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Victim9l3

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Posts posted by Victim9l3


  1. I've been working on texturing soldiers. I use the regular, "setObjectTexture" so that I can view them quickly in game. I noticed that I can kill everyone in a huge area.

    In order to find out if it was everyone or just the units using the textures, I tested other units and found some odd issues.

    As for those, i'm not trying to fix them here, but what I found out was eye opening. I set CSAT units and AAF units, evenly spaced around. ONLY AAF get killed by grenades. CSAT units never died. With a grenade at the feet of a CSAT guy, AAF guys 20 meters away died or badly wounded. CSAT barely flinched. But my question here is just about the textures for now.

    Here is a picture:grenade_zpsaut1gzrb.jpg


  2. I'm a little confused. Part, because I had no idea what CUP meant. Just looking at your readme, it doesn't say what it stands for. But my question is the same. Do we use both @CUP and @ACR_A3? And if we use @CUP do we need to download anything extra. The armaholic page says community upgrade project is optional, but your CUP folder has a lot inside it. The readme made it sound like the all the A2 upgraded stuff is inside the CUP folder.

    So does your latest download contain everything needed? I've been waiting for all this stuff, i'm glad it's finally coming together. Thanks


  3. How about everyone give feedback to this map and stop talking about AiA. This is not the place to talk about it. Hardwork has been done to make this map, so please respect that. If you want to talk about how most maps using AiA are terrible and use mostly A1 terrible looking building, completely bringing down A3 quality, :p go somewhere else. This thread is for Kunduz, Afghanistan.


  4. Thanks. That makes sense. But it seems odd that someone would use a calculation of such a small number. You can do the math in your head in less than one second. Why not just put 40 instead of 5*0.8. And I looked at 5 other mods and every one of them used that calculation. Just with different numbers. It seems like they use "3*0.4" for helmets and "5*0.8" for vests. In fact for all the mods I looked at, bi is the only one that doesn't use that formula.


  5. While I was doing my config for my mod, I copied from other mods as examples and I found a difference with armor value for helmet and vests.

    After my stuff was done, I looked at bi configs. I started changing values on my config (which was copied from a mod) and I started replacing the edited value from the mod with the values that bi has. That way my mod is closer to bi.

    I noticed on several different mods the armor value is set up like this:

    uniformModel="\A3\Characters_F\Common\equip_tacticalvest.p3d";

    containerClass="Supply100";

    mass=40;

    armor="5*0.8";--------------------this value is quoted and isn't just a number

    passThrough=1;

    on bi the armor looks like this:

    armor=20;-------------------------this value is a whole number and not quoted

    So my question is why are they different and which should I use. What do the *and. mean?

    Thanks


  6. I searched and found a thread exactly for what I am looking for. However, it was a year ago and no one responded. Hopefully I'll be luckier.

    My mod is almost done and I need to get the icons/pictures for the inventory, etc. It doesn't look like people are just retexturing the icon picture. It looks like an ingame shot of each piece. A helmet, for example. User icons look identical to bi's. Is there a template or a procedure or what? What do I need to do please?


  7. Where did you get the pbo? is it a bi pbo or a user created one?

    Also, you said you changed the weapon to your choice. What does that mean? Did you change the weapons or did you change the weapons that the soldiers are equipped with? The way you describe it makes it sound like how I used to change things in BF2. For this, it can be complicated.

    First, you can't mess with bi pbo's. The game is watching you. And if it sees one of it's little babies manipulated, then the entire pbo won't work at all for textures. I tried a jet once. It was in the game, but textures wouldn't work so I was flying around in an invisible jet.

    Second, changing the name of something won't change anything, because it's still the same model.

    Third, on a soldier, changing the weapon can be easier. You just need to find the right classname and replace it. https://community.bistudio.com/wiki/Arma_3_Assets

    So you need to be clear. What exactly did you change. Maybe you could copy the section you changed and post it here so we can see it so we know exactly what you are doing. But most important, all of the things I mentioned can all be changed in the mission. Well, as long as you create it. Changing someone elses mission is a different story. So please be specific.


