Jump to content

Cunico

Member
  • Content Count

    229
  • Joined

  • Last visited

  • Medals

Posts posted by Cunico


  1. 2 hours ago, shomu1 said:

    Cunico, I hate to be that guy, but how hard of a tweak would it be to move the sniper veils to the headgear section so they can be worn with balaclavas and the like?  Just curious.

    Shouldn't be a problem. I just have to do some weighing so there is no clipping. 

    • Like 1

  2. On 5/25/2017 at 10:37 AM, drebin052 said:

    Had a couple of texture path errors while running it standalone:

    
    21:19:13 Warning Message: Cannot load texture neckloose\data\oakley_ca.paa.
    21:19:13 Warning Message: Cannot load texture neckloose\data\oakley_nohq.paa.
    21:19:13 Warning Message: Cannot load texture neckloose\data\oakley_as.paa.
    21:19:13 Warning Message: Cannot load texture neckloose\data\clear_smdi.paa.
    21:19:13 Warning Message: Cannot load texture neckloose\data\oakley_ca.paa.
    21:19:13 Warning Message: Cannot load texture neckloose\data\oakley_nohq.paa.
    21:19:13 Warning Message: Cannot load texture neckloose\data\oakley_as.paa.

    I assume you're still using textures from the old V2 pack?

    I fixed these errors. Will release a patch shortly. Thanks for getting these to me. 


  3. ...But now its in my characters stomach area.

     

     

     

    Appears you didn't weigh your object to the "head" selection. 

     

    If you're not sure, as you can see below the shemagh is attached to the "Head" selection on the right. You simply just have to make a new selection and name it "Head". Then weigh all the verts and redefine the selection. 

     

    b1e273d68880ef62e36660117944480c.png

    • Like 2

  4. Great mod guys, finally got to use it quite a bit recently. I hope the uniform works out for you guys, I'm in the process to making new uniforms but not sure you guys would be able to use it due to this mod being for basic infantry and stuff. Either way love the mod, keep up the wonderful work, cheers :)

    • Like 1

  5. Looking for:

    • Realism Marine group
    • People that are on all sorts of hours and that actually play the game. 
    • own servers, teamspeak
    • Consist of more than 12 active people. 

     

    About me: I recently have been wanting to get back in the swing of things with Arma. I fell out of the game since basically the release of the game and just been around making mods. ..I'm also a grown man. Please contact me with your teamspeak info. and I will be sure to hop in and check you guys out. 

    • Like 1

  6. The vests have armor configured into the config of course, but we could look into increasing this. But not too much.

    Hey Bink, I was having the same problems with my vest. Anyways, the value that looks like this under armor in the config" 5*0", I found if you make it "50.0" it actually takes 3/4 hits to the chest before you get dropped. I kept changing the values and nothing was working, but figured it out. Just change that little value and it should work. Good work on the vest. You finally back?


  7. http://cloud-4.steampowered.com/ugc/23967657881172739/43332F905FFB3FC9FF15963147B051EBEDD1B8DD/ (249 kB)

    Hopefully you can see what I mean. It creates the Shadow lod but the Helmet is nowhere to be found? Not sure really what else to do.

    ---------- Post added at 02:35 ---------- Previous post was at 02:24 ----------

    This also does show up in Bulldozer, but not in game.

    ---------- Post added at 02:41 ---------- Previous post was at 02:35 ----------

    Nevermind, I solved it on my own. The issue was: on my LODS I had 1-4 LODS, so I switched it to 1-2 instead and it seemed to do the trick. Not sure why but w.e.


  8. Yeah.

    enum {
    DESTRUCTENGINE = 2,
    DESTRUCTDEFAULT = 6,
    DESTRUCTWRECK = 7,
    DESTRUCTTREE = 3,
    DESTRUCTTENT = 4,
    STABILIZEDINAXISX = 1,
    STABILIZEDINAXESXYZ = 4,
    STABILIZEDINAXISY = 2,
    STABILIZEDINAXESBOTH = 3,
    DESTRUCTNO = 0,
    STABILIZEDINAXESNONE = 0,
    DESTRUCTMAN = 5,
    DESTRUCTBUILDING = 1,
    };
    
       class CfgPatches {
       class OpsCore {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {};
    };
       };
    
       class cfgWeapons {
       class ItemCore;	// External class reference
       class InventoryItem_Base_F;	// External class reference 
       class HeadgearItem; 
    
