Miroslaw Kowalski
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Everything posted by Miroslaw Kowalski
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[CLOSED] FFAA V6 (Spanish Army Mod)
Miroslaw Kowalski replied to FFAAMOD's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just one word: AWESOME! I love this helicopter :) The germans have it too and are replacing their sea kings with it -
ARMA 3 Addon Request Thread
Miroslaw Kowalski replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Maybe an MTAR-21 and an STAR-21 for the FIA guys? :D -
Hey guys, I'm trying to get a 3d Model of a ship into ArmA 3 but I get the error "too many vertices" in BULLDOZER and in ArmA 3 and the mesh isn't showing up. These are the stats of my model: Verts: 17678, Faces: 18179, Tris: 34449, Objects: 19 What is wrong with this? I think that this aren't too much verts and faces.
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Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Thank you so much :D Now the ship is driving :D Hopefully we'll get some infos from BI soon about the new tools and so on... -
Burning trees, grass, houses, particleEffects
Miroslaw Kowalski replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh my god something is burning in the campaign :O Why are you spoilering so much? -
French Intervention Forces (GIGN/Raid...)v1.0[ALPHA]
Miroslaw Kowalski replied to g00d69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It would be cool if you could carry a pistol in one hand while holding the shield :D -
Then, please tell us why? Hitler wasn't even a german and noone of the germans today was one of "his man". So why should we think of it? It wasn't our fault... Back to topic: Very nice Addon :) They should definitely stay on the Independent side...The only guys that should be on Opfor side are Talibans and other Terrorists.
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THE AMD R9 290X is now the NEW champion for ARMA3 with @_@ performance at all res!!
Miroslaw Kowalski replied to wasserkool's topic in ARMA 3 - GENERAL
So I'll probably get better performance with higher settings? :D I'm going to check this :D -
THE AMD R9 290X is now the NEW champion for ARMA3 with @_@ performance at all res!!
Miroslaw Kowalski replied to wasserkool's topic in ARMA 3 - GENERAL
I didn't try the the multiplayer in dev branch only singleplayer. I'm playing multiplayer on stable branch and the multiplayer runs relatively fine. -
THE AMD R9 290X is now the NEW champion for ARMA3 with @_@ performance at all res!!
Miroslaw Kowalski replied to wasserkool's topic in ARMA 3 - GENERAL
In my opinion it's a shame that I don't get more than 30 FPS with LOW settings on my GeForce GTX 660 and 8x 4 GHz AMD Processor :( -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Hey Gnat, Sent you a PM -
You can add a not working screen with this animate ["AddScreen1", 1] also the FLIR isn't on a believable position because it spawns under the guns...and there's no holder for it :D
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Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Okay my shadowLOD has a bit more than 2000 faces so I think it should be fine...where can I find the property box m1lkm8n mentioned? -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
1000 faces?! :O How can I do that? Because my model is a bit bigger than some other models it needs to have some more shadows and 1000 is way tooo less... -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Thanks for the offer but I first want to get my new ShadowLOD in the model...but it isn't working. When i pack the mod into a .pbo with BinPBO it writes into the log file: "Too detailed shadow lod in p:\patrolboat\patrolboat.p3d (0:0.000000 : 13791) - shadows disabled". The amount of faces (13791) is the amount my 0.000 resolution LOD has...so for some reason it isn't using my ShadowLOD for the ShadowLOD. Do you knpw why? I imported the model for it right into the LOD called ShadowVolume 0.000 and it says it has something about 2000 faces...so what am I doing wrong? -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Okay I didn't know about that :) Thank you! Maybe the missing ability of driving is caused by a mod? If not....it must be my fault but no idea what I did wrong :/ -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
The view is okay but i have a weird graphics bug (you can see it in the pictures i sent you in the PM) and the ship isn't driving -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Any ideas what I have to do to make it work? -
got this working with this animate ["AddFLIR", 1]; http://img5.fotos-hochladen.net/uploads/2013102000003h82xv7adg.jpg (384 kB)
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Doesn't the Pawnee already have a FLIR? I thought because i read this in the config: class FLIR_HRot { source = "user"; animPeriod = 1e-007; initPhase = 0; }; class FLIR_VRot { source = "user"; animPeriod = 1e-007; initPhase = 0; }; Maybe it has to be enabled with an animation command? Also I want to mention that you can also have an overpowered gun on your Pawnee without Dev Branch :D I made just a few config changes and this happened [video coming soon when I rendered and uploaded it :D] Edit: Also there's a FLIR_F.p3d in the files of the AH9
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Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
Thank you Gnat! I did everything you mentioned and fixed some things like floating on the water and the PoV but I still can't drive the ship and the awful graphics bug is still there...seems like I have some cool x-ray goggles :D -
Is it also possible to add doors to the AH-9? Maybe just the front doors?
