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Everything posted by Cunico
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Hidden Identity Pack V.2 *WIP
Cunico replied to Cunico's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
yeah, I agree all would be a great idea! Its not possible to make masks their own slots, but I could make duplicates. So, some in the goggles slot and some in the headgear slot???so those that want to wear eyewear with the shemaghs can. Obviously I can't promise the outcome to be good. Most likely will be clipping with the shemaghs and eyepro etc. -
That might work, hopefully. I will give it a whirl thanks for the headsup Lib. I can't wait as well lol.
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I ran into an issue, I don't have a P: Drive and without that when I release these new models there will not be any textures on them. I can't find any posts regarding what to do if you don't want a P: Drive, I heard you don't need one for Arma 3.
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Not sure honestly, I had to reinstall all my tools and that seemed to fix it.
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They will be an addition to the other pack. I can no longer do anything to the other pack due to losing the source files when my HDD crashed. There is still good stuff in the pack though.
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Hidden Identity Pack V.2 *WIP
Cunico replied to Cunico's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks guys, glad you like them so far. -
This is a WIP of the SAS shemagh. Going off of a video, so it's kind of hard. I like it so far though.
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Another update, I have about 6 more I'm working on in different colors and variants of styles.
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I don't see why not...guess I could finally throw some in there.
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Here is an update shot of one of the few shemaghs, and it white none the less =)
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Sure I don't see why not =) Thanks, glad to hear so far. ---------- Post added at 01:59 ---------- Previous post was at 01:58 ---------- Thanks man, Almost glad to be back =)
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Ok, so I know in my original pack we had issues with the shemaghs fitting "Black Faces" and such. Well, in this pack I am working on a whole new lot of shemaghs and completely revamping them with more color choices and such. This picture above shows that it now fits African faces. I also made it a priority to make it look a little tighter to skin, as real life shemaghs are very thin. The issue with it being to close to skin makes the "Clipping issue" appear worse, so far this is as good as it can get.
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Fixed it http://i1343.photobucket.com/albums/o784/wyteout1/FaceShemaghNew_zps10964268.png (268 kB)
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Hope this helps for future reference for anybody. That way people above don't have to keep telling everyone in long paragraphs :D:D:D.
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I have tried 3 different model.cfg's. I also uninstalled my Oxygen 2, just in case that was the issue, but I just found out that there is a new oxygen for Arma 3 so I'm going to try and install that. I don't think thats what the issue is but guess we will see. Yes Pomigit, I have tried that and still same results.
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Ok, so I found something else out. I loaded a template from kiorys balaclavas and tried to load that in game without changing a thing and the results are the same as the shemagh. So, maybe something wrong with my Oxygen. I can't open in bulldozer at all either says "external viewr: unable to create viewer"...soooo yeahh....progress?
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More help on this would be great, still having the same issue.
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Nope, everything is painted correctly. All of the "head" selection is selected. I even re did everything now its more on the face but still on the face and middle of the crotch. This is becoming a pain in the butt. Model.cfg Config.cpp
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Ok, so I'm back and making more and adding onto my "Hidden Identity" pack. Basically I made some new models and would like them to replace the nvg slot to see how I like that. How would I go about do this? If someone can get me the config file for it, that would be awesome! or at least point me in the right direction. I have been away from Arma for a long while now, but back. So, I kinda feel like I forgot how to do a few things. Thanks in advance.
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Problem with new models getting in to oxygen
Cunico replied to Naiss's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yeah, you have to do the same thing to your whole model until everything works right. Make sure you're selecting one part of the model at a time. If you select the whole thing and than press "W" to face them correctly, you will reverse the ones you just did. -
I do have a geometry LOD present, but I can't tell if its sets to autocenter or 0. I'm looking in the properties window but don't seen an auto center. I looked around the web at other posts but nothing really tells me how to make sure its centered. I copied the Geometry lod from kiorys balaclava, if that matters...just to make sure its ok.
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Ok, well I got everything set and straightened away finally but I'm having that old issue I used to get a lot with the model being part on the face and the other part between the legs. I have weighed everything, and attached it to body parts probably more than I should. Configs and model.cfg are all right (as far as I know). It's been toooo long I guess, but I can't remmeber for the life of me what the fix was. I know it was something simple. I have sat here for a few hours tyring to figure it out. Model.cfg Config.cpp I will keep scratching away at this, once again thanks for the help in advance guys.
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Thanks Ant, and pom. Yeah, I forgot about that I will have to check that out. Still sucks I have to redo all this...damn HDD failure's. Also, if that's the case I might not put them in the NVG slot I don't know...guess we will ahve to weigh the pros and cons. THanks for the heads up guys.
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Just started using this mod, is there anyway to convert what you have in MCC Sandbox into the 2d editor? Example: I have made an FOB and such, but I would like to convert it into the 2d editor and continue editing the mission. Basically the mission is done but wondering if possible to edit in the 2d editor and how? thanks for the great mod sir.
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Hmm, that seemed to do something now its just a matter of time til I get the right level I like. Faced_occ.paa is the occlusion map, not really to sure about it, as davegary90 sent me a bunch of rvmat textures and that is how he had them labled. Not going to lie I was a bit thrown off by the names as I am used to the names listed above. ---------- Post added at 03:17 ---------- Previous post was at 03:14 ---------- Oh, and once again thanks for all your help means a bunch.