  8. Damn, I have been working on a CSAT mod for a long time now. I am creating the config files for them right now. Being my first time creating config, it's taking me a little longer than I hoped. Your units look extremely close to mine. I did every back pack, vests, etc. I also did different headgear for bi's urban. I have desert and woodland versions of bis CSAT and Army units in the regular hex and green hex camo. I knew this would happen, but I took a break to work on Hind. Well, you beat me to it. Good job and the units too.


  9. Thanks.

    Let me see if I am getting this. Here are 2 examples of different mods that are creating the same soldier. It's an auto rifleman.

    This first SampleModA is creating "SampleModA_Soldier_AR" and he is using all the information and inheritence from the AAF AR "I_Soldier_AR_F". While SampleModX creates his from O_Soldier_base_F. I'm guessing that the soldier_base is the base for all soldiers of that kind. Meaning that even the I_Soldier probably has that same base.

    The 2 examples I use are at the bottom.

    The ModX needs to add more info because the base is the base. The base won't have weapons or ammo or uniform or anything. So Mod X NEEDS to put all that info into his AR. But the ModA is using an already existing unit. So whatever he does not include will be taken from the I_Soldier_AR.

    For example, ModA does not have a display name, but ModX does. So what will the display name be in the game for ModA? Since the display name is missing, the game will show whatever the display name is for "I_Soldier_AR_F". AutoRifleman. Because it inherited the name from I_soldier.

    However, if ModX did not put a display name, there would not be one. or won't work at all or something.

    Is that correct?

    I'm guessing that anything I add into the modA sample, that would override the info from I_Soldier_AR_F. For example, the "linked items". If I put "linked items" in my soldier, then that is what it will have and it won't use "linked items" from I_Soldier_AR_F. But if I don't add Linked items, then my soldier will have whatever I_Soldier_AR_F has.

    But are there any settings that can't change when Using I_Soldier_AR_F instead of base? Like a "display name". if i add a display name will it still show or would I_Soldier_AR_F rule out mine?

    One last one. You can't see it since I didn't want to copy all the codes, but Sample ModA did not include any magazines. Only items and weapons.Can I still add magazines even though they aren't included? (ModA is the mod i have been basing my stuff after), and I don't want I_Soldier_AR_F loadouts, so if i add my own loadouts will it be ok using I_Soldier_AR_F or would it be better to use the Base?

    Thanks for the help.

    class SampleModA_Soldier_AR: I_Soldier_AR_F

    {

    author="xxxxx";

    _generalMacro="SampleModA_Soldier_AR";

    scope=2;

    side=2;

    faction="SampleModA";

    vehicleClass="SampleModAmen";

    model="\A3\Characters_F_Beta\INDEP\ia_soldier_01";

    uniformClass="SampleModA_Uniform_A";

    linkedItems[]=

    {

    "SampleModA_PlateCarrier_IA1",

    "SampleModA_Helmet_IA",

    "NVGoggles",

    "ItemMap",

    "ItemCompass",

    "ItemWatch",

    "ItemRadio"

    };

    class SampleModX_Soldier_AR: O_Soldier_base_F

    {

    author="xxxxxx";

    _generalMacro="O_Soldier_F";

    scope=2;

    displayName="Automatic Rifleman";

    vehicleClass="ModX_men";

    nakedUniform="U_BasicBody";

    uniformClass="ModX_Camo";

    backpack="ModX_Carryall";

    hiddenSelections[]=

    {

    "Camo1",

    "Camo2"

    };

    hiddenSelectionsTextures[]=

    {

    "blah\blah\blah.paa",

    "blah\blah\blah.paa"

    };

    linkedItems[]=

    {

    "ModX_Vest",

    "ModX_Helmet",

    "NVGoggles",

    "ItemMap",

    "ItemCompass",

    "ItemWatch",

    "ItemRadio"

    };


  10. I have made a CSAT mod that adds about 5 new choices for units. Desert and woodland versions of current CSAT and brown camo and green camo units that were AAF reskinned to be CSAT Army. Also a few other things.

    When I created them, I was using AAF D and ACC mods that were similar units to test my skins on.

    I am now at the config stage. I don't know why, but there doesn't seem to be any tutorials or even guides or definitions. At least none that I have found. While searching, most responses tend to tell people to copy working configs and replace with your stuff.

