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Everything posted by scorch_052
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Looks good. I think a tan one similar to the style of the Hunter or the Marshall(LAV) would be cool.
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Single Player Intro
scorch_052 replied to Kydoimos's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
I imagine it would not be allowed. If not for use of other's content, then because it provides an inaccurate portrait of what is present in the mission. But, really, I think it depends on what type of mod it is. -
ArmA 3: Speed Radars!
scorch_052 replied to florianmuellerch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You may have just single-handedly ensured the introduction and enforcement of speed limits in every Life mission. Clearly you wish to see the world burn. -
Hey Foxhound, I believe there is a mistake. On armaholic, It says this is an ArmA 3 mod.
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MRAP Maxxpro-Light armoed Vehicle
scorch_052 replied to lincolnlou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah I remember in A2 this thing ate RPGs like it was nothing. lol -
Are you planning on doing the USMC vest? I think its an MTV.
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1st Infantry Division - BCT
scorch_052 replied to Alpha Whiskey Romeo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey man, awesome retextures! I have two questions: 1) What animation is that in the first pic(guy on the right)? 2) How does the rank and name on the shoulder work? Are they entirely different textures or are they added onto the base texture somehow? -
Uhh....what?
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IIRC, the MP GUI was the common way alot of scripters injected scripts into the game.
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Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Yeah. I think I'll work on the destroyer and see if I can get that handled. I'm hoping to make a naval vehicle port. -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Okay. So, I have all those addons that I must also define and place in the config and then properly attach? -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
So I've made some progress. The ship is no longer black and white and I've solved the "cannot open object bmp.p3d" issue (it was due to an unspecified model parameter in the config.cpp). Unfortantely, I now can't seem to apply the textures to the different addons to the ship. Missing Interior Missing CIWS/SSMs Missing Carrier Lights/Guidance Lines I've specified the appropriate textures of the models, but it doesnt seem to be working. -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Okay I'm now downloading the sample models. I did not realize that the Licensed Data Pack was binarized. -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
How do i do that. Do I have to open the .p3d? If so it wont let me because its binarized. -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
this is an example (doors.rvmat) //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.13 //Sat Dec 14 15:43:16 2013 : Source 'file' date Sat Dec 14 15:43:16 2013 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class water2 : LHD\data\doors.rvmat{ ambient[] = {1.0,1.0,1.0,1.0}; diffuse[] = {1.0,1.0,1.0,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,1.0}; emmisive[] = {0.0,0.0,0.0,1.0}; specular[] = {0.624,0.672,0.688,1.0}; specularPower = 80.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "\SC_LHD_Port\data\doors_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage5 { texture = "\SC_LHD_Port\data\doors_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1.29,1.01)"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; class Stage7 { texture = "\SC_LHD_Port\data\env_chrome_co.paa"; uvSource = "none"; }; //}; Would the "#(argb,8,8,3)color(1,1,1,1,AS)" lines be a potential problem? Could those point to undefined selections/sections? -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
I am using the sample model of the LHD but I do not know how to change the path the file points to. I've changed the texture paths in the .rvmat files but that has no effect. I also can't find where the bmp.p3d is called or referenced. -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Do you know where I need to place the texture paths? ---------- Post added at 03:42 ---------- Previous post was at 01:48 ---------- I've figured it out, thanks for the help. nevermind, it still doesn't work. :\ -