       class OpsCore : ItemCore 
       { 
           scope = 2; 
           weaponPoolAvailable = 1; 
           displayName = "A OpsCore Helmet"; 
           picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; 
           model = "\OpsCore\core1"; 
           hiddenSelections[] = {"camo"}; 
           hiddenSelectionsTextures[] = {"pboName\data\helmet_texture_01_co.paa"}; 
           class ItemInfo : HeadgearItem 
           { 
               mass = 100; 
               uniformModel = "\OpsCore\core1"; 
               modelSides[] = {3, 1}; 
               armor = 3*0.5; 
               passThrough = 0.8; 
               hiddenSelections[] = {"camo"}; 
           }; 
       }; 
       class yourTag_Helmet_02 : ItemCore 
       { 
           scope = 2; 
           weaponPoolAvailable = 1; 
           displayName = "Helmet_02"; 
           picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; 
           model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
           hiddenSelections[] = {"camo"}; 
           hiddenSelectionsTextures[] = {"pboName\data\helmet_texture_02_co.paa"}; 
           class ItemInfo : HeadgearItem 
           { 
               mass = 100; 
               uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
               modelSides[] = {3, 1}; 
               armor = 3*0.5; 
               passThrough = 0.8; 
               hiddenSelections[] = {"camo"}; 
           }; 
       }; 
       class yourTag_Helmet_03 : ItemCore 
       { 
           scope = 2; 
           weaponPoolAvailable = 1; 
           displayName = "Helmet_03"; 
           picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; 
           model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
           hiddenSelections[] = {"camo"}; 
           hiddenSelectionsTextures[] = {"pboName\data\helmet_texture_03_co.paa"}; 
           class ItemInfo : HeadgearItem 
           { 
               mass = 100; 
               uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
               modelSides[] = {3, 1}; 
               armor = 3*0.5; 
               passThrough = 0.8; 
               hiddenSelections[] = {"camo"}; 
           }; 
       }; 
    };


  9. Okay, after two hours of finally getting back into working on some mods I've ran into this issue where my Helmet is showing up invisible. The only thing that shows is the shadowLod on the player. I've gone thru the RVMAT, Model.cfg, config and still can't figure out why its doing this. It showed up once before, but ever since I moved it to the "Headgear" slot...it doesn't show up at all. However, it does show up in Bulldozer. Any ideas to relieve some stress on the topic, it's becoming a pain in the arse.

    Here is the pic before when it was working.

    http://i.imgur.com/PsHboPU.jpg (261 kB)

    The only thing I basically changed is the config.cpp to convert it to headgear. I don't see how I could mess that up, but I did check it over and over again. Seems okay. I just find it odd that it worked fine, but than I converted to headgear and now only the shadowLod comes up. I browsed the internet for a solution, but nothing I found to be similar. Well thanks for the help in advance and if someone can point me in the right direction to start figuring what could be causing this problem would be awesome!


  10. I know when I have this issue with my models its normally one of two things...either you didn't specify the texture path to your _co,_nohq,_smdi etc. in your .RVMAT, or the shadowLOD is all screwy. Its really hard to say because this takes a process of elimination to figure out what it is. I think it's an RVMAT issue tho.


  11. Okay, so obviously as everyone knows there is some UV stretching going on within the helmet. Unfortunately I don't know much about O2's UV mapping, but if you can get your hands on 3ds max or something similar I can help. The only reason why I recommend 3ds is because there is a simple tool called "Relax", and this will allow the UV's to quit stretching. Also, another cool thing is when you mess with the UV's in a certain setting it doesn't manipulate the actual textures itself. I would take everyone else's advice and just re-UVmap the helmet. Lastly, does the helmet have a _nohq map on it? THat might also help a lot.


  12. Okay so need some help here. I basically have a pair of NVG's I would like to wear but when one turns on I would like a separate object to turn on with it. How, and what would the script look like to achieve this. I basically want to light up the other ojbect more than the other. THan when it turns off that other object will either be gone or invisible. It basically has to turn on with the NVG's. I have no scripting knowledge really lol so any help is greatly appreciated as alwasy.

    Below is the test config that I'm currently using for just random old objects.

    class CfgPatches {

    class lpnvg21 {

    units[] = {};

    weapons[] = {"LPNVG21"};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class cfgWeapons {

    class ItemCore; // External class reference

    class InventoryItem_Base_F; // External class reference

    class HeadgearItem;

    class NVGoggles;

    class lpnvg21: NVGoggles

    {

    displayName = "LPNVG21";

    nameSound = "nvgoggles";

    simulation = "NVGoggles";

    showEmpty = 0;

    muzzlePos = "usti hlavne";

    muzzleEnd = "konec hlavne";

    value = 5;

    opticsZoomMin = 1;

    opticsZoomMax = 1;

    modelOptics = "\LPNVG21\scopelpnvg21.p3d";

    model = "\A3\Weapons_f\binocular\nvg_proxy";

    picture = "\lpnvg21\ui\lpnvg_ca.paa";

    descriptionUse = "$STR_A3_cfgWeapons_Default_NVGoggles1";

    class Library

    {

    libTextDesc = "$STR_LIB_NV_GOGGLES";

    };

    descriptionShort = "$STR_DSS_NV_GOGGLES";

    class ItemInfo

    type = 616;

    hmdType = 0;

    uniformModel = "\LPNVG21\lpnvg21on.p3d";

    modelOff = "\LPNVG21\lpnvg21off.p3d";

    mass = 4;

    };

    };

    };

    };

×