    So I have been using 1 mod as my guide. When I come across a problem, i'll look to others to find the answer. But that only confused me more.

    It seems every mod has a different way of doing their configs. There is rarely any consistency from 1 to another.

    I think I got the backpacks and uniforms and units correct.

    I have hit a wall with helmets and vests.

    One mod uses:

    class MOD X_Helmet: ItemCore

    another uses:

    class MOD Y Helmet: H_HelmetB

    Both are the same helmet.

    So with their being no list of definitions or anything I don't know why the 2 mods are using different codes.

    Basically it's the AAF helmet. I made a couple textures for the helmet and I need to know what I should put. Maybe someone has the full code I need for the helmet that I can just copy and paste for each texture I made. But I still need to know the difference so I can understand and get better.

    I'm not interested in changing values of anything so I just want to retexture using CSAT or AAF or NATO values that bi gave them.

    I thought I understood because of the backpacks. I knew that if I put:

    CSAT_B_Kitbag: B_Kitbag_Base

    I knew that I was taking the values of B_Kitbag_Base and creating a new bag. And then any other bag I made would us CSAT_B_Kitbag values. Like this:

    CSAT_B_AmmoPack: CSAT_B_Kitbag

    CSAT_B_LATPack: CSAT_B_Kitbag

    I had same issue with Vests. I got some help understanding Vest_NoCamo_Base and Vest_Camo_Base.

    But the mod I'm "copying" seems to use them the same. Both have "camo" and hiddenselection info identical. Both have the same info under it. Every line under it is the same except the name of texture. BUT looking at another mod, they replace Vest_Camo_Base with Vest_V_PlateCarrier2_rgr.

    So the same vest in different mods look like this:

    Vest_X: Vest_NoCamo_Base

    Vest_X: Vest_Camo_Base

    Vest_X: Vest_V_PlateCarrier2_rgr

    So I don't know which I should use.

    So if anyone is left that isn't completely confused by all this, I could really use a lot of help. I have no idea what i'm doing.

    Thanks.


  11. A while after A3 came out, I was missing the Hind. So I basically did something along the lines of porting it into A3, but as A3 advanced, I gave up. I did, however, start making textures for them for when someone did port them over. I originally created them for AAF but couldn't stop. Now I have a few. They are basically complete, well, complete enough to release. They still need a little work but I don't know when I will have time to finish completely.

    So here they are. I made 3 AAF and 2 Russian. I also put logos or symbols on a few to be used for other factions. Each Hind has a clean and dirty version (since a lot of you like clean) and each has an unmarked version so that any faction can have them.

    *As a little side note, I tried using the CSAT Hexagon, but it just kept ending up looking like a giant flower. So I settled for a small flag. I wish bi would consider a new or different Logo that looks good on vehicles.

    ***Feel free to do whatever you want with them. Modders can put the textures in their mods, And anyone is free to manipulate them to their liking. If anyone wants a specific texture, just let me know. Once I finished the digital pattern that was murder trying to line up with all the crooked pieces and changing angles, the rest is easy.

    **Even though including readme's have come close to extinction, I still chose to include one in the download. It gives all the information needed. There is also a mission that has all the textures on display. Chairbornes Hinds are required only for the mission.

    There are a few mods that use Hinds, but one mod in particular doesn't work as well. I don't remember the mod, but all the textures end up extremely dark. Chairbornes hinds work well. I'm not sure of the others.

    All have clean and dirty versions:

    AAF digital

    AAF green - I'm finally getting used to that terrible green color:)

    AAF gray

    Russian Black

    Russian Camo (Atis friendly colors)

    Black with CSAT flag logo

    Black with CSAT lion/sun logo

    Camo with CSAT flag logo

    Gray with Griffin logo

    Black unmarked

    Camo unmarked

    Green unmarked

    Gray unmarked

    Pictures Below, Download link at bottom.