Textures not showing up on models in-game
scorch_052 replied to scorch_052's topic in ARMA 3 - MODELLING - (O2)
Okay' date=' I'd appreciate it if a mod could move. As far as details, here is my config.cpp: class CfgPatches { class SC_LHD_Port { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class StaticShip; class Land_LHD_1: StaticShip { model = "\SC_LHD_Port\lhd_1"; displayName = "Landing Helicopter Dock"; destrType = 0; featureSize = 100; class MarkerLights { class WhiteStill { name = "bily pozicni"; color[] = {0.0388,0.0388,0.0388,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class BlueStill { name = "modry pozicni"; color[] = {0.012,0.012,0.12,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class YellowStill { name = "zluty pozicni"; color[] = {0.03,0.027,0.00672,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class RedStill { name = "cerveny pozicni"; color[] = {0.12,0.006,0.006,1.0}; ambient[] = {0.1,0.01,0.01,1.0}; brightness = 0.01; blinking = "false"; }; }; }; class Land_LHD_2: Land_LHD_1 { model = "\SC_LHD_Port\lhd_2"; displayName = "Landing Helicopter Dock"; }; class Land_LHD_3: Land_LHD_1 { model = "\SC_LHD_Port\lhd_3"; displayName = "Landing Helicopter Dock"; ladders[] = { { "start1","end1" }}; class AnimationSources { class dveremale { animPeriod = 1; initPhase = 1; }; class dveremale1 { animPeriod = 1; initPhase = 1; }; }; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "Open Door"; position = "osa_dveremale"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" < 0.5"; statement = "this animate [""dveremale"", 1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "Close Door"; position = "osa_dveremale"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" >= 0.5"; statement = "this animate [""dveremale"", 0]"; }; class OpenDoors2 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "Open Door"; position = "osa_dveremale1"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale1"" < 0.5"; statement = "this animate [""dveremale1"", 1]"; }; class CloseDoors2 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "Close Door"; position = "osa_dveremale1"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale1"" >= 0.5"; statement = "this animate [""dveremale1"", 0]"; }; }; actionBegin1 = "OpenDoors1"; actionEnd1 = "OpenDoors1"; actionBegin2 = "OpenDoors2"; actionEnd2 = "OpenDoors2"; }; class Land_LHD_4: Land_LHD_1 { model = "\SC_LHD_Port\lhd_4"; displayName = "Landing Helicopter Dock"; class AnimationSources { class dveremale { animPeriod = 1; initPhase = 1; }; }; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "Open Door"; position = "osa_dveremale"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" < 0.5"; statement = "this animate [""dveremale"", 1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "Close Door"; position = "osa_dveremale"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" >= 0.5"; statement = "this animate [""dveremale"", 0]"; }; }; actionBegin1 = "OpenDoors1"; actionEnd1 = "OpenDoors1"; }; class Land_LHD_5: Land_LHD_1 { model = "\SC_LHD_Port\lhd_5"; displayName = "Landing Helicopter Dock"; }; class Land_LHD_6: Land_LHD_1 { model = "\SC_LHD_Port\lhd_6"; displayName = "Landing Helicopter Dock"; ladders[] = { { "start1","end1" }, { "start2","end2" }}; }; class Land_LHD_house_1: StaticShip { model = "\SC_LHD_Port\lhd_house_1"; featureSize = 100; displayName = "Landing Helicopter Dock"; ladders[] = { { "start1","end1" }, { "start2","end2" }}; destrType = 0; class MarkerLights { class BlueStill { name = "modry pozicni"; color[] = {0.012,0.012,0.12,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class YellowStill { name = "zluty pozicni"; color[] = {0.03,0.027,0.00672,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class RedStill { name = "cerveny pozicni"; color[] = {0.12,0.006,0.006,1.0}; ambient[] = {0.1,0.01,0.01,1.0}; brightness = 0.01; blinking = "false"; }; }; }; class Land_LHD_house_2: StaticShip { model = "\SC_LHD_Port\lhd_house_2"; displayName = "Landing Helicopter Dock"; ladders[] = { { "start1","end1" }}; featureSize = 100; destrType = 0; class MarkerLights { class WhiteStill { name = "bila sedma"; color[] = {0.003,0.003,0.003,0.0}; ambient[] = {0.03,0.023,0.0056,0.0}; brightness = 0.1; blinking = "false"; }; class BlueStill { name = "modry pozicni"; color[] = {0.012,0.012,0.12,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class YellowStill { name = "zluty pozicni"; color[] = {0.03,0.027,0.00672,1.0}; ambient[] = {0.03,0.023,0.0056,1.0}; brightness = 0.01; blinking = "false"; }; class RedStill { name = "cerveny