues.

    +1 but i also experienced that on stratis, had to get a mate to knock me free with a speedboat :s
  13. I'm on a similar path, i have a model, and i have gotten it into ARMA3, i can enter the vehicle as a Driver, Commander, Gunner, Cargo, i can fire the cannon, but the vehicle will not move anywhere and the cannon will not rotate on any axis, so if you find a guide, or figure it all out, please let me know, i will do the same, and i will also create a guide to getting a basic vehicle working when i get one working.
  14. p1nga

    A3 :p\ drive setup info

    50 minutes? i just copied all the .pbo's from addons to A3 folder in p:/ the used PBO Manager to extract each one into its folder and then deleted the pbo, took me no longer than 10minutes total.
  15. i believe it would need to be a 3rd party tools that reads the roads.cfg and shapefile then paints pixels onto a canvas calculating curve radius and such as it goes, would not be super difficult, but take some tweaking to ensure curves are the correct radius, as the shapefile should simply just have straight lines and points, not rounded corners inside it ( i find that if you have points to close they result in errors as the road is layed, but spacing them at like 10m seems to work fine if you are trying to follow real life roads and curves). I read somewhere (maybe dreamed) that the BI tools used in house for A3 have the ability to import the road shape file and display them in the editor to export to images, masks and normals
  16. I had similar problems, so just make sure as you have already done everything i can think of, which is, make sure its a bmp ( of course it is, but...), have it in the folder with the .pew which should be "P:/yourisland", make sure its the same size as the terrain (1024, 2048, 4096 etc), its transparency is set to 0 in the object window, and take not that when the object window drop down is set to 'Background Image' the background will show as a grid, change the drop down to something else i,e Natural Objects and the background image will be shown, that has gotten me a few times.
  17. this addition to the config is what finally pushed me to use a stringtable.xml..........
  18. p1nga

    Sky configs

    I'm embarking on a similar mission, my Australian outback terrain looks incredible with spot on colors during morning and evening but during the middle of the day it gets washed out and a little bit to light. This resource is help full - https://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-lighting-weather
  19. So, I'm back to working on my Australian outback terrain, and one thing that is really killing the atmosphere for me is when you get to the map limits, where the outside terrain continues on to infinity as expected, the roads end abruptly, does anyone know if there is a way to get the roads made with the use of the shapefiles to continue on into the outside terrain? maybe including some classes in the outside terrain class? if this is not possible, i think it would be a good feature for the Bohemia to include, not sure on other peoples opinion??? In my case i have a outback map where i have several roads that lead to the map limits and would IRL be leading to the next towns, which might be over 500km away, at the map limits i have signs similar to the image below, and i just want to be able to have the roads disappear into the distance in the outside terrain simulating those massive distances.
  20. Ok, i'm fairly proficient with Terrain Creation and textures, but I'm working on a project that will also require me to model and config vehicles and weapons, and help out the guys who are doing the larger add-on that my terrains will designed to accompany. Over the last week i have managed to go from not ever having ran O2 to having working models of weapons and static objects. I then moved onto vehicles....... I have got a LAV model into game but i cannot make it move. I know i have not setup the majority of memory LOD points and proxies, but i have the required so that people can get into the vehicle as a driver/commander/gunner and having that i thought even though i would not see the wheels animate or anything, if i was in the driver seat i expected that i would be able to move the static model around, it would just look strange with nothing animated. I copied the config.cpp (changed to suit) from one of the Arma3 LAV's. When i get in as the driver or spawn as the driver, i can hear the engine start and rev up, but the vehicle will not move :( Now I'm thinking is it possible in the geoLOD i have given the model to much mass (13000) for it to move, could it be that simple? i'm also curious what sort of values you should use in the mass? should they be the real values? the LAV = 13.1 Tonnes according to wikipedia, i just highlighted the whole GeoLOD and gave it a single value?
  21. I recently released a closed Alpha of my 'The Red Centre' terrain to members of my community. It won't see an official release until a month or so after we get some updated dev tools. I just hopefully got some confirmed assistance from the guys from ADF UNCUT to do textures and maybe buildings which will help out plenty.
  22. Yep, makes things so much easier until we get some new tools just thought i would also post a WIP screenie of my 'The Red Centre' terrain (outback Australia). http://imageshack.us/a/img534/332/da14.jpg Credits also goto ZGM for the the placeholders. Stabs, Toonie and Butcher for ADF Uncut. and Arma Role Playing Objects 2 for the camp fire.
  23. p1nga

    A3 :p\ drive setup info

    Just to note, in steps 5. and 6. it is possible to setup 'System File Links' if your HDD/SSD is formated as NTFS. It is basically like a shortcut to the directory but it acts as a folder working in both directions. The commands need to be run from a elevated command prompt, two of mine are below for example, they only need to be run once. mklink /D "E:\STEAM\steamapps\common\Arma 3\a3" P:\a3 mklink /D "E:\STEAM\steamapps\common\Arma 3\outback" P:\outback I have all my a3 .pbo's extracted into the a3 directory of my p:/ and i make a link to that folder in my Arma3 Steam folder, so if i type "E:\STEAM\steamapps\common\Arma 3\a3\map_stratis\config.bin" it is the same as "P:\map_stratis\config.bin" Should save some time copying files back and forth and free up some space that is used creating a copy of some massive folders.
  24. p1nga

    Map limits for A3?

    I'm working on a 10x10 terrain at the moment that is based on central Australia, so it is just as above, large open areas with main features, sparse population with dense clusters, sporadic dense vegetation, red desert etc. The 10x10 is sort of a proof of concept before a 100x100 terrain is started, so getting the ground and road textures, sky, sat mask, new buildings, ambient animals, dust storms and others all working and looking good on the 10x10 before we even start on 100x100 so its just like a copy and past job for most of it, not having to start from scratch. I downloaded the 1000x1000 heightmap using global mapper just to understand how big these files were going to be when it came to it, 3.91GB saved as a .XYZ just for giggles i tried to import it into L3DT and after 10minutes and nothing, i just gave up, and decided to try Visitor3 which was not much better.....fun times ahead
  25. p1nga

    got my a2 islands working in a3

    I have the clutter working, it took a few tweaks from ARMA2 setup, basically just copy what is in the Strats configs, there are more than one, and should all be combined, and make the changes to suit your island. As for the night sky, i have a real issue with that, the stars look like they are about 1km about the surface, not billions or trillions of light years away as they should, like tennis balls in the sky.
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