    AAF1_zps30936f07.jpg

    GREEN1_zps31fa6780.jpg

    GRAY1_zpse7b5b90e.jpg

    CAMO1_zpsccc3424b.jpg

    CAMO2_zps2ae8f4e7.jpg

    BLACK1_zpse258f9f6.jpg

    Download:

    http://www.filefactory.com/file/1rxdvfr2jgxt/HIND_TEXTURES.rar


  12. What happened? It was so perfect and now you cluttered it all up again... :(

    What? It looks awesome. Cluttered? Most community maps are terrible. Like 9 out of 10 make you feel sorry that someone wasted that much time and effort on a map that no one will ever use. But some people don't care and are happy just playing around a world of obstacles.

    With good maps, there are still bad places. You can find a few good screenshots where there are areas that make the download worth it. But when I see this map, It's difficult to find a bad picture at all. There are A LOT of pics and all show an awesome map. Even the videos. All I see is good. The vegetation has a great mix, the huge rocks are perfectly placed. It's not "filled" with fillers everywhere. It's as if everything was created to be beautiful, rather than a few "awesome" (which usually aren't) FOB's and a couple of detailed towns with the rest of the country filled randomly.

    I can't wait to go around in this place. Even as is. Great work


  13. I'm not sure what exactly is going on or how you make the changes but I might have an idea. This doesn't have anything to do with my answer but, are you creating a new group or making them join a group that exists already? If a new group, you might want to put down a unit with 0% chance of spawning. Even though he doesn't spawn, it will make the group exist at start of mission.

    Now my idea; Units spawned outside the vehicle are probably leaving the vehicle because it's no longer theirs. Joining a new group gives new orders. If the group doesn't "own" that vehicle, the leader will likely tell them to get out. You might want to assign them to the vehicle so that even if they switch groups, they still see the vehicle as theirs. Like a few missions I've played where we start in a vehicle, then get out on foot to fight, then you end up with a stupid AI group leader telling units to get back into vehicles that are miles away. If you use "assignascargo" or "assignasdriver" etc. command then they know that they belong to that vehicle.

    You can also include those "assignas" to trigger when the switch triggers. If you look around the scripting page, looking up "assaign..." you will see other options that might be similar that might help.

    So my advice is to have the group created from start of mission. even if you have one unit with 0 probability of presence.

    Second is to use the assign command to tell the units where they belong or don't belong. Also, a small side note, they might be getting out because their leader is telling them to get in. Sometimes if the vehicle isn't yours, you being in it makes the AI think it's yours because you are inside it. Sometimes the Ai will tell you to do something you are already doing. Whenever I select all my units to get in, if someone is inside already, they get out and get back in. That's why I hate having vehicle crew in my group.


  14. Thanks, that's what I wanted to know.

    Except for the FIA squad leader and team leader. It says "camo" in his hidden selection, with this texture: "A3\characters_f_beta\indep\data\officer_spc_co.paa"

    but I haven't been able to use; this setObjectTexture [0,"blah, blah, blah.PAA"]; It works for all the others. But not him.

    I really want to retexture him for csat. I don't want to use the opfor/indy officer like everyone else does. The FIA SL and TL look good. So I hope someone can help me figure this out.

    I also ran into this "camo" issue before. I was retexturing a Hind and was using the SFP mod. Their hind said "camo" and "insignia" and I couldn't change it's textures. That's why I asked if "insignia" might interfere.

    I was using A2 hinds until I got rid of A2 stuff in A3. So I have a really good looking AAF hind and 3 Russian/csat ones but haven't found a good one yet. One mod has some but they come out really really dark.

    Thanks


  15. As I was retexturing, i came across a few units that had "camo" in it's hidden section instead of camo1 and camo2. What is the difference? Can the "camo" unit be retextured?

    I'm was going to retexture the FIA squad leader and team leader. But every way I tried, it wouldn't change. But I thought I was able to retexture others like that before.

    Can those 2 be retextured? I really want them.

    Also does a "insignia" interfere?

    Thanks


  16. If you go to the Arma Assets pages, scroll down to find the name of the helicopter. Last time I looked, there wasn't a picture for it. But if you go all the way to the last column, on the right side of the screen, you will find codes for things. You have a lot of possibilities. You can change heli textures and the individual containers. The new helis and their containers have codes in each ones column telling you how to change textures, also sling load abilities, positions, and vehicle specific scripts, etc.

    This is the page for opfor: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EAST

    the heli's are at the bottom.

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