pozicni"; color[] = {0.12,0.006,0.006,1.0}; ambient[] = {0.1,0.01,0.01,1.0}; brightness = 0.01; blinking = "false"; }; }; class AnimationSources { class dveremale { animPeriod = 1; initPhase = 1; }; class dverevelkeL { animPeriod = 1; initPhase = 0; }; class dverevelkeR { animPeriod = 1; initPhase = 0; }; class Lights_1 { source = "user"; animPeriod = 0.001; initPhase = 0; }; }; class UserActions { class OpenDoors1 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "Open Door"; position = "osa_dveremale"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" < 0.5"; statement = "this animate [""dveremale"", 1]"; }; class CloseDoors1 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "Close Door"; position = "osa_dveremale"; radius = 2; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_small"" and this animationPhase ""dveremale"" >= 0.5"; statement = "this animate [""dveremale"", 0]"; }; class OpenDoors2 { displayNameDefault = "$STR_DN_OUT_O_DOOR_DEFAULT"; displayName = "Open Door"; position = "osa_dverevelkeL"; radius = 4; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_large"" and this animationPhase ""dverevelkeL"" < 0.5"; statement = "this animate [""dverevelkeL"", 1];this animate [""dverevelkeR"", 1]"; }; class CloseDoors2 { displayNameDefault = "$STR_DN_OUT_C_DOOR_DEFAULT"; displayName = "Close Door"; position = "osa_dverevelkeL"; radius = 4; onlyForPlayer = "false"; condition = "isnil""BIS_lockKheSanhDoors_large"" and this animationPhase ""dverevelkeL"" >= 0.5"; statement = "this animate [""dverevelkeL"", 0];this animate [""dverevelkeR"", 0]"; }; }; actionBegin1 = "OpenDoors1"; actionEnd1 = "OpenDoors1"; actionBegin2 = "OpenDoors2"; actionEnd2 = "OpenDoors2"; }; class Land_LHD_elev_R: StaticShip { model = "\SC_LHD_Port\lhd_elev_r"; displayName = "Landing Helicopter Dock"; destrType = 0; }; class SC_LHD: StaticShip { scope = 2; side = 1; faction = "BLU_F"; vehicleClass = "Ship"; picture = "\SC_LHD_Port\data\Picture_LHD_CA.paa"; icon = "\SC_LHD_Port\data\Icon_LHD_CA.paa"; displayName = "USS Essex"; mapsize = 300; destrType = 0; featureSize = 100; class Eventhandlers { init = "_scr = _this execVM ""\SC_LHD_Port\Data\init.sqf"";"; }; }; }; I'm using [GLT']Myke's LHD addon from ArmA 2 to spawn the LHD as one piece in the editor. I took the "LHD" folder from the "water2.pbo" file from ArmA 2. When I open the ship in the editor, an error message pops up saying "Cannot open object bmp.p3d". -
AV_IndUs (US Army inspired units)
scorch_052 replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you have a base model of the Eagle SPC that you could release with no pouches or anything? Just the bare platecarrier for maybe a civillian, interpreter, etc? -
AV_IndUs (US Army inspired units)
scorch_052 replied to AlexVestin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is an unfortunate problem with the INDFOR (and BLUFOR) uniform textures. It seems to mirror the flag texture on both sides. -
Would this be possible?
scorch_052 replied to toxicsludge's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes, they were present in ArmA 2 OA. I believe they have been added via the IR Grenades in the 1.08 patch to ArmA 3. All you need is a script to attach it to yourself. -
A hat to cause, fear, respect, and discipline and one that rules them all
scorch_052 replied to marksinnerdemon's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What unit is this for? (If you dont mind me asking) -
Hey guys, sorry for just posting this and then going dark. School picked up and I had to take a temporary break from modding/gaming/etc. Anyways, I'm back and ready to resume work. Unfortunately, for some of you, I've decided to cancel the interchangeable shoulder patches until I get a little more practice and familiarity with texturing. Also, I'm redoing all my textures from scratch in an effort to focus more on quality vs. quantity. The first set of textures released will be US camos in the BLUFOR uniform/vest/headgear set. After that I will focus on more camos of other NATO forces, and then non-NATO forces. Picture Time I'm not very happy with the boot textures and I feel like there should be more dirt on the pants, but I figure with time and practice (and maybe a little wisdom passed down) I can fix those things.
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SC Units CANCELLED
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COD-Like Units addon - WIP.
scorch_052 replied to g00d69's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey g00d69, I'm just curious, where did you find those animations in the poster/wallpapers you posted?