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Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
i will look at this thank you :) -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
I tried both. One time all View LODs had the proxies and one time only the 0.000 LOD. Maybe it's also important to say that my ship is floating above the water. I made a LandContact LOD... EDIT: config.cpp: // Gunboat - BRSSEB 04.01.03 - Lesson 5 - Making your first gunboat #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class Ares_Patrolboat_F { units[] = {"patrolboat"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Boat_F_Boat_Armed_01"}; }; }; class CfgVehicles { class Boat_F; class Boat_Armed_01_base_F : Boat_F { class NewTurret; class Turrets; class ViewOptics; }; class patrolboat : Boat_Armed_01_base_F { scope = 2; side = TWest; faction = ares; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_F", "B_Soldier_F"}; displayName="Ares Patrolboat"; accuracy=0.80; fuelCapacity=500; model="\AresVehicles\data\patrolboat\patrolboat.p3d"; vehicleClass = "Ship"; hasDriver=true; hasGunner=false; hasCommander=false; transportSoldier = 4; driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; driverAction = "driver_boat01"; cargoAction[] = {"passenger_low01", "passenger_low01", "passenger_low01", "passenger_low01"}; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; cargoGetInAction[] = {"GetInMedium"}; cargoGetOutAction[] = {"GetOutMedium"}; class RenderTargets { }; class HitPoints { }; class AnimationSources { }; class Turrets : Turrets { }; class TransportWeapons { }; class TransportMagazines { }; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; class _xx_medikit { name = "medikit"; count = 1; }; }; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "light_left"; direction = "light_left_dir"; hitpoint = "light_left"; selection = "light_left"; size = 0.5; brightness = 0.6; }; }; aggregateReflectors[] = {{"Left"}}; hiddenSelections[] = {}; }; }; model.cfg: class CfgSkeletons { class Ares_Big_Patrol_Boat_Skeleton { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "propeller1", "", "propeller2", "", "drivewheel", "", "radar", "" }; }; }; class Rotation; class CfgModels { class Ares_Big_Patrol_Boat { sectionsInherit=""; sections[]= { "" }; skeletonName="Ares_Big_Patrol_Boat_Skeleton"; class Animations { class DrivingWheel { type="Rotation"; source="drivingwheel"; selection="drivewheel"; axis="drivewheel_axis"; minvalue=-1; maxValue=1; angle0="rad -70"; angle1="rad 70"; }; class propeller1: Rotation { type="rotation"; source="rotor"; selection="propeller1"; axis="propeller1_axis"; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class propeller2: Rotation { type="rotation"; source="rotor"; selection="propeller2"; axis="propeller2_axis"; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class radar { type="rotationY"; source="clockMinute"; selection="radar"; axis="radar_axis"; memory=0; sourceAddress="loop"; angle0="0"; angle1="-1920* rad 360"; }; }; }; }; My model how it looks like ingame (not really beautiful, i know): http://img5.fotos-hochladen.net/uploads/201310160000bwvpsj5t4y.jpg (462 kB) http://img5.fotos-hochladen.net/uploads/201310160000ekof4mz1w5.jpg (233 kB) There are two passengers and one driver...but i can't see them :D -
Too many vertices
Miroslaw Kowalski replied to Miroslaw Kowalski's topic in ARMA 3 - MODELLING - (O2)
I made a pilot view and a cargo view....I just duplicated my 0.000 LOD for them but nothing changed